Bender, Water (2/4) (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 waterbenders are kind and gentle at heart, but can tend to change their mood with the tide.

Making a Waterbender[edit]

Waterbending is a very Versatile style of bending, which can be used to deal nonlethal damage, as well as lethal damage. Waterbenders can even use their water to heal the sick and injured.

Abilities: A Waterbender's most important ability is Wisdom.

Races: Most Benders are human, but some exotic races choose to follow this path as well

Alignment: Any

Table: The Waterbender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Water Damage Unarmed Damage
Fort Ref Will
1st +0 +2 +2 +2 Bending Style 1st, Improved Unarmed Strike 1d8 1d4
2nd +1 +3 +3 +3 Bonus Feat 2d8 1d4
3rd +2 +3 +3 +3 Evasion, Unbalancing Strike 2d8 1d4
4th +3 +4 +4 +4 Combat Expertise 3d8 1d6
5th +3 +4 +4 +4 Water is in my Blood 3d8 1d6
6th +4 +5 +5 +5 Uncanny Dodge, Bending Style 2nd 4d8 1d6
7th +5 +5 +5 +5 Flying Kick 4d8 1d6
8th +6/+1 +6 +6 +6 5d8 1d8
9th +6/+1 +6 +6 +6 Improved Evasion 5d8 1d8
10th +7/+2 +7 +7 +7 6d8 1d8
11th +8/+3 +7 +7 +7 Improved Water Bending, Bending Style 3rd 6d8 1d8
12th +9/+4 +8 +8 +8 Using Her Resources 7d8 1d10
13th +9/+4 +8 +8 +8 7d8 1d10
14th +10/+5 +9 +9 +9 Improved Resources 8d8 1d10
15th +11/+6/+1 +9 +9 +9 Ways of the Sea 8d8 1d10
16th +12/+7/+2 +10 +10 +10 Bending Style 4th 9d8 2d6
17th +12/+7/+2 +10 +10 +10 9d8 2d6
18th +13/+8/+3 +11 +11 +11 Bonus Feat 10d8 2d6
19th +14/+9/+4 +11 +11 +11 10d8 2d6
20th +15/+10/+5 +12 +12 +12 Yin and Yang, Bending Style 5th 11d8 2d8

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration, Diplomacy, Forgery, Heal, Knowledge (bending), Listen, Sense Motive, Spot, Use Rope.

Water Bender Class features

Weapon and Armor Proficiency: Benders are not proficient with weapons or armor of any kind. Water Benders require a water source to use all their water bending abilities, either a small pouch of water or from a large lake

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

Water Bending (Su): All benders must be in the presence of their element in order to bend it. The water bending's basic water damage have range 30ft. Your water damage is added to your bending attacks. All bending techniques have a range of 10ft/lv unless it says otherwise. You can make a Knowledge (Bending) check if a water ability is used to redirect the attack or diminish it. Check=10+Spell Level+1/2 caster level.

All of the Waterbender's Elemental Attacks entail a reflex save to the opponent for half damage, as any spell of the same kind. The Reflex save for any bender's attack is 10 + Class Level + Key Ability Score. The Waterbender's Key ability score is Wisdom.

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). Restore 1 chakra every 2 rounds.

Bending Style; 1st: Healing Dew: By expending 2 chakra, the Bender may heal her or her ally 1d10 + WIS mod and removes all negative effects from them

Water Bolt: By expending 1 chakra, the Bender deals 1d6 water damage and target is soaked in water, taking double damage from electricity. Range = 30ft(+5 every 1/2 level).

Bending Style; 2nd: Great Wave: By expending 2 chakra, the Bender summons a great wave, dealing 3d6 water damage to creatures in a 50 foot radius. Range = 30ft(+5 every 1/2 level).

Aqua Barrier: By expending 1 chakra, the Bender envelopes an ally in a bubbly shield of water, granting them a +4 to AC and protecting them from missle attacks for 1 round + the benders level. Range = 5ft+5 every 1/2 level.

