Water Bender, 2nd Variant (5e Class)

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Water Bender[edit]

The tiefling manipulates the water out of his waterskin to intercept the bandit’s sword. He rips the sword out of the bandit’s hands and gives him a nasty cut with his own blade.

A kind-looking gnome woman bends water around her hands, which glow with a healing light. She gently touches her ally’s wounds, which begin to heal rapidly.

A human gathers water from the air and flings it out as the small water droplets form into tiny icicles that pierce the surrounding enemy.

Water Benders have the natural ability to manipulate water to their will. Their techniques often use their opponent’s force against them, which leads to a more defensive fighting style. Although they may not always have their element around them like the other three elements, they make up for it with very clever techniques to gather the water they need to defend themselves.

Change[edit]

Water Benders draw upon the idea of change when they bend, similar to how water is rarely still, always changing. The first Water Benders learned how to control water by studying the moon and how it affected the tides. Most Water Bending forms mimic the constant ebbing and flowing motions that water makes. Water Bending movement generally involve smooth motions with the arms and legs that move with the water, the exception being Swamp Water Bending style, which uses very stiff arm positioning.

Raising and Training[edit]

Most Water Benders come from either the Southern or Northern Water Tribe. Each of these tribes exist on one of the poles of the earth, which sometimes results in harsh living conditions. Some Water Benders can be found from swamps as well.

The Water Nation is known for having a strong sense of family and community. The people in both tribes and even the swamp dwellers tend to live very close to one another, and strive to help support their family as well as the tribe.

For a Water Bender to become an adventurer, they would have to have a good reason to leave their tribe. Perhaps their tribe was attacked, and they are trying to track down the attackers. Maybe they were out on a fishing boat, when they were captured and later escaped from a group of pirates.

Creating a Water Bender[edit]

As you make your Water Bender, think about how you grew up in one of the Water Tribes and learned your Water Bending. Were you taught more combat Water Bending or more of the healing style? Did you grow up with that strong sense of family? Do you appreciate the tribe that you grew up in?

Consider why you left. Did you decide to make a journey across the world to see the other Water Tribe? Do you wish to experience all variations of Water Bending? Do you not believe in the Water Tribe’s “family” style of living?

Most Water Benders lean towards a Lawful alignment because of the family values instilled in them from their tribe. Whether they be good or evil may depend on the family in question.


Quick Build

You can make an Water Bender quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity. Second, choose the sailor background.

Class Features

As a Water Bender you gain the following class features.

Hit Points

Hit Dice: 1d8 per Water Bender level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Water Bender level after 1st

Proficiencies

Armor: Light
Weapons: clubs, daggers, handaxes, javelins, and spears
Tools: Choose Fishing Tackle or Healer's Kit
Saving Throws: Wisdom, Constitution
Skills: Choose two from Animal Handling, Medicine, Insight, Investigation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a spear
  • (a) Fishing Tackle or (b) Healer's Kit
  • (a) Dungeoneer’s Pack or (b) Explorer's Pack
  • a hunting trap and a hooded lantern

Table: The Water Bender

Level Proficiency
Bonus
Restrain Time Chi Points Critical Heal Die Basic/Advanced Tehnique Level Features
1st +2 1 round - d4 - - Fluid Defense, Elemental Arts
2nd +2 1 round 2 d4 - - Chi, Slipless Grip
3rd +2 1 round 3 d4 1/2 2 Momentous Movement, Water Bending Techniques
4th +2 1 round 4 d6 1/2 2 Ability Score Improvement, Icy Ramp
5th +3 2 rounds 5 d6 1/3 3 Extra Attack, Instant Water Healing
6th +3 2 rounds 6 d6 2/3 3 Freezing Fist
7th +3 2 rounds 7 d6 1/3 4 Momentous Movement Upgrade
8th +3 2 rounds 8 d8 1/4 4 Ability Score Improvement
9th +4 2 rounds 9 d8 1/4 5 Watery Limbs (1)
10th +4 2 rounds 10 d8 1/4 5 Healing Upgrade
11th +4 3 rounds 11 d8 2/4 6
12th +4 3 rounds 12 d10 2/5 6 Ability Score Improvement
13th +5 3 rounds 13 d10 2/5 7 Medical Eye/Cool Breath
14th +5 3 rounds 14 d10 2/5 7 Elemental Weapon, Watery Limbs (2)
15th +5 3 rounds 15 d10 2/6 8 Plant Bending
16th +5 3 rounds 16 d12 2/6 8 Ability Score Improvement
17th +6 4 rounds 17 d12 2/6 9 Watery Limbs (3)
18th +6 4 rounds 18 d12 2/7 9 Octopus Form
19th +6 4 rounds 19 d12 2/7 9 Ability Score Improvement
20th +6 4 rounds 20 d20 2/7 9 Blood Bending, Watery Limbs (4)

