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Created By
Foxwarrior (talk)
Date Created: 3/20/10
Status: Just started
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary=A telekinetic wielder of dihydrogen monoxide with power and versatility. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Poor |Class Ability=Alternate Magic |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Bender of Water

Those who bend water are the only benders who can heal people. Apart from that ability, Benders of Water have excellent offensive and defensive capabilities.

Making a Bender of Water

Benders of Water are capable ranged combatants and decent secondary healers.

Abilities: Dexterity is good for attack rolls, and Constitution is nice for health. Wisdom determines any saving throws that Benders of Water provide. That said, all ability scores are useful for being a character with ability outside of straight combat.

Races: Races with contact to water are much more likely to have members who bend water than races that live in arid desert environments.

Alignment: Any.

Starting Gold: 3d4×10 gp (75).

Starting Age: As Sorcerer.

Table: The Bender of Water

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Bends Known
Fort Ref Will Minor Major
1st +0 +0 +2 +0 Lunar Influence, Basic Bends 0 0
2nd +1 +0 +3 +0 1 0
3rd +2 +1 +3 +1 2 0
4th +3 +1 +4 +1 2 0
5th +3 +1 +4 +1 3 0
6th +4 +2 +5 +2 3 0
7th +5 +2 +5 +2 4 0
8th +6/+1 +2 +6 +2 4 1
9th +6/+1 +3 +6 +3 5 1
10th +7/+2 +3 +7 +3 5 1
11th +8/+3 +3 +7 +3 6 1
12th +9/+4 +4 +8 +4 6 2
13th +9/+4 +4 +8 +4 7 2
14th +10/+5 +4 +9 +4 7 2
15th +11/+6/+1 +5 +9 +5 8 2
16th +12/+7/+2 +5 +10 +5 8 3
17th +12/+7/+2 +5 +10 +5 9 3
18th +13/+8/+3 +6 +11 +6 9 4
19th +14/+9/+4 +6 +11 +6 10 4
20th +15/+10/+5 +6 +12 +6 10 5

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Listen (Wis) Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Bender of Water.

Weapon and Armor Proficiency: Benders of Water are proficient with simple weapons.

Saving Throws: The DC for any saving throw for the Bender of Water's abilities are equal to 10 + the Bender of Water's Wisdom modifier + half the Bender of Water's class level.

Lunar Influence: The Bender of Water gets a +1 bonus to Bending level at night, and an additional +2 bonus to Bending level if there is a full moon out at night.

Basic Bends: The Bender of Water can lift (3 + Bending level) times (3 + Bending level) pounds of water, and move it up to 50' as a standard action. She can freeze or melt any water she is manipulating in this manner. Keeping this water in the air is a swift action.

Bending: The Bender of Water gains a variety of abilities. All Bending abilities require somatic components (broad arm and leg movements), unless stated otherwise. Sustaining a bend is a standard action. The Bender of Water's Bending level is equal to her Bender of Water level. Bending level stacks from multiple sources.

Minor Bends:

  • Slicing: The Bender of Water can use water she has lifted to make melee attacks. Treat this as a slashing weapon that deals 1d10 points of damage (+1d6 per three Bending levels) and has a 19-20/x2 critical. This is an attack action.
  • Smash: The Bender of Water can use water she has lifted to make ranged attacks. Treat this as a bludgeoning weapon that deals 1d6 points of damage (+1d4 per three Bending levels) and has a 19-20/x2 critical, with a 50' range increment. Anyone hit with this attack is knocked backwards a number of feet equal to 10 times the weight of the water, divided by the weight of the target. This is an attack action.
  • Ice Spikes: The Bender of Water can use ice she has lifted to make a ranged attack against everyone in a 60 foot cone. This attack deals 1d6 points of piercing damage (+1d4 per three Bending levels).
  • Bubble: The Bender of Water can prevent any loose water from entering within close range (or a shorter distance, if desired). This can be maintained with a swift action.
  • Heal: The Bender of Water can use water to assist in a healing check. She can cure 1d6 hit points (+1 per Bending level) with a DC 20 Heal check as a full round action. If she beats the check by 10 points or more, the target is also healed of 1 point of ability damage per three Bending levels. Each target cannot be healed in this way more than once per day.
  • Ice Wall: The Bender of Water can turn the water she's levitating into a wall of ice at least 1 foot thick as an immediate action. Note that ice weighs 57 pounds per cubic foot, has 3 hp/inch of thickness, and hardness 12.
  • Block (passive): The Bender of Water gets a +2 shield bonus to AC (with an additional +1 per four Bending levels) while levitating at least 20 pounds of water within her square.

Major Bends:

  • Gather Water: The Bender of Water can obtain water from inanimate plants, sweat, her own blood (or the blood of those she touches), and the air.
  • Puppeteer: At night during a full moon, the Bender of Water can attempt to lift people like water. People are entitled to a Will save each round to resist. A character who has successfully resisted this ability becomes immune to this ability for 1d4 rounds.
  • Tidal Wave: With a standard action, you can raise a swell of water with a height equal to your Bending level or less, and a length not greater than 10' per Bending level. You can then move that wave up to 5' per Bending level as a standard action. Targets hit by the wave must make a Fortitude save or be brought with it.





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