Bender, Earth (4/4) (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.


Earthbenders, as a general rule, are stubborn and hardworking. They are also unyeilding in their defense of their own beliefs. They will go to any length to attain their goals.

Making an Earthbender[edit]

Earthbending is about guts and being willing to take attacks head on. An Earthbender's greatest ability is the ability to take whatever is thrown at them, and return it tenfold.

Abilities: The Most important ability score for the earthbender is Constitution. It powers their bending and gives them the toughness they need to take damage.

Races: Most Earth Benders are human, but any race with a natural affinity for earth may follow this path

Alignment: Most earth benders choose to follow the nuetral alignment.

Table: The Earthbender

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Earth Damage Unarmed Damage
Fort Ref Will
1st +1 +2 +0 +0 Bending Style 1st, Improved Unarmed Strike 1d6 1d6
2nd +2 +3 +0 +0 Bonus Feat 1d6 1d6
3rd +3 +3 +1 +1 Power Attack 1d6 1d6
4th +4 +4 +1 +1 Toughness, Discipline 2d6 1d8
5th +5 +4 +1 +1 Defensive Strike,Iron Clad Protector 2d6 1d8
6th +6/+1 +5 +2 +2 Bending Style 2nd 3d6 1d8
7th +7/+2 +6 +2 +2 Roundabout Kick, 3d6 1d8
8th +8/+3 +6 +2 +2 4d6 1d10
9th +9/+4 +7 +3 +3 Iron-Willed 4d6 1d10
10th +10/+5 +7 +3 +3 Bonus Feat 5d6 1d10
11th +11/+6/+1 +8 +3 +3 Fists of Iron 5d6 1d10
12th +12/+7/+2 +8 +4 +4 Bending Style 3rd 6d6 2d6
13th +13/+8/+3 +9 +4 +4 6d6 2d6
14th +14/+9/+4 +9 +4 +4 Bonus Feat, One With Nature 7d6 2d6
15th +15/+10/+5 +10 +5 +5 7d6 2d6
16th +16/+11/+6/+1 +10 +5 +5 Bending Style 4th 8d6 2d8
17th +17/+12/+7/+2 +11 +5 +5 8d6 2d8
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 9d6 2d8
19th +19/+14/+9/+4 +12 +6 +6 9d6 2d8
20th +20/+15/+10/+5 +12 +6 +6 The Ultimate Earth Child, Bending Style 5th 10d6 2d10

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise, Clumb, Craft, Knowledge (bending), Listen, Profession, Search, Spot.

Class Features[edit]

Earth Bender

Weapon and Armor proficiency: Earth Benders are not proficient with weapons or armor of any kind. Earth Benders require soil, dirt, or rock to bend

AC bonus: Benders are wise fighters, just like monks, allowing them to add their WIS mod to their AC, for as long as they are unarmored

Bending Styles: Starting at 1st level, and every 4th level onward, the bender may unlock techniques unique to their bending element. These techniques take up chakra (2+ the Bender's level and WIS mod)

Bending Style; 1st: Earth's Embrace: By expending 2 chakra, the Bender envelopes herself in a boulder, gaining a bonus to her AC equal to her CON mod for the next attack made against her

Stoned Fist: By expending 1 chakra, the Bender forces a fist-shaped boulder to strike the opponent. Deals 1d4 nature damage + the Bender's STR mod to creature

Bending Style; 2nd: Earthen Cage: By expending 2 chakra, the Bender may trap creature(s) in cage made of solid rock. 20 feet wide (DC is 10 + the Bender's CON mod)

Wall of Earth: By expending 2 chakra, the Bender raises a protective barrier of solid boulder, granting a +4 AC bonus to target ally for 2 rounds + the Bender's CON mod

Bending Style; 3rd: Shield of the Great Mountain: By expending 4 chakra, the Bender shifts a large boulder to an ally, warping it into a shield. Target ally takes no physical damage for one round. Usable once per round

Earthen Spear: By expending 3 chakra, the Bender hurls multiple, small-sized stalagmites at the enemies. Deals 3d6 nature damage to target creature

Bending Style; 4th: Tremor: By expending 3 chakra, the Bender causes a huge uprising in the earth, causing 2d10 nature damage in a 25 foot radius and possibly killing all creatures within area unless they pass a REF save (DC is 10 + 1/2 the Bender's level and her CON mod)

Rock Armor: by expending 5 chakra, the Bender creates a makeshift armor out of solid rock on his body.Target ally gains a -2 damage reduction to magic for 2 rounds

Bending Style; 5th: Rockslide: By expending 6 chakra, the Bender creates a huge boulder, dealing 4d10 nature damage to target creature. The boulder then shatters, dealing 2d8 nature damage to any creature within 15 feet of the initial target

I am Earth: By expending 10 chakra, the Bender traps target creature in a small boulder,which is then crushed, killing any creature with 12 HD or less outright

Power Attack: At 3rd level, before making attack rolls for a round, a Bender may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed her base attack bonus. The penalty on attacks and bonus on damage apply until her next turn.

