Elemental Bender (Avatar concept)

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Elemental Bender (Avatar concept)
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Elemental Bender[edit]

Elemental benders are individuals who have been born in sync with the natural world. Able to train and harness the energy within themselves and make that energy express itself in the world around them. An Elemental Bender is defined less by the class in general and more specifically by the first Element which they learned to bend. Fire Elemental Benders tend to be aggressive and hot headed, Earth are slow and steady and very heardy to the point of being stubborn, Air and water benders are both very laid back and prefer to "Go with the Flow." Though there are exceptions to every rule.

Making an Elemental Bender[edit]

When creating an elemental bender one should always bear in mind the nature of the elements in the world and which they wish their character to reflect, while also remembering that this class allows no multi classing and that once they set down the path of a bender they are committed.


Elemental benders are good within combat due to their ability at later levels to use any element in their defense or to make most any terrain into a weapon. This holds true only so long as the Elemental Bender retains Chi Points in reserve to use their bending skills. The weakness of this class comes when in another plane where their elements are limited and especially in the astral plane where they can not bend at all. If they should use all their chi points and have none in reserve they are more vulnerable to attack. This Class should work well as a jack of all trades in a group being able to assist in healing fighting and utility purposes outside of combat.

Abilities: The most important ability for this class is Wisdom to determine the number of different elements they can bend and the number of chi points they posses. Dexterity and Constitution are importent due to the fact that Elemental Benders wear little or no armor. Strength should be considered due to the fact that Elemental Benders can only use their bending skills if they have Chi points.

Races: Any race may contain elemental benders within it. The closer linked to nature a given race is however, the more likely they are to produce an elemental bender.

Alignment: Any.

Starting Gold: starting gold; 2d6×10 gp average starting gold.


Table: Elemental Bender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage Armor Bonus
Fort Ref Will
1st +2 +2 +2 +2 Improved Unarmed Strike, Element Selection, Elemental Bonus +1, Leadership 1d6 +0
2nd +3 +3 +3 +3 Evasion 1d6 +0
3rd +4 +3 +3 +3 1d6 +0
4th +5 +4 +4 +4 Bonus Feat 1d8 +0
5th +5 +4 +4 +4 Elemental Bonus +2 1d8 +1
6th +6/+1 +5 +5 +5 1d8 +1
7th +7/+2 +5 +5 +5 1d8 +1
8th +8/+3 +6 +6 +6 Bonus Feat 1d10 +1
9th +9/+4 +6 +6 +6 Improved Evasion 1d10 +1
10th +10/+5 +7 +7 +7 Elemental Bonus +3, Improved Bending 1d10 +2
11th +11/+6/+1 +7 +7 +7 1d10 +2
12th +12/+7/+2 +8 +8 +8 Bonus Feat 1d12 +2
13th +13/+8/+3 +8 +8 +8 1d12 +2
14th +14/+9/+4 +9 +9 +9 1d12 +2
15th +15/+10/+5 +9 +9 +9 Elemental Mastery First, Elemental bonus +4, Avatar Power 1/day 1d12 +3
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat 2d12 +3
17th +17/+12/+7/+2 +10 +10 +10 2d12 +3
18th +18/+13/+8/+3 +11 +11 +11 2d12 +3
19th +19/+14/+9/+4 +11 +11 +11 Avatar Power 2/day 3d10 +3
20th +20/+15/+10/+5 +12 +12 +12 Elemental Mastery Second, Elemental Bonus +5, Primal Elemental shape 1/day 3d10 +4

Class Skills [edit]

Class Skills ( 8 + Int modifier per level, ×4 at 1st level)
The Elemental Bender’s class skills (and the key ability for each skill) are Balance Dex, Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide Dex, Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform Dance (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble Dex Bluff (Cha).

Weapon and Armor Proficiency[edit]

Elemental Benders are proficient with unarmed fighting techniques and all bended weapons they form. Elemental benders are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a heavy load, a bender loses her AC bonus and her perform dance check to her bending.

Bending Proficiency[edit]

A bender is born with the talent to bend an element with focus and practiced movements. Bending is a Supernatural ability.

A bender can attack with his hands and the same time bend against his enemy from touch, or just bend from the far.

A character at creation is allowed one element to bend if their Wisdom modifier is at least a 12. Later for every permanent point to your Wisdom modifier past the first you gain an additional element up to all 4 with a wisdom modifier at +4. Each element has a given purpose in battle and outside. All benders gain a benefit to other stats that go along with their style of bending. At 1st level you gain +1 to the stats that are related to their element, the bonuses increase to +2 at level 5,+3 at level 10, +4 at level 15,and +5 at level 20. The bonuses count only for elements you control when you reach the level that gives the bonus.

