Talk:Water Bender (5e Class)

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Hey, seeing this thing is abandoned and I love avatar so I'm wanting to try and fix this but holy hell my head hurts when trying so sorry if I end up screwing it up more but, god it it's to much for my tiny brain - Aquabzs 4:35 PM March 26 2024


First, there should be some mechanic for water. A waterbender needs water to bend. second, there should be subclasses... one for bloodbending, one for healing,one for plantbending. Adhir

To All Editors[edit]

Welcome to my Water Bender class! Before you start editing anything about this class, please send a message on my talk page (preferred) or post a message on this discussion page about what you want to change. There are some elements about this class that I have designed a certain way, and wouldn't want you to make an edit that I would immediately disagree with. If the edit is purely balance-based, there's a high chance that I will see the problem once you point it out to me, and will be more than happy to work with you to fix the issue.

Thank you in advance. WiserVisor (talk) 18:51, 17 May 2019 (MST)













I don’t know how to make a new page but I made the subclasses possible if anyone would like to edit this I simply don’t until the creator says it’s ok ok here goes


Bloodbending (Waterbender Subclass) As a Bloodbender, you have learned to tap into the power of water to control and manipulate the blood within living beings. This gives you unique control over their bodies, allowing you to bend them to your will.

Bloodbending Powers Starting at 3rd level, you gain the following abilities:

Blood Control: You can use your action to attempt to control the blood of a creature you can see within 30 feet of you. This costs 3 chi points. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is paralyzed and you can manipulate their body for one minute. During this time, you can use your action to move the target up to 10 feet in any direction, force them to make a melee weapon attack against another creature you can see, or make them use their reaction to protect you. If a Water Bender tries to Blood Bend another Water Bender, the targeted Water Bender has advantage on their saving throw all of the time. Creatures with no bodily fluids are immune to this feature. This acts as a concentration spell. The target can still talk, see, hear, and have their own consciousness, but they cannot control the rest of their body at all. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Any time you are damaged or you do any Water Technique or use any Water Bender ability, the target can make another saving throw. Once you use this ability, you can't use it again until you finish a short or long rest.

Blood Healer: Starting at 3rd level, you gain the ability to use your Waterbending to heal wounds. As an action, you can spend a chi point to regain a number of Hit Points equal to 1d6 + your Wisdom modifier. This ability increases to 2d6 + Wisdom modifier at 7th level, and 3d6 + Wisdom modifier at 15th level. Once you use this ability, you can't use it again until you finish a short or long rest.

Blood Boil: Starting at 6th level, your control over blood becomes more powerful. When you successfully control a creature's blood with your Blood Control ability, you can choose to inflict damage instead of controlling them. The target takes psychic damage equal to your Waterbender level.

Blood Mastery: At 14th level, you have perfected your mastery of blood, allowing you to control larger groups of people simultaneously. This costs 3 chi points per person still. When you use your Blood Control ability, you can target up to three creatures within 30 feet of you, affecting them all at once. Additionally, the saving throw DC for your Blood Control ability increases by 2.

At 18th level choose one:

Unleash the Blood Moon: At 18th level, you learn to channel the power of the Blood Moon, greatly amplifying your Bloodbending abilities. This costs 5chi points. Once per long rest, you can choose to have all saving throws against your Blood Control ability have disadvantage for 1 minute.

