Earthbender (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 variant is trying to recreate in a more real way the freedom to bend in ATLA and LOK)

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. Chi pool: "lvl x (5 + WIS mod)". You restore 1 Chi every 2 rounds, and you have full Chi after meditating for 1 hour.

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 neutral alignment.

Table: The Earthbender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Earth Damage Unarmed Damage Base
Distance and Weight Limit
Fort Ref Will
1st +0 +2 +0 +0 Apprentice Bending Technique, Improved Unarmed Strike, Bonus Feat 1d4 1d6 10ft/10kg
2nd +1 +3 +0 +0 Bonus Feat 1d4 1d6 15ft/15kg
3rd +2 +3 +1 +1 Power Attack, Sub-Element, Apprentice Sub-Bending Techniques 1d4 1d6 20ft/20kg
4th +3 +4 +1 +1 Toughness, Discipline, Seismic Sense 1d6 1d8 25ft/25kg
5th +3 +4 +1 +1 Defensive Strike,Iron Clad Protector 1d6 1d8 30ft/30kg
6th +4 +5 +2 +2 Novice Bending Techniques, Bonus Feat, Novice Sub-Bending Techniques 1d6 1d8 35ft/35kg
7th +5 +6 +2 +2 Roundabout Kick 1d6 1d8 40ft/40kg
8th +8/+3 +6 +2 +2 Endurance 1d8 1d10 45ft/45kg
9th +9/+4 +7 +3 +3 Iron-Willed 1d8 1d10 45ft/50kg
10th +10/+5 +7 +3 +3 Bonus Feat 1d8 1d10 45ft/55kg
11th +11/+6/+1 +8 +3 +3 Fists of Iron 1d8 1d10 50ft/60kg
12th +12/+7/+2 +8 +4 +4 Expert Bending Techniques, Expert Sub-Bending Techniques 1d10 2d6 50ft/65kg
13th +13/+8/+3 +9 +4 +4 1d10 2d6 50ft/65kg
14th +14/+9/+4 +9 +4 +4 Bonus Feat, One With Nature 1d10 2d6 55ft/70kg
15th +15/+10/+5 +10 +5 +5 1d10 2d6 55ft/75kg
16th +16/+11/+6/+1 +10 +5 +5 Master Bending Techniques, Master Sub-Bending Techniques 1d12 2d8 55ft/80kg
17th +17/+12/+7/+2 +11 +5 +5 1d12 2d8 60ft/85kg
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 1d12 2d8 60ft/90kg
19th +19/+14/+9/+4 +12 +6 +6 1d12 2d8 60ft/95kg
20th +20/+15/+10/+5 +12 +6 +6 The Ultimate Earth Conduit, Veteran Bending Techniques, Veteran Sub-Bending Techniques 2d6 2d10 65ft/100kg

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 can wear light armor (such as leather and chainmail) and can wield martial weapons, but they prefer to use only their bending and their body. 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 upgrade their bendings range and the amount of weight they can lift. These techniques take up Chi to activate. All Bending technique have a range of 20ft at 1st level and from 3rd level it increases 10ft every 2 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.

Apprentice Bending Techniques:

Earth's Embrace: By expending 2 Chi, the Bender envelopes themselves in a boulder, gaining a bonus to their AC equal to their CON mod for the next attack made against them. Range=self.

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

Wall: By expending 1 Chi, the Bender raises a wall made of dirt, that grants +2 AC bonus to target ally for 1 round. If not used to shield an ally or yourself, the wall has 7 HP and 6 AC.

Apprentice Sub-bending Techniques:

Sub-bending Manipulation: Depends on the element chosen, but the general theme is having the ability to mildly use 1 Chi to control and do whatever you can with the sub-element you chose, always adding 1 Chi every time you supass the weight limit and/or distance limit. Lavabenders are an exception, because of it being a dangerous bending, at this level you can make lava pools and vulcanize it (cool it, make it normal stone again), and you can spin small rocks over you hands to make 1 shuriken, made of lava and vulcanized rock, which you can throw at the expense of 1 chi, dealing 1d4 + CON mod of damage and 1d4 of burning.

Novice Bending techniques:

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. If not used to shield an ally or yourself, the wall has 10 HP and 8 AC.

