Water Bender (3.5e Class)

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Water benders are individuals able to train and harness the Chi within themselves to manipulate the waters of the world around them. Water is the element of change and as such, most water benders don't care for their lives to get stagnant and dull.

Making a Water Bender[edit]

Water benders are versatile all-around, they are a great boon in combat either when defending or going on the attack, some are quite adept at healing even. They deal with many situations from different angles and are used to coming up with creative methods for any problem.

Abilities: Wisdom is a water bender's most important ability as they use their wisdom to understand and bend the tides to their will.

Races: Any Race can be a water bender, although generally they tend to be more dominant in people that spend more time than not near or in large bodies of water.

Alignment: A water bender can be any alignment truly, although generally their abilities tend to reveal their personality most. Healers tend to be more good aligned than others while blood-benders (while not altogether evil) are generally less caring or straight out evil.

Starting Gold: Starting gold; 2d6x10 gp average starting gold.

Starting Age: As Monk

Table: Water Bender

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Bending Mastery Ranks AC Bonus
Fort Ref Will
1st +0 +2 +2 +2 Water Bending, Unarmed strike, Elemental Resistance 1 0
2nd +1 +3 +3 +3 Bonus feat (as Monk Or Bender), Evasion 1 0
3rd +2 +3 +3 +3 Still Mind 1 0
4th +2 +3 +3 +3 Improved Disarm 1 0
5th +3 +4 +4 +4 1 1
6th +3 +5 +5 +5 Bonus Feat (as Monk or Bender) 2 1
7th +4 +5 +5 +5 Perfect Swimmer 2 1
8th +5 +1 +5 +5 +5 2 1
9th +6 +1 +6 +6 +6 Improved Evasion 2 1
10th +6 +2 +6 +6 +6 Motionless Bending 3 2
11th +7 +2 +7 +7 +7 3 2
12th +8 +3 +7 +7 +7 Phases of the Moon 3 2
13th +8 +3 +8 +8 +8 3 2
14th +9 +4 +8 +8 +8 4 2
15th +9 +5 +9 +9 +9 Waves of the Sea 4 3
16th +10 +6 +1 +9 +9 +9 Blood-Bending 4 3
17th +10 +6 +2 +10 +10 +10 4 3
18th +11 +7 +3 +10 +10 +10 Maximize Bending 5 3
19th +12 +8 +4 +11 +11 +11 5 3
20th +14 +10 +5 +12 +12 +12 6 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
The Water-Bender’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform Dance (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Class Features[edit]

All water benders have realized they have the ability to do amazing things through the use of Chi to manipulate the element of water. (up to 40 feet away naturally) They also become incredibly proficient with four bends starting out as they easily grasp the first few things they train in. There is only 1 bend learned per level, but no limit on how many you can attempt to learn. How much you train for new bends will determine your progress. Some bends are simple to learn and can be done in an hour, some take days or longer to get a basic grasp for. The only limit here is what you can imagine and the amount of time you're willing to put into training to learn them.

Weapon and Armor Proficiency Water benders are proficient with unarmed fighting techniques and all bended weapons they form. They are also proficient with common monk weapons such as club, crossbow (light or heavy),dagger, punching dagger, handaxe, javelin, kama, nunchaku, qaurterstaff, sai, shuriken, siangham, and sling. Water 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 Mastery Ranks: Water benders can increase their individual abilities in Mastery Rank through training and overall abilities increase with each rank in Bending Mastery. Each rank in Bending Mastery increases the base damage and power of abilities of the water bender by *d*, the * being the die level of the ability in question. So if Ice Shards do 1d4 damage at Mastery Rank 1, then at Mastery Rank 2 they do 2d4. Mastery Ranks gained by level only affect abilities that are still at the previous Rank. So if Ice Shards is at Mastery Rank 2, and you get to level 6, Ice Shards does not rank up due to your leveling.

Water Bending Feats

Chi Pool: A water bender's Chi pool is equivalent to the class level + Wisdom modifier. When used, this regenerates at a rate of 5 per round.

Elemental Resistance +1 to the Will saves and a +1 deflection bonus to AC to water benders, as well as a +5 resistance to water and cold based damage.

Watery Shield Fighting defensively (with water nearby) gains +4 bonus to a bender's AC and if an attack misses the bender's AC by more than 5, the Water-Bender may make a free attack upon the attacker at a -4 to the bender's attack. Total Defense increases this Bonus to +6 to a Bender's AC and -8 to the bender's counter attack.

Perfect Swimmer Swim speed is equal to a water bender's base land speed. (Swim speed is never affected negatively due to currents/weather conditions as they may bend the water around them to ease their passing).