Or

Blood Bending: At 18th level, you have perfected your bloodbending so that you can feel and manipulate the blood that flows through every living (or once living) thing. As an action and consuming 5 chi points, you can attempt to bend the blood in a creature's body who is within 60 feet of you, making them your puppet. The target must make a Constitution saving throw against your Save DC. If they are dead, they automatically fail the saving throw. If it is at night, it is with disadvantage. If it is during the full moon, the ability immediately succeeds. If a Water Bender tries to Blood Bend another Water Bender, the targeted Water Bender has advantage on their saving throw all of the time, even during a full moon. A success results in resisting the Blood Bending, and a failure turns the target into the Water Bender’s puppet. Creatures with no bodily fluids are immune to this feature. This acts as a concentration spell. The target can still talk, see, hear, and have their own consciousness, but they cannot control the rest of their body at all. You can use an action or bonus action to move the target up to 30 feet, or you can have them attack with any weapon they have on them or that is within their reach. You roll for attack and damage, and you are proficient with any weapon. Any time you are damaged or you do any Water Technique or use any Water Bender ability, the target can make another saving throw, even if it's a full moon, but still with disadvantage if it's at night






Healing Tide (Waterbender Subclass)

As a Healing Tide, you have harnessed the power of water to restore and rejuvenate the health of yourself and others. Your abilities focus on healing and providing support to those in need.

Healing Tide Powers Starting at 3rd level, you gain 2 of the following abilities:

Healing Stream: You can use your action to channel water energy into healing. As an action, you can spend 3 chi points to restore a number of hit points equal to 1d6 + your Wisdom modifier to a creature within 30 feet of you. This ability increases to 2d6 + Wisdom modifier at 7th level, and 3d6 + Wisdom modifier at 15th level. Once you use this ability, you can't use it again until you finish a short or long rest.

Or

Healing Water: You surround your hands with water and cast cure wounds as a bonus action at the cost of 1 chi point. You can cast this spell at higher levels by expending more chi points, one level higher for each chi point expended.

Water of Life: Starting at 3rd level, you gain the ability to use your Waterbending to cleanse and restore vitality. As an action, you can spend a chi point to remove one condition (poisoned, blinded, charmed, etc.) affecting a willing creature within 30 feet of you. Additionally, the targeted creature gains temporary hit points equal to your Waterbender level. Once you use this ability, you can't use it again until you finish a short or long rest.

At 6th level choose one:

Aqua Shield: Starting at 6th level, you can create a shield of water to protect yourself and others. As a bonus action, you can spend 2 chi points to create a protective barrier that grants temporary hit points to all creatures of your choice within 10 feet of you. The temporary hit points are equal to your Waterbender level + your Wisdom modifier. This shield lasts for 1 minute or until the temporary hit points are depleted. Once you use this ability, you can't use it again until you finish a short or long rest.

Or

Instant water healing: Starting at 6th level, whenever you are touching water at least up to your knees, you can use your reaction to restore a number of hit points equal to 3 times your Water Bender Level plus your Wisdom modifier. You must complete a long rest before using this ability again.

Or

Healing upgrade: Starting at 6th level, all of your healing abilities can have the possibility of curing any and all negative physical effects at once. This includes poison, disease, paralysis, blindness, petrification and being deafened. When you use an ability that restores hit points, you can choose to consume 1 extra chi point to make a Medicine check. The DC of curing any one of these effects is 15. For every extra effect, the DC increases by 15. For example, if you used Healing Water on a target who was both blind and paralyzed, the DC to cure both conditions would be 30. If you rolled a 15-29, the DM would randomly choose one of the conditions to be cured, but not the other. If you choose a specific condition that you want to cure before you roll, that condition will be cured rather than the DM randomly choosing. However, if you choose a specific condition(s), you will only be able to cure that condition(s), even if you roll high enough to cure more. A creature can only be affected by this feature once every 24 hours.

At 14th level choose one:

Tidal Surge: At 14th level, you can unleash a powerful surge of healing water energy. As an action, you can spend 4 chi points to restore a number of hit points equal to 4d6 + your Wisdom modifier to all creatures of your choice within 30 feet of you. Additionally, any conditions affecting these creatures are removed. Once you use this ability, you can't use it again until you finish a long rest.

Or

Medical eye: Starting at 14th level, you have learned to study people to tell if they’re feeling sick and need care, or just hoping to get some attention. You gain proficiency in Medicine and Insight. If you already have proficiency in one or both of these skills, you gain double proficiency.