Novice Sub-Bending Techniques:

Sub-bending Manipulation: Grants more control over the chosen sub-element. The only big difference from before is the range, weight limit, and that now you can lavabend the lava to shoot lava streams to your opponents, dealing 1d6 + CON mod, and 1d4 of burning damage for 2 turns, even if its applied water on the wound. The lava streams have 5ft range from the lava pool, no weight limit and cost 2 Chi per stream.

Expert Bending Techiques:

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.

Expert Sub-Bending Techniques:

Sub-bending Manipulation: Even more control over the chosen sub-element, upgraded weight limit and distance limit. The lavabenders can now shoot vulcanized rocks, being harder and hotter than normal rocks, causing 1d8 + CON mod of damage and 1d4 of burning damage, costing 4 Chi per rock.

Master Bending Techniques:

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 + their 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.

Master Sub-Bending Techniques:

Sub-bending Manipulation: Same as before, more distance, more weight. Now lavabenders have the ability of making a wall of stone and vulcanizing it, hardening it and giving it burning damage of 1d6 to every one that touches it, and can burn wooden objects that touches it.

Veteran Bending Techniques: 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 HP or less or at 1/4 total HP unless they pass a Fort check (DC 10 + half the Bender's Class level + their CON mod).

Veteran Sub-Bending Techiiques:

Sub-bending Manipulation: Upgraded weight limit and distance limit, granting almost free control over the sub-element chosen, the only limit being you r own imagination (and the DM criterion, you cant do something that absolutly breaks the game, come on, thats why im nerfing the lavabenders). As a lavabender you can pretty much control freely the lava and vulcanized rock, having an extense array of techiniques, and now having the ability (totally broken) of vulcanizing your normal earthbending attacks, costing 2 Chi on top of the normal Chi cost of the technique, and dealing 1d6 of burning damage for 2 rounds, also burning every wooden object that touches it, if its a defensive technique.

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 their base attack bonus. The penalty on attacks and bonus on damage apply until their 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, they may jump in front of the attack instead, taking all damage or negative effects that their ally would.

Defensive Strike: At 5th level, if an opponent attacks the Bender and misses them while they are using the total defense action, they can attack that opponent on their next turn with a +4 bonus on your attack roll. They gain no bonus against an opponent that does not attack them or against an opponent that attacks and hits them.

Roundabout Kick: At 7th level, if a Bender strikes a successful critical hit with an unarmed attack, they can immediately make an additional unarmed attack against the same opponent, as if they hadn’t used their attack for the critical hit. They use the same attack bonus that they 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 their 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 they hit, they deal 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.

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.) But if the bender intends to deal some kind of damage to the oponent, the cost of the action equals to "1 chi per 10ft (and if its a proyectile it cant weigh more than 10kg)" dealing the Earth damage + CON mod, that will be improved onward by 5ft and 5g every 1 level, until it reaches 8th level, frome then onward, it will add 5kg every level and 5ft every 3 levels (8th:45ft, 11th:50ft, 14th:55ft...). (To make an example of an earth manipulation attack, if you want to throw a rock, make a line of spikes towards yor enemy, or inflict some kind of damage using bending). As it was stated before, the only time the weight penalty its applied is when you are making an object levitate (a projectile while attacking or just moving a rock), if it isn't a levitation action the only penalty applied it's distance related (this rule exists only to provide more freedom to the player, because if you want to make a staircase how could you do it with a 10kg limiter? Please understand that). Proyectile damage: 1kg~5kg= Earth damage + CON mod; 6kg~10kg= Earth damage + CON mod + 1d4; it adds 1d4 every 5kg.

Sub-Element: At 3rd level the Bender may choose between 3 sub-elements of Earthbending (sandbending, metalbending and lavabending). Sandbending requires a precise control over the light grains of earth that compose sand, and is a very versatile element with posibilites of obstructing visibility and providing transport. Metalbending grants a powerful assort of techniques that brings great defense and attack capabilites, being capable of sensing impurities in the different metals, requiring imagination and creativity for its use. Lavabending, probably the most dangerous and destrucitve Bending of all the elements, one wrong move and you or your allys could be harmed in an instant. It requires thinking twice before making a move and being always premeditating every action, both yours and of your enemy. The lavabending sub-element may start pretty slow because of the danger but it will grant almost undefeatable techniques once its mastered.

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