Fire benders receive a +1 bonus to attack and a +1 bonus to damage and a +5 resistance to Fire and Electricity damage.

Earth Benders receive a +1 to their fortitude saves and +1 natural armor bonus as well as a +5 resistance to Earth and Acid based damage.

Air Benders receive a +1 to their Reflex saves and a +10 movement bonus to their base land speed a +1 initiative bonus as well as +5 resistance to Air based damage.

Water Benders receive a +1 to their Will saves and a +1 deflection bonus to their AC as well as a +5 resistance to Water and Cold based damage.

Bending Movement Bonuses[edit]

Three of the four benders receive bonuses to their movement and mobility. Fire benders forgo this bonus in exchange for their combat specialization and focus.
Air benders are able to manipulate air currents around them and receive a fly speed equal to their base land speed with perfect maneuverability, however they can only fly for 1 hour per level that they have been an Air bender. The fly speed of a Air bender is never affected negatively by winds as they can bend the wind currents around them.
Water benders receive a swim speed equal to their base land speed when in the water. The swim speed is never affected negatively due to currents and weather conditions as they may bend the water around them to ease their passing.
Earth benders receive a dig/burrow speed equal to their base land speed. They however are not effected by the type of terrain they borrow through so long as it is of an earth base. Stone to sand makes no difference as the bender is still bending earth.

Chi Points[edit]

A Bender must spend Chi points for the type of the bending they wish to perform. A bender has chi points equal to their class levelx2 + her wisdom modifier. When used these points regenerate at a rate of 5 per every round. A Bender has a different Chi point pool for every element they are able to bend.

As an alternative to taking a feat every third level a bender may choose to sacrifice a single feat to gain an additional two chi points instead. Or at creation they may choose to Sacrifice all feats gained every three levels for the next twenty levels to gain double the normal chi points per level. So their chi point pool is equal to their level times 2 + wisdom modifier.

Bending[edit]

In order for an Elemental Bender to bend their element they must first have expand a number of Chi points that varies depending on the use of the bending. As a single action a Bender may remove Chi points to manipulate the element that they wish to use. Th number of Chi points removed is equal to x.


====(Water Bending)====
2x Chi points: Ray of Water deals cold damage equal to 1d6xlvl with a range of 10 feet every bender level.

5x chi points: Heal Hp equal to 5xd4.

20 Chi points: Wall of Ice spell. Caster level is equal to bender level (unbreakable DC 2/lvl + wis mod).


====(Fire Bending)====
2x Chi points: Ray of Fire deals fire damage equal to 1d6/lvl + 2xd4 burn with a range of 10 feet every bender level.

5x Chi points: Ray of Lightning deal electric damage equal to 1xd6/lvl + 1d4/2lvl with a range of 10 feet every bender level.

20 Chi points: Wall of Fire spell. Caster level equal to bender level(2xd6/lvl passed, 2xd6 from 10 ft).


====(Earth Bending)====
2x Chi points: Stone Skin spell(+5 AC). Duration is equal to 10 min./lvl.

5x Chi points: Ironwood spell 2xd6/lvl(DC 10 + wis mod to stun the enemy). Caster level is equal to bender level

20 Chi points: Wall of Stones spell. Caster level is equal to bender level(unbreakable DC 2/lvl + wis mod).


====(Air Bending)====
2x Chi points: Ray of Air deals damage force equal to 1d6/lvl + 2d4 wirlwind with a range of 15 feet every bender level.

5x Chi points: Whirlwind spell. Caster level is equal to bender level 2d6/3lvl. Duration level is 1 round/3lvl.

20 Chi points: Wind wall spell. Caster level is equal to bender level(throwing enemy in the air DC 18).

Special Defenses:[edit]

Special Defenses may only be used one at a time and must be declared upon use. Consumes 1 chi point.

Water: When fighting defensively a water bender gains a +4 bonus to her armor class and if an attack misses her armor class by more than 5. She may make a free attack upon her attacker at a -4 to her attack. Total Defense increases this Bonus to +6 to her armor class and -10 to her counter attack.

Earth: When fighting Defensively an earth bender gains +4 bonus to her armor class and gains cover with a 25% miss chance. Total Defense increases this bonus to +6 and 50% miss chance.

Air: When fighting defensively an air bender gains +4 to her armor class and if an opponent misses her armor class by more than 5 she may move up to half her base land speed away from her attacker. Total defense increases this bonus to +6 and 3/4ths her base land speed.

Fire: When Performing a Full Attack action a fire bender may move up to half her base land speed before making her attack and after.