Or

Experienced Healer: Starting at the 14th level, you can now push yourself to greater heights when healing. Whenever you restore hit points, you can expend chi points and re-roll a number of dice equal to the number of chi points you expend. You can decide whether to take your first roll or the re-roll. This does not apply to Medicine checks, only dice that determine how many hit points are regained.

At 18th level gain:

Ocean's Embrace: As an 18th level Healing Tide, you gain the ability to harness the healing power of the ocean itself. Once per long rest, you can spend 5 chi points to create an area of healing water within a 30-foot radius centered on yourself. This healing water persists for 1 minute, during which any creature that starts its turn within the area regains hit points equal to your Waterbender level + your Wisdom modifier. This area also provides advantage on saving throws against being charmed or frightened. Additionally, a creature that is unconscious within the area automatically stabilizes and regains hit points equal to your Waterbender level at the start of its turn.








Plant Manipulation (Plantbender Subclass)

As a Plant Manipulator, you have honed your skills in controlling and manipulating plants to your advantage. Your abilities grant you the ability to manipulate the environment, shield yourself and your allies, and ensnare enemies.

Plant Manipulation Powers Starting at 3rd level, you gain 2 of the following abilities:

Vine Whip: You can use your action to summon vines that lash out at a target within 30 feet of you. Spend 2 chi points to make a melee spell attack against the target. On a hit, the target takes 1d8 + your Wisdom modifier slashing damage. This damage increases to 2d8 + Wisdom modifier at 7th level, and 3d8 + Wisdom modifier at 15th level. Once you use this ability, you can't use it again until you finish a short or long rest.

Or

Thorn Shield: As a bonus action, you can create a protective shield of thorns. Spend 2 chi points to generate temporary hit points equal to 1d8 + your Wisdom modifier for yourself or a creature of your choice within 30 feet of you. The temporary hit points increase to 2d8 + Wisdom modifier at 7th level, and 3d8 + Wisdom modifier at 15th level. This shield lasts for 1 minute or until the temporary hit points are depleted. Once you use this ability, you can't use it again until you finish a short or long rest.

Or

Entangling Roots: Starting at 3rd level, you gain the ability to manipulate plants to restrain enemies. As an action, you can spend 2 chi points to cause thick roots to burst from the ground, targeting up to two creatures of your choice within 30 feet of you. The targets must succeed on a Strength saving throw against your spell save DC, or their movement speed is reduced to 0 and they are restrained for 1 minute. The targets can repeat the saving throw at the end of each of their turns, ending the effect on a success. Once you use this ability, you can't use it again until you finish a short or long rest.

At 6th level, choose one:

Nature's Resistance: You have become attuned to the natural world, granting you resistance to poison and advantage on saving throws against being charmed or frightened. Additionally, you can spend 2 chi points as a reaction to gain resistance to a damage type of your choice until the start of your next turn.

Or

Living Camouflage: You have learned to blend seamlessly with plant life, gaining proficiency in Stealth and advantage on Dexterity (Stealth) checks made in natural environments. Additionally, you can spend 2 chi points as a bonus action to grant yourself or a willing creature within 30 feet of you advantage on Dexterity (Stealth) checks for 1 minute.

At 14th level, choose one:

Hall of Thorns: As an action, you can spend 4 chi points to create a confined space filled with thorny vines within a 20-foot radius centered on yourself. This area is considered rough terrain, and any creature that enters or starts its turn within the area takes piercing damage equal to your Wisdom modifier. Additionally, creatures that start their turn within the area have their movement speed reduced by 10 feet until the start of their next turn. This area lasts for 1 minute, and you can use this ability once, regaining the ability to use it again after a long rest.

Or

Nature's Embrace: As a reaction when you or a creature you see within 30 feet of you takes damage, you can spend 4 chi points to create a protective barrier of vines. The barrier absorbs the damage, reducing it by an amount equal to your Wisdom modifier + your Plantbender level. Any excess damage is still applied to the target. Once you use this ability, you can't use it again until you finish a long rest.

