User:Ghostwheel/Sandbox
From Dungeons and Dragons Wiki
< User:Ghostwheel
Revision as of 22:55, 24 May 2022 by Gataneka Future (talk | contribs) (Gataneka Future moved page User:Ghostwheel/Sandbox to User:Big fat hairy balls/Sandbox without leaving a redirect)
Elemental Bender by levels:
- Bend Element, Bender's Blast, Weapon Focus (Bender's Blast)
- Bending Technique, Shielded in Life
- Least Elemental Affinity
- Bending Technique, Bender's Focus +1
- Lesser Elemental Affinity
- Bending Technique
- Greater Elemental Affinity
- Bending Technique, Bender's Focus +2
- Supreme Elemental Affinity
- Bending Technique
Bend element: Ability to move element of choice around, partially DM-fiat
Bending level: Equal to class level + 1/2 character level, max equal to character level.
Increases in certain situations
- Fire: +1 during daytime, +2 on a fire-aligned plane
- Water: +1 during night, +2 on a water-aligned plane
- Earth: +1 while touching ground, +2 on an earth-aligned plane
- Air: +1 while not touching ground, +2 on an air-aligned plane
Can use a move action to focus energy to increase by another one
Least Elemental Affinity:
- Fire - Gain endure elements (cold)
- Water - Gain endure elements (fire)
- Earth - Gain endurance feat
- Air - bonus to jump checks equal to class level
Lesser Elemental Affinity:
- Fire - Gain fire resistance 5
- Water - Water walking
- Earth - +4 vs. being moved
- Air - Constantly under Featherfall
Greater Elemental Affinity:
- Fire - Ignore fire resistance, 1/2 damage for immunity
- Water - Gain cold resistance 5
- Earth - Tremorsense
- Air - Blindsense
Supreme Elemental Affinity:
- Fire - Fire immunity
- Water - 20% miss chance vs. ranged attacks
- Earth - DR 5/Adamantine, swift action to increase by 5, move action to increase by 1/2 bending level
- Air - +30' speed
Bender's Blast: Deals 1d6 per bending level. Costs one bending point per attack, use as attack actions, close range attacks (not touch). Alternatively, add 1/3 damage to unarmed melee attacks
- Water - Piercing Damage
- Earth - Bludgeoning Damage
- Air - Slashing Damage, reduce to d4s, medium range
- Fire - Fire Damage, increase to d8s
Techniques:
Universal:
- Cone
- Line
- Minor deflection
Water:
- Healing
- Ice Wall
- Obscuring Mist
- Icy grip (entangle)
- Octopus Form (hit all nearby enemies), enemies provoke AoOs for any movement within 15'
- Ice Prison
- Heavy Air (1/2 move speed)
- Animate Plants
Air:
- Push/pull -> Line/Cone
- Minor push (part of bending blast) (Perhaps part of basic bender's blast?)
- Hover/Scorn Earth? -> Glide -> Fly
- Checking wind
- Deflect projectiles (immediate action)
- Whirlwind
- Shout
- Blinding Grit
Fire:
- Volley (spread)
- Blue Fire (increase die to d10) -> Blue fire flight (clumsy) and Lightning Bolt
- Boil air (AoE DoT)
- Redirect energy (lightning would be a bit too narrow, despite being more canon)
- Flame whip (melee touch weapon, no str and can't be enchanted)
- Immolate - add burning condition to bending blast
- Flame Wall
- Long blast (make bender's blast be long range)
- Laser boom (like fire-fire-boom-boom guy)
- Quick burst (attack as a swift action, 1/2 bending blast damage)
Earth:
- Rock wall
- Rock smash (prone)
- Rock armor
- Stone grasp (immobilized)
- Move earth (move enemies)
- Earthquake
- Rock spike (lift?)
- Hand of stone (grapple?)
- Soften earth (difficult terrain)
- Rock lance (pierce opponent, str check to get out?)
- Burrow
Idea: Bloodbender PrC (3 class levels?), Metalbender? Maybe move blue fire stuff to a PrC as well