AC Bonus (Ex)[edit]

When unarmored and unencumbered, the Bender adds her Wisdom bonus (if any) to her AC. In addition, a bender gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five bender levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the bender is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor besides light armor, or when she carries or heavy load.

Improved Unarmed Strike[edit]

At 1st level, a bender gains Improved Unarmed Strike as a bonus feat. A bender’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a bender may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a bender striking unarmed. A bender may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a bender’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A bender’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion (Ex)[edit]

At 2nd level or higher if a bender makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a bender is wearing light armor or no armor. A helpless bender does not gain the benefit of evasion.

Bonus Feat[edit]

At 4th level and every 4 levels after a bender can chose one bonus feat. She can chose any feat as long as she meets the Prerequisite.

Improved Evasion (Ex)[edit]

At 9th level, a bender’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Bender does not gain the benefit of improved evasion.

Improved Bending[edit]

Starting at tenth level, once per round a bender can now use one bending ability as a free action.

Elemental Mastery(Ex)[edit]

At 15th level a bender is immune to damage from the element(s) they chose at first level. At 20th level an elemental bender gains immunity to any other element(s) they gained.

Primal Elemental Shape[edit]

At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action. Primal Fire Elemental Primal Water Elemental Primal Earth Elemental Primal Air Elemental

Avatar Power[edit]

All dmg from bending elements is 4 times greater thun before. The bender does not use chi for his bending while in this form. This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action.

Remove-Aply Bend[edit]

The Elemental Bender can now remove or aply bending abillities from or to an other person, by grapling him. (DC 15 + 2xwis mod, will check for enemy)

Ex- Elemental Benders[edit]

While not restricted by any alignment or deity Elemental benders may be multiclassed within a character's first twenty levels. Should they leave the elemental bender class for any reason they lose all abilities gained from it. Retaining only their saves base attack bonus and hit dice.

Epic <-class name->[edit]

Table: The Epic Elemental Bender

Hit Die: d12

Level Special
21st Greater Elemental Bonus (+10), Remove-Aply Bend
22nd
23rd Greater Elemental Bonus (+15)
24th Avatar Power 3/day
25th Greater Elemental Bonus (+20)
26th Primal Elemental shape 2/day
27th Greater Elemental Bonus (+25)
28th
29th Greater Elemental Bonus (+30)
30th Primal Elemental shape 3/day, Avatar Power 4/day

<-12-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Campaign Information[edit]

Playing an Elemental Bender[edit]

This section is not complete, and needs to be finished. Edit this Page

Religion: Elemental Benders have no set patron deity and may worship any of their choosing however it is common to find them worshiping gods who are more closely associate with Nature than anything else.

Other Classes: Elemental Benders get along decently well with most classes, but they are especially friend towards Druids and Rangers who are equally friendly in return.

Combat: Combat Role is flexible but often Elemental benders attack at range with their bending or look for ways to shift the terain in their favor.

Advancement: Advancement with this class is strictly limited to advancement in this class.

Elemental Benders in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
"Fire burns, Wind blows, Water flows, but earth. Earth remains."
—Terran, Dwarven (Earth) Elemental Bender

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

Daily Life: Day to day life with an elemental bender is often quiet. Prefering to go about their lives and employ their powers to make life easier rather than to win great reknown. Festival times will be times of exhibitions of bending powers and competitions for the pleasure of the masses. Benders often seek out masters our take on students in the early and later years of their lives.

Notables: Zed, Human Master Elemental Bender. "Won great renown when being threatened by an advancing army focused his bending till in one moment he stopped the army's march by raising a mountain Range before them."

Organizations: While no formal organizations exist Elemental Benders will often take on students later in live. Students and masters have strong ties and bonds and will often remain life long friends.

NPC Reactions: Druids and Rangers react favorably to Elemental benders while other classes tend to be indifferent. In town most all members of society mistake Elemental Benders for monks, occasionally even other monks will fall prey to this mistaken identity.

Elemental Bender Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in Knowledge Nature or Knowledge History can research Elemental Benders 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 There are rumors of monks who have focused their lives so much on there training with the elements. They can punch and fire appears!
10 Benders are not Monks but Children of nature born in sync with it. They are bound to an element, but there are rumors of some bending more than one element.
15 The elemental Bender has four elements they will learn to bend in their life time. Not all members of the class are the same. They vary greatly by what elements they learned and in what order.
20 Legends of Elemental benders through history, the places where some of the great ones trained to focus their skills.

Elemental Benders in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

Many Elemental benders who seek a quiet life are farmers. Using their talents to help in the fields. While others who are more showy go in as performers. Others will be hired as personal body guards or muscle depending on their backgrounds.



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