IMPORTANT NOTE: Most of these abilities require you to have water with you. Keep that in mind.

Fluid Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Elemental Arts[edit]

At 1st level, your practice of bending arts has earned you some special abilities.

You can use Dexterity instead of Strength for attack and damage rolls when making an attack you are proficient in.

When you hit a creature within 5 ft. of you with a melee attack or with a Water Bending Technique, you can take a bonus action to freeze your target’s feet in ice, restraining them. This last for 1 round (6 seconds). The time this effect lasts increases as you level up, which you can see in the Restrain Time column of the Water Bender table. The target can also attempt to make a Strength Saving throw against your Bending Save DC, which is calculated further down this page, to break out of the ice as an action on their turn.

When you are in combat, if you roll a natural 20 on an attack or a Medicine check, you can cause yourself or one creature within 5 feet of you to gain a number of health points equal to your Critical Heal die, which can be found in the Critical Heal Die column of the Water Bender table, plus your Wisdom modifier.

You know the cantrip shape water.

Chi[edit]

Avatar Korra.jpg
Avatar Korra - A very headstrong and powerful Avatar from the Southern Water Tribe.

At 2nd level, you can start using more advanced Water Bending techniques. The amount of energy that you have is measured by your number of chi points. Your Water Bender level determines the number of points you have, as shown in the Chi Points column of the Water Bender table. You regain all used chi points after a short or long rest.

You can spend chi points to fuel various Water Bending features. You start knowing three such features: Healing Water, Water Run, and Air Hydration. You learn more Water Bending features as you level up.

When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.

Some of the Water Bending features require you to make a ranged spell attack to hit your target or your target to make a saving throw to resist the feature’s effect. The bending attack bonus and save DC are calculated as follows:

Bending Abilities

Dexterity and Wisdom are your bending abilities for your Water Bender features and techniques. You move as swift as rapids, and have a head as cool as ice. You use Dexterity and Wisdom whenever an Water Bender feature or technique refers to your bending ability. In addition, you use your Dexterity and Wisdom modifiers when setting the saving throw DC for a Water Bender feature or technique you use and when making an attack roll with a feature.

Bending Ability Modifier

Dexterity Modifier divided by 2 (rounded down) + Wisdom modifier divided by 2 (rounded up)

Bending Attack Bonus

Proficiency bonus + Bending ability modifier

Save DC

Bending Attack Bonus + 8

Here are your first three Water Bending features:

Healing Water

You surround your hands with water and cast cure wounds as a bonus action at the cost of 1 chi point.

Water Run

You can cause water to solidify just enough for you to run across it as a bonus action at the cost of 1 chi point. You cannot end a turn while over the water, or you will begin to sink. This effect lasts for 1 hour. You can spend an additional chi point when activating this feature so that you can end your turn while over water and not sink.

Air Hydration

As a bonus action, you can consume 1 chi point to gather water from the air, or from sweat or moisture on other objects. This is enough water to fill a water skin. You can spend extra chi points to gather more water in the same bonus action, one filled water skin for each chi point. If the area is incredibly dry or incredibly moist, it is up to the DM to determine how much water is gathered per chi point.

Slipless Grip[edit]

Starting at 2nd level, you can bend water onto the ground and freeze it, effectively casting grease as an action. The size of the square increases to 15 feet when you reach 8th level, then to 20 feet when you reach 16th level. You can undo this effect as an action. You can do use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature once you complete a long rest.

Also, when you are walking or climbing on a slick surface due to water or ice, you take on no disadvantage or penalty. You can use your bonus action to give any creatures of your choosing that are within 15 feet of you this benefit as they move through the slippery terrain.