Phases of the Moon The water bender has studied the phases of the Moon to better harness their power. When fighting at night (outdoors), a water bender diminishes the Chi cost of all bending to half of the original cost rounding up.

Waves of the Sea When a water bender is fighting in water, they gain a +8 to their AC.

Extra Chi: Upon taking this feat you gain an additional five chi points.

Water Weapon Focus: +1 on all attack rolls made with your water weapons

Ability Focus: Add +2 to the DC for all saving throws against the Bending attacks used by this Bender.

Enlarge Bending: You can double your bending range by using 1 additional Chi with any bend.

Maximize Bending: Permanently increases your bending range by twice it's radius. (Enlarge Bending Required)

Burst bending: When making area-of-effect bends, you can alter the area of affect ability to only go in certain directions instead of hitting everything around it. This costs 1 additional Chi.

Motionless Bending: The Water-bender is able to bend with simple gestures such as a nod of their head, wag of a finger, or twitch of their foot. This type of bending requiresa large amount of concentration and Chi though, so it is not recommended for normal combat. (lvl 4 prerequisite, additional 8 chi cost, and -4 performance to any attempted bend)

Persistence: By expending 2 chi points you allow any formation of water to remain for an additional hour past when it would have naturally expended itself. 10 Chi points extends this by 1 day. 20 Chi points make the effect last 1d20 days (must be spent all at once)

Pushing Limits: For every 4 chi points expended on top of the cost of your bend you increase your effective level for that bend by one.

Potential Bends: The water bender has realized they are able to bend liquids beyond simple water. Acids, poisons, even alchemist fire can be bent to their will, although at a -4 for rolls to so.

Blood Bending: Water benders have long shunned this form of bending due to the sole purpose of this style being to control the blood of another being, for good or ill. All Blood-Bender abilities have this as a prerequisite. All living beings have blood of some form in their body and as such, some view this as a water bender's attempt at playing God to others..

Water Bending Abilities/Chi Points

Water bending abilities cost a base amount of Chi to use. While the following abilities are all things the water bender can do, the true strength in water benders comes from their creativity. Anything you can imagine to do with your abilities can be done (per DM's discretion), these are just a basis for starting out.

1 Chi Point Base

Air Globe/Bubble: Create a bubble of air that allows you to breathe underwater.

Black Ice: Melt a thin layer of water over the top of ice, reducing the friction on that ice to almost nothing. This causes all others who walk on it to slip and fall. (Renders target(s) prone on failed balance check DC 15).

Ice Shards: Propel ice shards towards target within range. 1d4 per level

Water Blade: Fling water out and pull it back towards yourself in an ever narrowing blade. Bypassing 1 point of damage reduction/hardness per level.

Purify Water: Purify existing water of all contaminants. Volume = 5 gallons per level.

Water Whip: Forms a globe of water around your hands which may be used as a whip and may reach out and strike at an enemy within its reach. This whip deals slashing damage. Damage 1d4 per level + 1 per level (max 4d4 + 4). Length = 10ft per 3 levels

Water to Ice / Ice to Water: Freely changes ice to water or water to ice to fit your need. Type – Volume = 10ft cubic feet per level.

Shape Ice: Shape ice into any shape you desire. Volume = 5 10ft cubes per level.

Pull Water: Pull water from the surrounding life and air in order to gain water for bending. If from one source, deals 1d6 damage to plants, animals, and vegetation. Volume = 5 Gallons per level.

Mist: By vaporizing water around you and/or condensing the water in the air you form a wall of thick mist around you. This mist has a radius of 10 feet per level and functions as the Obscuring mist spell.

Move Currents: Propel water currents within a body of water along a desired direction. Speed = 3 miles per hour per level.

Healing Hands: Focus the currents of energy and fluids within a body in order to heal the body of wounds. Heals 1d4 per level plus Wis Modifier.

Water Grenade: Use a Standard action to gather an orb of water and form a small layer of ice around it, then create shards of ice inside the orb. When throwing the orb you can cause it to explode at the landing area for 2d4 damage per 2 levels in an area of 10ft surrounding it (another 5ft per 3 levels)

6 Chi Point Base:

Watery Cloak: Using a large body of water (at least 40 gallons of water), you create a dome of water around yourself equivalent to an invisibility spell (5ft area around yourself) while standing still, and gives 10% concealment per Chi point spent while moving.

Watery Grave: Form a strong whirlpool around target location within existing body of water. Size = 40 foot radius per 4 levels. Targets stuck in the whirlpool get a -5 to their swim check the first round, and an additional -5 each round after that.