Toughness: At 4th level, the Bender gains 3 hit points

Discipline: At 4th level, the Bender gains a +2 to natural AC. This is increased to +4 at 6th level and +6 at 8th level

Iron Clad Protector: At 5th level, if an ally within 10 feet of the Bender would be attacked, she may jump in front of the attack instead, taking all damage or negative effects that her ally would

Defensive Strike: At 5th level, if an opponent attacks the Bender and misses her while she is using the total defense action, she can attack that opponent on her next turn with a +4 bonus on your attack roll. She gains no bonus against an opponent that does not attack her or against an opponent that attacks and hits her.

Roundabout Kick: At 7th level, if a Bender strikes a successful critical hit with an unarmed attack, she can immediately make an additional unarmed attack against the same opponent, as if she hadn’t used her attack for the critical hit. She uses the same attack bonus that she used for the critical hit. For example, Shi deyang can make three unarmed attacks in a round, at base attack bonuses of +9, +6, and +3. If he gets a critical hit on his second attack, he can make an additional attack using his +6 base attack bonus. he then makes his third attack (at +3) as normal.

Iron-Willed: At 9th level, the Bender gains an AC bonus of her CON mod while fighting on mountainous terrain

Fists of Iron: At 11th level, the Benders Fists become hard like a boulder. The Bender must declare using the feat before making an attack roll. If she hits, she deals an extra d8 of damage (only usable with an unarmed strike)

One with Nature: At 14th level, the Bender gains a -5 damage reduction to nature and its sources

The Ultimate Earth Child: At 20th level, the Bender takes half damage from any and all sources. They also gain the ability to bend metal, however, the first time they do so takes preparation, and cannot be done initially in combat.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

Earth Bender Feats[edit]

Practiced Bender:

Prerequisites: Bending Style 1st

Benefits: Your level for your bending casting class increases by +4. This can't increase your Bender level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain nonBender-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level Bender/3rd-level fighter who selects this feat would increase his Bender level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his Bender level would become 9th (since he now has 9 HD). This level determines Bending Styles and Earth Damage only.

Chakra Focus:

Prerequisites: Bending Style 1st

Benefits: As a Full-Round Action that provokes attacks of opportunity you can meditate to refill half of your total chakra. You must make a DC 15 Concentration Check or this feat has no effect.

Elemental Weapon:

Prerequisites: Bending Style 2nd

Benefits: As a standard action you can create a weapon made of your element. This weapon functions normally in all ways except you add your elemental damage to damage rolls. Fire Bender's create two dagger's made of fire, Water Bender's create a whip made of water (This whip deals lethal damage and does damage armored creatures), Air Bender's create a scimitar made of air, Earth Bender's create a heavy mace made of stone. If for any reason these weapons leave the Bender's possesion it return's to it's element.

Special: A fighter may select Elemental Weapon as one of his fighter bonus feats.

Elemental Redirection:

Prerequisites: Bending Style 1st

Benefits: A Bender gains +4 on Knowledge (Bending) checks to redirect or diminish an ability of her element.

Elemental Telekinesis:

Prerequisites: Bending Style 1st

Benefits: As a Move Action you can move your element in any way with your mind, if moving it through the air the weight may not exceed your light load, if just pushing it along the ground it may not exceed your medium load, you may take 1d6 of non-lethal damage to move up to your max heavy load for 1 round.Things on top of or inside what you are moving count for the weight but must account for less than half the weight. You can move it at a speed of 10 feet per ability modifier of your bender type's key ability score. If being used for transportation you can use a full-round action to move 30 feet per ability modifier of your bender type's key ability score.

Special: A fighter may select Elemental Telekinesis as one of his fighter bonus feats.

Charka Prodigy:

Prerequisites: Bending Style 1st

Benefits: Whenever you would restore 1 Chakra you instead restore 2. This internal focus distracts you from your surroundings, when your Chakra Pool is not full you receive a -2 penalty on Spot and Listen Checks.

Special: A fighter may select Charka Prodigy as one of his fighter bonus feats.

Ability Focus (Bending):

Prerequisites: Bending Style 1st

Benefits: Add +2 to the DC for all saving throws against the Bending attacks used by this Bender.

Last Second Shift:

Prerequisites: Bending Style 2nd

Benefits: When a Bender attacks and a defender with evasion make's their saving throw there is 50% chance that the attack still does half damage.

Special: A fighter may select Last Second Shift as one of his fighter bonus feats.

Bending Finesse:

Prerequisites: Bending Style 2nd, Elemental Weapon

Benefits: When using your Elemental Weapon you may add your key bending ability modifier to your attack roll instead of your strength modifier.

Special: Bending Finesse can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to your Elemental Weapon.

Metabending Feats:

Many Metamagic Feats can be slightly adjusted to become Metabending Feats (e.g. Empower Bending, Maximize Bending, Enlarge Bending ect). When you would normally inrease a spells level just increase the chakra costs by the same amount. Only one Metabending Feat may be used on a Bending at a time.


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