Bender, Earth (4/4) (3.5e Class)

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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. **This class is an unbalanced over powered mess**

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. An other important ability score for the earthbender is Wisdom. It gives them a bigger chi pool and AC bonus.

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: d8

Level Base
Attack Bonus
Saving Throws Special Earth Damage Unarmed Damage
Fort Ref Will
1st +0 +2 +0 +0 Bending Style 1st, Improved Unarmed Strike, Bonus Feat - 1d6
2nd +1 +3 +0 +0 Bonus Feat - 1d6
3rd +2 +3 +1 +1 Power Attack - 1d6
4th +3 +4 +1 +1 Toughness, Discipline 1d4 1d8
5th +3 +4 +1 +1 Defensive Strike,Iron Clad Protector 1d4 1d8
6th +4 +5 +2 +2 Bending Style 2nd, Bonus Feat 1d4 1d8
7th +5 +6 +2 +2 Roundabout Kick, Seismic Sense 1d4 1d8
8th +8/+3 +6 +2 +2 Endurance 1d6 1d10
9th +9/+4 +7 +3 +3 Iron-Willed 1d6 1d10
10th +10/+5 +7 +3 +3 Bonus Feat 1d6 1d10
11th +11/+6/+1 +8 +3 +3 Fists of Iron 1d6 1d10
12th +12/+7/+2 +8 +4 +4 Bending Style 3rd 1d8 2d6
13th +13/+8/+3 +9 +4 +4 1d8 2d6
14th +14/+9/+4 +9 +4 +4 Bonus Feat, One With Nature 1d8 2d6
15th +15/+10/+5 +10 +5 +5 1d8 2d6
16th +16/+11/+6/+1 +10 +5 +5 Bending Style 4th 1d10 2d8
17th +17/+12/+7/+2 +11 +5 +5 1d10 2d8
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 1d10 2d8
19th +19/+14/+9/+4 +12 +6 +6 1d10 2d8
20th +20/+15/+10/+5 +12 +6 +6 The Ultimate Earth Conduit, Bending Style 5th 1d12 2d10

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise, Climb, Craft, Knowledge (bending), Listen, Profession, Sense Motive, Search, Spot,.

Class Features[edit]

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.

Earth Bending (Su): All Benders must be in the presence of their element in order to bend it. The Earthbending's basic attack have range 30ft. Your earth damage is added to your bending attacks.

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 Chi to activate. All Bending Style techniques have a range of 10ft for every 2 Bender levels unless it says otherwise. You can make a Knowledge (Bending) check if an earth ability is used near you to redirect or diminish it, the DC = 10 + Foe Bender's Wis Mod + half Foe Bender's Class Level. All of the Earthbender's Elemental Attacks entail a reflex save to the opponent for half damage. The Reflex save for any bender's attack is 10 + Bender Class Level + Wis Mod. The Earthbender's Key ability score is Wis.

Bending Style; 1st: Earth's Embrace: By expending 2 Chi, 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. Range=self.

Stoned Fist: By expending 1 Chi, the Bender forces a fist-shaped boulder to strike the opponent. Deals 1d6 nature damage + the Bender's CON mod to target creature.

Earth Concealment: By expending 1 Chi, the bender hides herself inside the ground bellow her. If unseen while preforming this, she are hidden completely. If not, she gains a +3 bonus to her hide attempt. Once hidden, she may remain so for 15 minutes (if in combat four rounds).

Earth Manipulation: The Bender may mildly manipulate the earth at no expense, but this may not deal damage or impose any penalty to foes. The bonus is entirely up to the DM's digression, (An example of it's use would be to build a stair or move an out of reach object.)

Bending Style; 2nd: Earthen Cage: By expending 2 Chi, the Bender may trap creature(s) in cage of 20ft square size made of solid rock. REF save (DC is 10 + the Bender's CON mod) to avoid being caught. The Cage has 8 HP, AC 7 and Hardness 7.

Wall of Earth: By expending 2 Chi, 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 Chi, the Bender shifts a large boulder to an ally, warping it into a shield. Target ally takes no physical damage for one round.

Earthen Spear: By expending 3 Chi per spike, the Bender hurls multiple, small-sized stalagmites at the enemies. Each spike attack is rolled separately and deals 4d6 nature damage to one or multiple creatures on a hit, at a -2 penalty after the first spike if more then one target is chosen.

Bending Style; 4th: Tremor: By expending 6 Chi, the Bender causes a huge uprising in the earth, causing 2d10 nature damage in a 25 foot radius and an additional 3d6 fall damage to all creatures within the area unless they pass a REF save (DC 10 + half the Bender's Class level + her CON mod)

Rock Armor: by expending 5 Chi, the Bender creates a makeshift armor out of solid rock on his body, earning damage reduction 3/- for 2 rounds.

Bending Style; 5th: Rockslide: By expending 8 Chi, 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 Chi, the Bender traps target creature under the ground, which is then compressed, killing any creature with 12 HD or less or at 1/4 total HP unless they pass a Fort check (DC 10 + haf the Bender's Class level + her CON mod).

Improved Unarmed Strike: At First level, the Firebender gains Improved Unarmed Strike as a bonus feat. In addition, the Earthbender's unarmed strikes deal more damage than a normal person's. The Earthbender's fists begin at first level dealing 1d4 points of damage, and increase as is shown on the Earthbender table.

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.

Seismic Sense: The Bender is able to pick up even the slightest vibrations through physical contact with the ground, enabling them to perceive their surroundings as precisely as normal sight. Users are able to sense the structure and materials of solid substances, including the presence of caves, material changes, structural weaknesses, etc.. The Bender also gain Tremorsense out to 120' and can detect lies by monitoring another person's heart beat.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

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 1d8 of damage (only usable with an unarmed strike)

One with Nature: At 14th level, the Bender gains a damage reduction of 5/-.

The Ultimate Earth Conduit: At 20th level, the Bender takes half damage from any and all sources. They also gain the ability to bend metal.

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