Waterfist: By expending 2 chakra, the Bender can create a large-sized fist from any sort of water source and attack a target, using it's Touch AC at a range of 40ft(+5ft every 1/2 level). If the target is hit, it must make a Reflex save or be knocked prone. For every six levels of Water Bender, the fist may strike another target 10ft from the original target.

Bending Style; 3rd: Watery Revival: By expending 6 chakra, the Bender may bring one recently deceased creature back to life, restoring it to half HP. Range=Touch

Healing Wave: By expending 3 chakra, the Bender uses soothing waters to mend her allies wounds, healing 3d10 + 1/2 WIS mod to any ally within a 30 foot radius of the Bender

Bending Style; 4th: Diamond Dust: By expending 3 chakra per spike, the Bender shoots spikes of frozen water at target creature(s). Deals 4d6 cold damage to one or multiple creatures, at a -2 penalty after the first spike if more then one target is chosen. Range = 50ft(+5ft every 1/2 level).

Icy Choke: By expending 4 chakra, the Bender turns the liquid in the creatures lungs to ice, killing any creature with 6 HD or less unless or 1/4 total HP they pass a physical resistance check (DC 0f 10 + the Bender's WIS mod)

Bending Style; 5th: Leviathan: By expending 8 chakra, the Bender may summon a dragon shaped whip of water, dealing 4d10 + WIS mod water damage to creature and possibly causing it to drown, killing it outright (DC is 15 + the Bender's WIS mod)

Glacial Storm: By expending 10 chakra, the Bender summons a storm of meteor-shaped icicles, dealing 6d10 cold damage to creatures within a 60 foot radius. Range 60ft(+5ft every 1/2 level).

Improved Unarmed Strike: At 1st level, the Bender is considered to be armed even when unarmed—that is, she do not provoke attacks of opportunity from armed opponents when she attacks them while unarmed. However, she still gets an attack of opportunity against any opponent who makes an unarmed attack on her. In addition, her unarmed strikes can deal lethal or nonlethal damage, at your option.

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 three 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.

Water Is In My Blood: At 5th level, a Bender may use a heal check, once per day, as a swift action to heal herself HP equal to her check plus half her level. may do an additional time every 5 levels (max 4 at level 20).

Uncanny Dodge: At 6th level, a Bender 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.

Improved Evasion: At 9th level, improved evasion is like evasion, except that even on a failed saving throw, the Bender takes only half damage.

Master of water: At 10th level, when a Bender makes a unarmed attack, she may bend water simultaneously, dealing water damage equal to her WIS mod along with the unarmed attack

Improved Water Bending: At 11th level, the Bender may water bend with water molecules in the air, not needing an immediate water source.

Using Her Resources: At 12th level, a Bender may use a water-based enemy as a source for her bending, controlling the creature to some extent. This may only happen at night.

Improved Resources: At 14th level, the bender may do this three times per day, even if it is not night.

Ways of the Sea: At 15th level, when a Bender is fighting in water, she gains a +8 to her AC

Yin and Yang: At 20th level, a Bender gains + 10 to all her attack/damage rolls with water and cold-based attacks if it is night

Campaign Information[edit]

Playing A Bender

Religion: Water Benders are free flowing, just like the sea, but commonly follow any religion that use water for worship

Other Classes: Water benders despise any race associated with fire, but especially Fire Benders, as they destroy much of their homelands

Combat: Water Benders may take on a multitude of rolls. Whether they choose to whip their enemies with water, heal and support their allies, or fight as a front line martial artist, they can do so efficiently

Advancement: Typically, Water Benders multi-class with Wizards, as they can further their training in cold spells and talents. Some Water Benders also multi-class with a Cleric, going towards support and healing within a group

Waterbenders in the World[edit]

          "Water is beautiful and forever flowing. Like the moon, I will push and pull at the tide." 
                                           (Keona 2 Tails, FoxFolk, Waterbender)

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