Path[edit]

Starting at 3rd level, you can choose one of the 2 paths. The path of the Sage and the path of the Eye. You'll gain features at level 3, 5, 7, 12, 16 and 20.

Momentous Movement[edit]

Starting at 3rd level, when an opponent hits you with a melee attack, you can use your reaction to consume 1 chi point to attempt to grasp the attacker with water and carry their momentum to affect them in some way. This does not apply to critical hits. You must make a Dexterity saving throw against their accuracy. A failure results in taking half damage. A success results in no damage and bending water around the attacker’s hands and choosing one of the following effects to occur:

Freeze

You cause the water to freeze around the attacker’s hands. Their hands are considered petrified, so they cannot release their weapon whatsoever. Their attacks now have disadvantage. A creature affected by this ability can also not cast spells that have the "S" component. This lasts for 1 minute or until they smash the ice, which requires the target to make a Strength saving throw that beats your Save DC, or they melt the ice.

Yank

You can use the water to push or pull the target a set number of feet in any direction. If they are one size larger than you, you can push/pull them up to 5 feet. If they are any larger than that, you cannot affect them. If they are of equal size to you, you can push/pull them up to 10 feet. Creatures 1 size smaller than you can be pushed or pulled 20 feet, 2 sizes smaller 30 feet, etc. The target is prone after being thrown.

Disarm

You can use the water to rip the weapon out of the attacker’s hands, if they are using one. You can choose to hold this weapon or toss it up to 30 feet away, not dealing any damage when thrown.

Water Bending Techniques[edit]

Starting at the 3rd level, you can have up to 2 Advanced Water Bending Techniques of levels less than or equal to 2 and 1 Basic Water Bending Technique from the Water Technique list. To use an Advanced Technique requires you to consume a number of chi points equal to the technique’s level. Basic techniques require no chi points.

As you gain levels in this class, you will be able to learn higher level techniques, as seen on the Technique Level column of the Water Bender table, as well as have more techniques prepared, as seen on the Basic/Advanced column of the Water Bender table.

Additionally, when you take a long rest, you can choose one of the Advanced techniques you know and replace it with another Advanced technique from the Water Technique list that you are capable of doing. You can also instead replace a Basic Technique you know with another Basic Technique from the Water Technique list.

Every technique has the "M" and "S" components, and never the "V" component. The only material you need is enough water that the DM deems necessary to do the technique.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Icy Ramp[edit]

Staring at 4th level, when falling, you can use your reaction to bend water and create an ice ramp to break your fall and slide down. The DM will determine before you use your reaction whether or not you have enough water on/around you to create a long enough ramp. You can also use this on a creature or object that is falling within 30 feet of you. If any creature that isn't a Water Bender goes down this ramp, they must make a Dexterity saving throw of DC 10. A failure results in them being knocked prone while sliding down and taking half of the fall damage that they would have taken. A creature's movement isn’t used as they go down the ramp. This ramp lasts until the end of your next turn, at which point it will melt.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Instant Water Healing[edit]

Starting at 5th 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.

Freezing Fist[edit]

Starting at 6th level, you can use a simple, offensive Water Bending attack for close-combat. As an attack, you bend ice at a target within 5 ft. of you, dealing 1d6 + Bending Modifier points of cold damage. You use your Bending Attack Bonus for this attack. This acts as a normal attack.

At 12th level, the damage increases to 1d8 + Bending Modifier.

Momentous Movement Upgrade[edit]

Starting at 7th level, Momentous Movement can now apply to critical hits. Also, all of the effects of this ability improve:

Freeze
Lasts for 5 minutes, and can only be melted by extreme heat.
Yank
You can push/pull the target an additional 10 feet. You can use this on a creature 2 sizes larger than you, but never gargantuan. Throwing the target at another enemy forces the enemy to make a Dexterity saving throw against your Save DC. On a failure, both targets take 1d8 bludgeoning damage multiplied by the value next to the size of the creature being thrown. The thrown enemy is knocked prone.

Tiny = 1/4

Small = 1/2

Medium = 1

Large = 2

Huge = 3

For example, if you threw a large creature at another creature, they would both receive 1d8 x 2 bludgeoning damage.

