Bender, Air (3/4) (3.5e Class)

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1 out of four Classes I intend to make, as this site has plenty of "Bender" Classes, but in the series the different styles were too different to be looped into the same class.


All Airbenders are wistful and contemplative, but they also share a childlike enthusiasm for pranks and merriment.

Making an Airbender[edit]

Airbending is a very interesting style of bending, given that it is difficult to deal damage with a simple stream of Air. Airbenders are often craftier then other benders, finding interesting ways to utilize their bending in a formidable, but harmless. All damage an Airbender does regardless of the source can be non-lethal.

Abilities: An Airbender's chief ability is Dexterity.

Races: Context (Depends on the world in which this class is used.)

Alignment: Any non evil

Table: The Airbender

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Speed bonus Unarmed Damage Wind Damage
Fort Ref Will
1st +0 +0 +0 +2 Bending Style 1st, Improved Unarmed Strike +0 1d4 1d6
2nd +1 +0 +0 +3 Bonus Feat, Evasion +0 1d4 1d6
3rd +2 +1 +1 +3 Fast Movement, Unbalancing Strike +10 1d4 1d6
4th +3 +1 +1 +4 Combat Expertise +10 1d6 1d10
5th +3 +1 +1 +4 Dodge +10 1d6 1d10
6th +4 +2 +2 +5 Bonus Feat, Uncanny Dodge +20 1d6 1d10
7th +5 +2 +2 +5 Flying Kick, Bending Style 2nd +20 1d6 1d10
8th +6/+1 +2 +2 +6 +20 1d8 2d6
9th +6/+1 +3 +3 +6 Spring Attack +30 1d8 2d6
10th +7/+2 +3 +3 +7 Bonus Feat +30 1d8 2d6
11th +8/+3 +3 +3 +7 +30 1d8 2d6
12th +9/+4 +4 +4 +8 Whirlwind Attack, Bending Style 3rd +40 1d10 2d10
13th +9/+4 +4 +4 +8 +40 1d10 2d10
14th +10/+5 +4 +4 +9 Bonus Feat, Improved Uncanny Dodge +40 1d10 2d10
15th +11/+6/+1 +5 +5 +9 +50 1d10 2d10
16th +12/+7/+2 +5 +5 +10 +50 2d6 2d12
17th +12/+7/+2 +5 +5 +10 Bending Style 4th +50 2d6 2d12
18th +13/+8/+3 +6 +6 +11 +60 2d6 2d12
19th +14/+9/+4 +6 +6 +11 Air Blade +60 2d6 2d12
20th +15/+10/+5 +6 +6 +12 +60 2d10 3d10

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance, Decipher Script, Diplomacy, Escape Artist, Jump, Knowledge (bending), Sleight of Hand, Tumble.

CHAKRA 2 + WIS MOD every 3 levels gains 1 chakra point

Class Features[edit]

Weapon and Armor Proficiency: Air Benders are nimble and dexterous, just like the wind. Has prociciency with all the weapons a monk can use.

AC bonus: Benders are nimble fighters, allowing them to add their WIS mod to their AC, for as long as they are unarmored

Air Bending (Su): By focusing on the air around you can deal force damage based on your current level, the range of the bending attack is 45ft in a line and stops when the target is hit. Dealing 1d4 Unarmed damage.Attacking this way consumes 1 chakra. Your wind damage is added to your bending attacks. All bending techniques have a range of 10ft/lv unless it says otherwise.

Most of a Bender's Elemental Attacks entail a reflex save to the opponent for half damage, as any spell of the same kind. The saves for some of the bender's attack is 10 + Class Level + Key Ability Score. The Airbender's Key ability score is Dexterity. Recovering 1 chakra back every 4 rounds.

Bending Styles: Starting at 1st level and onward, the bender may unlock techniques unique to their bending element. These techniques take up chakra (2+ the Bender's level+ WIS mod)

Bending Style; 1st: Whirlwind: by expending 2 chakra, the Bender creates a small vortex of wind to slice and cut the enemy. Deals 2d4 force damage to target creature and their movement speed is decreased by 10 for 1 minute. At level 6 you can consume 2 more chakra to deal 4d4 force damage instead to the target and for 1d4 rounds the target can only make a single action if they fail there Fort Save (10+ 1/2 the Airbender's level + Wis Mod).

