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: 18 per Water Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 18 + your Constitution modifier
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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