Disarm
As you disarm your opponent, you can attack them with the weapon you’ve taken as a bonus action. You are proficient when wielding a weapon like this. You can continue fighting with this weapon in subsequent turns, using an action to attack. While you fight with this weapon using this feature, you cannot disarm another creature with this feature.

Watery Limbs[edit]

Starting at 9th level, you can wrap water around your arms as a bonus action and expending 1 chi point, giving your melee attacks more range and power. Your range for melee attacks increases by 15 feet and the damage dealt by the attack deals an additional 1d6 points of damage. This increases at level 14 (1d8), level 17 (2d6) and level 20 (2d8). This buff lasts for 5 minutes.

Healing Upgrade[edit]

Starting at 10th 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 heal, you can choose to consume 1 extra chi point to make a Medicine check. The DC of curing any one of these effeccts is 15. For every extra effect, the DC increases by 10. For example, if you used Healing Water on a target who was both blind and paralyzed, the DC to cure both conditions would be 25. If you rolled a 15-24, the DM would randomly choose one of the conditions to be cured, but not the other. A creature can only be affected by this feature once every 24 hours.

Medical Eye[edit]

Starting at 13th 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.

Cool Breath[edit]

Starting at 13th level, you can use an action and consume 3 chi points to freeze a creature or object within 60 feet of you. The condition is that you must have attacked this opponent with a water attack beforehand or that they have plenty of water on them. You breathe a cold breath as the water on their body freezes up in seconds. The DM will determine how much water is on them, and if their arms are frozen, legs, face, whole body, etc. If the target is submerged in water, you can guarantee however much of their body is in the water to be frozen. Each part of the target's body that is frozen is considered petrified until the ice is broken (Strength saving throw against your Save DC) or melted.

Elemental Weapon[edit]

Starting at 14th level, as a bonus action, you can expend 5 chi points to create a spear out of water or ice. This spear has a range of 10 feet and a throwing range of 30/70. You can land a critical hit with this weapon by rolling a 19 or a 20. When attacking with this weapon, you can expend chi points to either increase accuracy rolls, damage rolls, or range. Increasing accuracy rolls to or above 19 does not cause a critical hit. 1 chi point results in an increase of 1 to the roll or an increase of 5 feet to the range. The damage and range increase is only for the one attack. The weapon does not permanently gain this buff. This weapon lasts for 10 minutes.

Plant Bending[edit]

Starting at 15th level, you have honed your waterbending enough for you to bend the water that exists inside of plants. You can cause these effects to happen when bending plants that are within 100 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 Dex saving throw or be grabbed and 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, at the beginning of each of the target’s turns, they can make a Strength saving throw 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. It’s up to the DM to determine how much your AC is increased based on the plants you bend. The amount of chi points consumed is equal to the amount your AC increases. Certain plants may also grant you certain resistances. Almost all plants can be destroyed by fire-based attacks. This is considered a concentration spell for up to 5 minutes.
Drain
You rip the water out of the plant as a bonus action and consuming 1 chi point, allowing you to use it with your normal water abilities and killing the plant. It’s up to the DM to determine how much water you get.

If the plant is alive, it must make a Constitution saving throw. If it is at night, the plant has disadvantage. 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.) The waterbender can use this living plant as a puppet instead if the plant fails the saving throw. If the waterbender 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.

Octopus Form[edit]

Starting at 18th level, you have learned the defensive Octopus Form. By consuming your action and 5 chi points, you create a ring of water around you with many tendrils. This acts as a concentration spell. The circle has a radius of 15 feet centered on you. The size of the circle or cost of chi points may vary depending on the amount of water available (Up to DM). You cannot move this circle once you have created it, and if you step out of it, the form falls apart. Your AC increases by 7 when enemies attack from outside of the ring and by 3 when they are inside of the ring, and all ranged attacks have disadvantage against you. When an opponent walks through the ring of water, they must make a Dex saving throw with disadvantage against your Save DC. Success results in them getting through, while failure results in a tentacle grabbing them and throwing them a maximum of 15 feet in any direction you choose. Throwing the target at another enemy has the same damage rules as Momentous Movement’s Yank effect. At the end of every enemy’s turn that is in the circle, they must make a Dex saving throw with advantage or be tossed out. You can use your action to make an attack to any enemy within 10 feet of the ring using. You would use your Bending Attack Bonus, and on a hit, you would deal 3d8 cold damage. You can also grab and throw anyone within 10 feet of the ring. The target must make a Dexterity Saving Throw against your Save DC to avoid being grabbed. Lastly, you could cause the ring to explode outward and have the effect of the last action of Investiture of Water, but in all directions up to 15 feet away. That last action causes the Octopus Form to fall apart.