Fleet of Foot: By expending 3 chakra, the Bender accelerates one allies actions. Same effect as haste for 1d4 rounds. At level 7 pay an additional 1 chakra to add your DEX mod to the amount of turns the ally is hasted.

Bending Style; 2nd: Wing Blast: By expending 4 chakra, the Bender creates a blusterous wind, proning enemies within 15 feet in a cone. FOR save negates (DC 10 + 5 + 1/2 Bender's level). At level 11 the range is extanded to 20ft, also you can pay an additional 5 chakra to use this as a swift action, allowing you to use it when it is not your turn. Using the ability this way you won't be able to use it until the end of your next turn.

Drop Kick: By expending 6 chakra, the Bender delivers a swift kick to the enemy, infusing his foot with a great breeze. Deals unarmed strkie damage + 4d6 force damage and target is stunned for 2 rounds unless they pass a FOR save (DC 10 + Bender's DEX mod + 1/2 the Airbender's level). At level 10 you can consume additional chakra to increase the DC by +1 and deal an extra 1d6 of force damage for each 2 chakra you consume after the initail pay to a max of +5.

Bending Style; 3rd: Tornado Burst: By expending 8 chakra, the Bender summons a large tornado to slash enemies deals 4d8 force damage within 30 feet of the user and pushes all creatures within range back 15 feet back by 5ft unless they are two size categories larger than the user. At level 15 if you expand 5 more chakra as a full round action you can deal 6d8 force damage to all creatures within 45 feet and pushing back all creatures within 30ft back 10 feet unless they are two size categories larger than the bender.

Air funnel: By expending 7 chakra, the bender can take a defensive stance to re direct an ranged attack back at its user. However while doing this the bender can't attack unless the bender dispells the air. At level 16 the cost of this ability is reduced by 2 chakra.

Bending Style; 4th: Air sheild : By spending 6 chakra, the bender can make a dome of air 10ft around him which can deflect all ranged, and all physical attacks for a short time. This can be sustained however it costs 3 chakra each time as well as a concentration check DC (10+ bender level.

Flight: By spending 4 chakra the bender can move the air around him gaining flight = to his speed this lasts aslong as the bender spends 2 chakra every round.

Evasion: At 3rd level, If subjected to an attack that allows a Reflex save for half damage, a Bender with evasion takes no damage on a successful save. As with a Reflex save for any creature, a Bender must have room to move in order to evade. A bound Bender of one squeezing through an area cannot use evasion. As with a Reflex save for any creature, evasion is a reflexive ability. The Bender need not know that the attack is coming to use evasion.

Unbalancing Strike: At 3rd level, a Bender says she is using the feat before making her attack roll. If she successfully strikes an opponent with an unarmed strike, he must make a Fortitude save (DC 10 + ½ your level + Wis modifier). In addition to suffering normal damage, if the defender fails his saving throw, he is considered flat footed for 1 round. You may use Unbalancing Fist once per day for every four character levels, and no more than once per round.

Combat Expertise: At 4th level, when a Bender uses the attack action or the full attack action in melee, she can take a penalty of as much as –5 on her attack roll and add the same number (+5 or less) as a dodge bonus to her AC. This number may not exceed her base attack bonus. The changes to attack rolls and AC last until her next action.

Dodge: Being more fexable you gain the "Dodge" feat starting at level 5; during your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.

Uncanny Dodge: Starting at level 6 you gain the ability of Uncanny Dodge. An Airbender can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Flying Kick: At 7th level, a Bender starts this maneuver off by performing a Jump check. She attacks a target no further away from her than two times her reach. If her attack hits, she adds half the result of her Jump check to the damage of the attack

Spring Attack(Ex):Starting at level 9, when using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

Whirlwind Attack(Ex):Starting at level 12 when you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell).

Improved Uncanny Dodge(Ex): An Airbender of 14th level or higher can no longer be flanked.

Air Blade(SU): Starting at level 19 you can add your bending damage to your unarmed strikes a number of times per day equal to your WIS mod.

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