Or

Starting at 14th level, you have honed your waterbending enough for you to bend the water that exists inside of plants. You can cause one of these effects to happen when bending plants that are within 60 feet of you: Grasp If the plant has vines or any sort of long appendages, you can bend them as an action and consuming 2 chi points to attempt to grab an object or opponent. The target must succeed a Dexterity Saving Throw against your Bending Save DC or be grabbed and restrained. If the plants are very short (ex. grass, small flowers), the target will be grappled, but not restrained. The DM determines how far you can reach with any given plant. If you want to throw the target, you can do so in the same action and it follows the same damage and distance rules as Momentous Movement’s Yank effect, with the distance possibly changing depending on the plant. If you just want to continue to restrain the target, they can make a Strength Saving Throw against your Bending Save DC as an action to break out of the grip. Gather You can pull vines and plants around you as an action and a varying amount of chi points to create plant armor. Each chi point adds 1 to your current AC, to a maximum of 5 added to your AC. Certain plants may also grant you certain resistances, like plants that can withstand arctic environments granting cold resistance. Almost all plants can be destroyed by fire-based attacks. This is considered a concentration spell for up to 1 minute. Drain You rip the water out of the plant as a bonus action, allowing you to use it with your normal water abilities and killing the plant (Unless the plant is a creature, in which case it takes 1d8 necrotic damage that cannot be healed back except over a long rest). Most plants will grant enough water to fill two water-skins, but it’s up to the DM to determine how much water you get if the plant is in a very dry or very moist environment. If the plant is a creature, it must make a Constitution Saving Throw against your Bending Save DC. If it is at night, the plant has disadvantage on the saving throw. If it is during the full moon, it is guaranteed to fail the saving throw. (DM, be fair about when there is or isn’t a full moon. Keep literal track of the days that pass in game and the different moon positions if you have to.) If the creature fails the saving throw, the Water Bender can either cause one of the previously listed effects to occur or can use the creature as a puppet. If the Water Bender is ever hurt while still in control of a plant, the plant can attempt another saving throw to break free of the Water Bender’s control. You can use a bonus action to move the target up to 30 feet, or you can have them attack with any weapon they have on them or is within their reach. You roll for attack and damage, and you are proficient with any weapon.

At 18th level, choose one:

Majestic Growth: Starting at 18th level, you can spend 5 chi points to tap into the deep energy of nature, causing plants to undergo rapid growth in a 30-foot radius centered on yourself. Any difficult terrain within the radius becomes normal terrain, and plants and trees become animated, providing visual cover and granting advantage on Dexterity (Stealth) checks made to hide within the area






NOTE: Remove Blood bending, healing water, instant water healing, healing upgrade, medical eye, critical heal upgrade, extra attack, Experienced Healer, and plant bending from normal water bender class, also any techniques that have healing, blood bending or plant bending themes.

Add Tidal Mastery, water surge, elemental resistance, resilient recovery, and 15th level bending

