Difference between revisions of "Water Bender(5e Class)"

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Water Bender

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Creating a Water Bender

When creating a Water Bender think of the path your character chose with his bending. is he a powerful blood bender able to control his opponents bodies, an ice bender able to hinder his opponents and control the battelfield or a healer who is always willing to lend aid to his allies.

Quick Build

For a quick build choose Wisdom as your primary ability score, followed by either Dexterity or Constitution.

Class Features

As a Water Bender, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Water Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Water Bender level after first

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Wisdom, Strength
Skills: Choose 2 from Animal Handling, Insight, Perception, Medicine, Survival, Acrobatics, Stealth, Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather Armor
  • a simple melee weapon or a simple ranged weapon with 20 pieces of ammunition
  • a priest's pack or an explorer's pack
  • an herbalism kit or a healer's kit


The Water Bender

Level Proficiency
Bonus
Features
1st +2 Waterbending, Connection to the Water Plane
2nd +2 Bending Points, Ice Block
3rd +2 Bending Path
4th +2 Ability Score Improvement
5th +3 Improved Waterbending
6th +3 Adaption to Water, Respected by the Fish(Working title)
7th +3 Improved Waterbending
8th +3 Ability Score Improvement
9th +4 Bending Path Feature
10th +4 Ice Barrier, Whip Grab
11th +4 Water Plane's Aid
12th +4 Ability Score Improvement
13th +5 Bending Path Feature
14th +5 Water Plane's Guest
15th +5
16th +5 Ability Score Improvement
17th +6 Bending Path Feature
18th +6
19th +6 Ability Score Improvement
20th +6 Master of the Waves

Water Bender

Through rigorous training you are able to control water and shape it as you will. you know the cantrip shape water and can conjure a water whip. As an action you can conjure a long whip that can hit a target up to 30 ft away and deals 1d10 plus your wisodm modifier bludgeoning damage. the whip's damage increases by 1d10 at level 5,11,17.

You cant use shields when waterbending as it prevents smooth movements of your arms.


Connection to the Water Plane

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Back to Main Page5eClasses

Hit Die1d8 +
Identifier5e Class +
Length20 +
RatingUndiscussed +
SaveWisdom + and Strength +
SkillInsight +, Perception +, Medicine +, Survival +, Acrobatics +, Stealth +, Persuasion + and Animal Handling +
TitleWater Bende +