Earthbender (3.5e Class)

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Making an Earthbender[edit]

Adventures: Many earthbenders serve the Earth Kingdom military and follow the command of their superior officers. While others wander for personal reasons including searching for wealth or greater power. Some train to fight in tournaments, or to find an earthbending master to help improve their skills.

Characteristics: Of all the bending arts, earthbending is perhaps the most balanced, strong in both offense and defense. On the offense, earthbenders can hurl large boulders at their enemies, or throw them off balance with localized earthquakes. On the defensive, they can raise stone walls out of the ground or encase their bodies in earthen armor.

Alignment: An earthbender's training and lifestyle is one of rigidity and endurance. As such, they're either Lawful Good, Lawful Neutral or Lawful Evil. Unlike other bending disciplines, earthbending lacks any dominant moral imperative thus earthbenders fall all over the good-evil axis.

Religion: Earthbenders are incredibly self-sufficient and, as a group, show little predilection for religion. Some revere the earth King as a minor deity, but many do not.

Races: Any

Other Classes: As Monk

Abilities: A high Wisdom score is essential to an earthbender as it determines the save DC's of many of her best abilities. High Constitution and Strength are also helpful if the earthbender chooses to take advantage of her weapon and armor skills and engage in melee combat.

Table: Earthbender

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Earth Blast 1d10, Earth Foothold, Improved Unarmed Strike
2nd +1 +3 +3 +3 Deflect Attack
3rd +2 +3 +3 +3 Earthbending (Shelters)
4th +3 +4 +4 +4 Earth Blast 2d10
5th +3 +4 +4 +4 Boulder Run, Earth Skin +1
6th +4 +5 +5 +5 Earthbending (Walls)
7th +5 +5 +5 +5 Earth Blast 3d10
8th +6/+1 +6 +6 +6
9th +6/+1 +6 +6 +6 Earth Concealment, Earthbending (Pits)
10th +7/+2 +7 +7 +7 Earth Blast 4d10, Earth Skin +2
11th +8/+3 +7 +7 +7
12th +9/+4 +8 +8 +8 Earthbending (Bridges)
13th +9/+4 +8 +8 +8 Earth Blast 5d10
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +9 +9 Earth Skin +3, Fissure
16th +12/+7/+2 +10 +10 +10 Earth Blast 6d10
17th +12/+7/+2 +10 +10 +10
18th +13/+8/+3 +11 +11 +11 Earthbending (Tunnels)
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12 Earth Blast 7d10, Earth Skin +4, Ultimate Earth Form

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Str), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Bending) (Int), Knowledge (Geography) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis) Survival (Wis) Spot (Wis) Swim (Str) Tumble (Dex)

Class Features[edit]

Weapon and Armor Proficiency: - Earthbenders are proficient with Simple Weapons.

Earthbenders are not proficient with any armor or shields.

Earthbenders that use any armor or shield lose all of their Earthbending abilities, until she removes the armor or shield.

Boulder Run

DC = 10 + 1/2 (Rounded up) Earthbender levels + Wis mod.

At 5th level the Earthbender can use the earth beneath her feet to push herself forward. Beginning or ending this ability is a standard action. While using Boulder Run, the Earthbender gets a +5' bonus per Bending level to land movement speed, but cannot do any other bending. (Including Deflect Attack)

If used as an attack, the intended target (s) get to make a Reflex Save. A successful Reflex save (shown above) deals only half damage.

This ability makes the earthbender take up 10' space (Normally the Earthbender takes up only 5' space) as well as dealing 1d6 per 10 feet moved before impact.

Example; If the Earthbender moves 60 before impacting her intended target(s), then she would roll 6d6 to determine the damage. (This is deals half damage if they're successful on their Reflex save)

Deflect Attack

DC = 10 + 1/2 (Rounded up) Earthbender levels + Wis mod.

At 2nd level an earthbender learns to move loose soil to deflect a small projectile attacks (arrows, bolts, pellets, ect...) directed at them or their companions. The Earthbender can only use this ability on themselves or for an adjacent ally.

The attacker must first "hit" their intended target. If successful, they then must make another attack roll, the second attack roll must beat the Earthbender's DC, (shown above). If the attacker’s second attack roll fails to beat the DC, then 0 damage is dealt.

To use this ability an earthbender has to reserve her attacks in order to gain Deflect Attack attempts. She can not attempt more Deflect Attack attempts the she has attacks, based on her BAB.

The Deflect Attack ability can only be used after the Earthbender has finished her turn for that round. These attempts do not count as standard actions, but are counted as immediate actions.

If an earthbender is caught flat-footed, she can make a Reflex Save (DC 10 + ½ the attacker’s BAB + the attacker’s Dexterity modifier) to still make a Deflect Attack attempt. A flat-footed earthbender can never make more than a single Deflect Attack attempt.

Example; a 15th level earthbender’s Base Attack Bonus allows her to make 3 attacks. If she decides to make a full-round attack, she can reserve as many as 3 of these attacks in order to gain a total of 3 Deflect Attack attempts.


DC= 10 + Earthbender levels

At 3rd level the Earthbender is able to slightly move the earth to form a small shelter. This shelter is 5' tall and has an area of 10' x 10'. This takes 1 hour of uninterrupted focus to create. If the shelter is being formed out of an existing cave entrance, the Earthbender is able to make small changes (DM's discretion) to suit their needs.