Tidal Wave: Create a wave of water pushing forward and then crashing down on your target and nearby targets. Fortitude Save 10 + 1/2 bender level + Wis modifier. Moves enemies 10 feet per 2 levels (max 50 feet) if save failed. Deals 2d4 water damage per two bender levels (max 6d4). Volume = up to 10 cubic feet per level.

10 Chi Point Base:

Ice Swarm: Gathering a large body of water, you first create a huge water dome over an area (water needed dependent on how big an area you use) and freeze half the water solid. The other half you use to create small blades of ice the size of daggers which do 3d6 + Wis Mod damage to everyone in the area. Anything within the area is subject to a reflex save against the Water-Bender's Wis Mod + 20 for half damage.

Octopus stance: By bringing water together around your body you form a ring of tentacle shaped formations of water. These tentacles last for 1 round for every five levels and allow you to make up to five additional attacks in a round, all attacks at your highest base attack bonus minus 4. Range for an attack is 5 feet per 2 levels, your threatened area is equal to half your range while in this stance.

15 Chi Point Base:

Pulsating Heal: The Blood-Bender causes any blood coming from the target to coagulate and then speeds the healing process of the target by 4d8 + 1 per Wis Mod.

Enforced Will: The Blood-Bender controls the victims’s blood, making them attack an ally of the Bender's choosing unless it passes a Fort check against 20 + Wis Mod + 1/three Bender levels. If the victim makes the save, they instead take 4d8 damage from the manipulation of their blood. Creatures with no blood are immune to this affect and it costs 4 chi per turn to continue this bend.

Bloody Geyser : The Blood-Bender can only use this on a wounded person (even small cuts will do) and must hold this bending form in order for the Geyser to continue erupting each turn (4 chi per turn to hold). The Blood-Bender forces blood to erupt from a victim's open wounds, showering the area (5 ft/per 4pts of hp damage, surrounding the victim {DM will determine distance of blood spatter}) in blood and causing the victim to experience the effects of a Fear spell unless they pass a Will check against 16 + Wis Mod + 4/level of Bender. This also does 4d10 damage to the victim each round they fail the Will save.

Spiked Blood: Blood-Bender causes blood in the open area (outside of bodies only) to erupt into barbs exploding outward in each direction. These barbs deal 1d4 + Wis Mod points of damage to anyone with blood on them, per volume of blood spatter on them (per DM's discretion)

Hypothermia: Blood-Bender begins to rapidly cool the blood in the intended victim. Each round, the victim gets a Fort save against DC 16 + Wis Mod, increasing in difficulty by +2/round to attempt to break free of the water bender. Target takes cold damage each round, going up 1d4 per round from there. The following table explains damage/effects:

Round DMG
+ WIS mod
Effects per Round Saving Roll
1 2d4 Affect as by Slow spell. 16 + Wis Mod
2 3d4 as by a Slow spell, at -2 to all Rolls 18 + Wis Mod
3 4d4 as by a Slow spell, at -4 to all Rolls 20 + Wis Mod
4 5d4 as by a Slow spell, at -6 to all Rolls 22 + Wis Mod
5 6d4 At this point, the victim is frozen from the inside and Unconscious 24 + Wis Mod
6 7d4 If the victim does not succeed their save this round, they die 26 + Wis Mod

Ex Water Bender[edit]

A water bender who has given up bending for more than a month loses a rank in their abilities that cannot be regained without extensive training.

Epic Water Bender[edit]

Table: Water Bending Master

Hit Die: d8

Level Special
21st Water Element Form
22nd Bender Mastery Rank 7
23rd TBA
24th TBA
25th TBA
26th TBA
27th TBA
28th TBA
29th TBA
30th TBA

6 + Int modifier skill points per level.

Water Element Form At 21st level, the water bender has observed the power of water elementals long enough to learn how to fom themselves in the image of the strongest water bender's in existence. Once per day, as a full round action, the water bender can take the form of a water elemental. The water bender keeps all mental ability scores (intelligence, wisdom, and charisma) as well as any physical ability scores if they are higher than that of the elemental. This ability lasts for 1 round per 2 points of Wis Mod you possess. After this time, at the start of the next round, the water bender must make a Will save equal to 20 plus your Wis Mod. If successful, they remain in this form for an additional round. The DC for the save increases by 5 every round the water bender keeps it. If the water bender fails the Will Save, they loses the form and are exhausted. The Bender can chose to end the form at any time as a free action, but is fatigued.


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Water Bender Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Water Bender[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Water Benders in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Water Bender Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Water Benders in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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