Starting at 15th level, you have honed your waterbending enough for you to manipulate the water within your surroundings. You can cause one of the following effects to happen when manipulating water within 60 feet of you: Water Grasp: As an action, you can consume 2 chi points to attempt to grab an object or opponent within the water you manipulate. The target must succeed a Dexterity saving throw against your Bending Save DC or be restrained. If the water is shallow or small (ex. puddle or small container), the target will be grappled, but not restrained. The DM determines how far you can reach with any given body of water. If you want to throw the target, you can do so in the same action and it follows the same damage and distance rules as Momentous Movement’s Yank effect, with the distance possibly changing depending on the body of water. If you just want to continue to restrain the target, they can make a Strength saving throw against your Bending Save DC as an action to break free. Water Shield: As an action, you can spend varying amounts of chi points to create a shield of water around you, granting additional AC. Each chi point spent adds +1 to your current AC, to a maximum of +5. The water shield lasts for up to 1 minute as long as you maintain concentration. While the shield is active, you also gain resistance to cold damage, symbolizing your ability to withstand extreme temperatures. Water Absorption: As a bonus action, you can absorb the water around you, replenishing your own bending abilities. This action can only be performed when there is a significant amount of water nearby, such as in a lake or an ocean. When you absorb the water, you regain a number of chi points equal to half your maximum chi points. Puppeteer's Control: If you encounter a creature made entirely of water or another liquid substance, you can attempt to take control of it. The creature must make a Constitution saving throw against your Bending Save DC. If it fails, you can use a bonus action to control the creature's movements or have it make attacks on your behalf. The creature takes its own attack rolls and damage, and you cannot manipulate its form or abilities aside from controlling its physical movements. If you are injured while still in control of the creature, it can attempt another saving throw to break free from your control. These new abilities provide you with equal power while excluding the plant bending aspect.

Tidal Mastery At 20th level, you have reached the pinnacle of your waterbending abilities, attaining unparalleled control over the flow of water around you. As an action, you can expend 5 chi points to summon a powerful tidal wave that cascades towards your foes. Choose a point within 60 feet of you. A tidal wave with a height of 30 feet and a width of 50 feet emerges from that point and moves in a straight line in a direction you choose. Each creature in the wave's path must make a Dexterity saving throw against your Save DC, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, any creature that fails the saving throw is knocked prone and is pushed 20 feet away from the wave's path. The wave's force extends in width, enveloping the area around it, and all creatures within the wave's path, including those who succeed on the saving throw, have their movement halved until the end of their next turn. Once you use this feature, you can't use it again until you finish a long rest.

Water Surge: With Water Surge at 3rd level, you are capable of surrounding your hands with water and unleashing a surge of energy. This ability grants you the power to deal damage to your opponents by harnessing the force of water. You can activate this ability as a bonus action, expending 1 chi point. As a bonus action, you can surround your hands with water and unleash a surge of power. Choose a target within 30 feet of you and make a ranged spell attack. On a hit, the target takes damage equal to 1d6 + your Wisdom modifier. You can expend additional chi points to increase the damage. For each additional chi point expended, the damage increases by an additional 1d6. This ability counts as a spell attack for the purposes of any relevant features or abilities. Once you use this ability, you can't use it again until you finish a short or long rest

Elemental Resilience (Waterbender Ability) With Elemental Resilience, you have developed a strong resistance to elemental forces, particularly those associated with water. This ability allows you to withstand and navigate through hazardous environments with ease. Elemental Resilience Ability Starting at 10th level, you gain the following ability: Elemental Resistance: You have developed a resistance to elemental damage. You have resistance to cold damage. Additionally, you have advantage on saving throws against being restrained, paralyzed, or incapacitated by effects related to the element of water. Fluid Movement: Your connection to water enhances your agility and mobility. You gain a climbing speed and a swimming speed equal to your current walking speed. Furthermore, you are able to move through difficult terrain caused by water or watery substances without penalty. With this ability, your focus is on gaining resilience against elemental effects and adapting to different elemental damage types, allowing you to maneuver through challenging environments with ease.

Resilient Recovery (Waterbender Ability) With Resilient Recovery, you have honed your inner strength and learned to bounce back swiftly from adversity. This ability focuses on enhancing your ability to recover and endure in challenging situations, without involving healing. Resilient Recovery Ability Starting at 14th level, you gain the following ability: Enduring Will: Your training and experience have shaped your mind and body to withstand even the harshest circumstances. You have advantage on saving throws against effects that would incapacitate or paralyze you, such as being stunned, charmed, frightened, or restrained. With Resilient Recovery, you enhance your ability to endure and recover, utilizing your inner fortitude to overcome challenges and bounce back from setbacks with determination and resilience. -Tellef 08/09/23

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