At 6th level she is able to form walls of stone. Given enough time (DM's discretion) she can pull stones from the earth to form a rough wall. If enough time is given the wall can be made to look even and flush, (this takes 4 times longer to create then a jagged/uneven wall). However, to produce the wall quicker the Earthbender can create a jagged/uneven wall. This takes 1 hour (uninterrupted focus) per 5' of wall. The jagged/uneven wall ranges from 6'-10'. An even wall's max height is 10'

At 9th level she can create pits, it takes 1 hour (uninterrupted focus) to create a 10' pit.

At 12th level she can create bridges, it takes 1 hour (uninterrupted focus) to make a 5' section. If the gap is more than 20' then a buttress will have to be made as well. This takes an additional 2 hours (uninterrupted focus)

At 18th level she can create small tunnels, these tunnels are 5'x5', every 10' takes 1 hour (uninterrupted focus).

If the Earthbender is interrupted doing any of these abilities then the creation is destroyed. They must start again, previous work doesn't matter. Every hour requires a concentration check (shown above), that increases (DM's discretion) as the amount of time increases.

Earth Blast

DC = 10 + 1/2 (Rounded up) Earthbender levels + Wis mod.

The first offensive ability an earthbender learns is to levitate the earth beneath her and punch or kick it at great speeds towards her opponents. This attack deals 1d10 (+1d10 per three Bending levels, 4th, 7th 10th, 13, 16, and 19h) points of bludgeoning damage if it hits. A blast is a ranged attack, and it has a range of 10', this range increases by 5' every 5 levels of earthbender, (5th, 10th, 15th, and 20th). This ability can't be thrown at a vertical angle, only horizontally. An earthbender can use a number of blasts in one round equal to the number of attacks she can make (as determined by her BAB).

A earthbender can only use blasts when there is a source of open earth within her bending range. A earthbender does not requires a line of sight to the target of the blast, and as such can maneuver the blast around a corner or other cover by adding +10 to the target's AC, they still suffers penalties for concealment, as appropriate.

A target that makes a successful Reflex save (DC above) receives only half damage. The Earthbender first must make a Ranged attack, if it hits the target gets a Reflex save (unless caught flat-footed or they can't use there Dexterity modifier). Because of the strength required to move a stubborn element like earth, an earthbender uses her Strength modifier instead of her Dexterity modifier to an Earth Blast's attack roll, she also adds her Strength modifier to damage rolls.

Earth Foothold

By bending hand and footholds into a stone or earthen surface, an earthbender can climb even flat surfaces easily. When attempting to scale any bendable surface, an earthbender uses this ability to add her Bending levels to her Climb checks when climbing dirt or stone. At 10th level she is able to climb at her base land speed.

Earth Concealment

At 9th leve the Eaethbender can submerge herself inside the earth below her. If unseen while preforming this, she is completely hidden. If not, she gains a +3 bonus to her hide attempt. Once hidden, she may remain so for 1 minute (10 rounds). She may attempt to stay hidden longer, but takes 1d6 for each round after the 10th round. This damage accumulates, after another minute has passed (10 rounds) the earthbender passes out. If not removed from the earth, before either the earthbender's HP is below 0 or another minute (10 rounds) passes, the Earthbender dies from suffocation.

Earth Skin

An Earthbender can encase there bodies in layers of of soil and stone for increase protection and damage. Starting at 5th level an earthbender gains a +1 to AC and damage rolls. Every 5 levels this ability increases by one. (10th, 15th and 20th) (+2, +3, +4)

Fissure DC = 10 + Earthbender levels + Wis mod.

At 15th level the Earthbender can create a fissure that's 5' deep per 5 Bending levels. This fissure is a line that's 5' long per 5 Bending levels, originating from a point within 5' per 10 Bending levels. Anybody of Medium size or smaller within a square occupied by the fissure must make a Reflex Save or fall in. Anybody adjacent to a square occupied by the fissure must make a Balance check or fall prone.

This Fissure shall remain open as long as the Earthbender is able to maintain focus. Each round after the fissure is opened the earthbender must make a concentration check. The DC starts at 10 and increases by 5 every round.

Any creatures trapped inside the fissure must get out before the earthbender closes it. Otherwise they start to take 1d6 per 5' of dirt on top of them. They can move 1/4 there base speed towards the surface. However, if they fail to reach the surface within 10 rounds (60 seconds) then they die from suffocation.

Example; A Earthbender who wants to maintain the fissure for 5 rounds would have a DC of 35.

Improved Unarmed Strike

An earthbender gains Improved Unarmed Strike as a bonus feat at 1st level.

Earthbending Mastery

At 20th level an Earthbender has mastered the art of Earthbending. She is now able to turn into a Huge Earth Elemental three times per day, she can stay in this stat for 4 hours each time.


An Earthbender who ceases to revere mother earth, changes to a prohibited alignment, or teaches others about how they gained their Earthbending abilities to a nonearthbender loses all earthbending abilities. She cannot thereafter gain levels as an earthbender until she atones (see the atonement spell description).

Epic Earthbender[edit]

Table: The Epic Earthbender

Hit Die: d8

Level Special
22nd Bonus Feat
25th Gargantuan Earth Elemental 3/day
29th Bonus Feat

2 + Int modifier skill points per level.

Earthbending Abilities: The Earthbender's abilities continue to progress as described in their descriptions.

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