Blood Bending[edit]

At 20th level, you have perfected your waterbending so that you can feel and manipulate the blood that flows through every living thing. As an action and consuming 8 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 it is at night, it is with disadvantage. If it is during the full moon, the ability immediately succeeds. (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 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. This acts as a concentration spell. The target can still talk and has their own consciousness, but they cannot control the rest of their body at all. 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. Any time you are damaged or you do any Water Technique or use any Water Bender ability that isn’t concentration, the target can make another saving throw. This can be used on any creature that still has blood in their veins, whether it be animals, insects, or even the recently deceased. If they are dead, they automatically fail the saving throw.

Paths[edit]

Path of the Sage[edit]

You can the power of the Sage. When you enter in Sage Mode, you gain a dark pigmentation around your eyes and the eyes themselves. You can use this feature once per short or long rest.

Sage Mode[edit]

Starting at 3rd level, you can the Sage Mode. To use it, you must spend 3 rounds to meditate. At 7rd level, it's 2, 12rd it's 1 and at 16rd, it's instant. Also, you can the following bonus:

  • Buff on your unarmed strike (1d4, 1d6, 1d8, 1d10, 1d12, 2d6, 2d8) and it's now cold damage,
  • Buff on your mouvement speed (+5, 10, 15, 20, 25, 30)
  • Your gain one resistant one your choice (2, 3, 4, 5, 6)
  • You gain a extra attack, an another one at 7rd level, 16rd level and 20 level.

Water Creation[edit]

Starting at 3rd level, when you enter in Sage Mode, you can create water without using a Chi point.

Water Armor[edit]

Starting at 5th level, when you enter in Sage Mode, you cover your body in a layer of water, wearing it like armor. You gain +1 AC, and it heals you for 1d4 at the start of your turn.

True Vision[edit]

Starting at 7th level, when you enter in Sage Mode, you gain the True Vision. You can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within the same range.

Space-Time Switch[edit]

Starting at 12th level, when you enter in Sage Mode, you can switch your place with another person or object that you see as a bonus action or a reaction. You must wait for 5 rounds to use it again.

Creation Rebirth[edit]

Starting at 16th level, you learn how to use water to regen yourself. When you break the seal, you heal for 1d20 per turn, for 5 turns. Also, you can't die. But when your Sage Mode is over, you automatically fall unconscious until you finished a long rest.

The real Sage[edit]

Starting at 20th level, you have understood the true power of the sage. When you enter in Sage Mode, you succeed in all of your rolls.

Also, all of your spells who need time no longer requiert it, you can cast them immediately.

Path of the Eye[edit]

The Sharingan is a eye feature that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the Sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made.

Foresight[edit]

At 3rd level, you acquire the power of the Sharingan and can activate it as a bonus action. You start with 1 tomoe (eye dots), which gives you a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks.

While your Sharingan is active, you can sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic used, if any.

In addition, you automatically detect visual illusions and succeed on saving throws against them.

This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

The Sharingan lasts for 1 minute. At the end of which you must make a DC 15 Constitution saving throw. If you fail, your eyes begin to bleed and you gain 1 level of exhaustion. On a success your sharingan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success. You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a short or long rest.

At 8th level, you can activate the Sharingan as at will instead of a bonus action. In addition, you can have your Sharingan active a number of minutes equal to your Intelligence or Constitution modifier (minimum of 1) before needing to make your first saving throw to keep it active.

At 11th level, you have mastered your traditional sharingan. You no longer need to make the saving throw to keep your Sharingan active.

Illusion[edit]

At 5th level, you gain the second tomoe. While your Sharingan is active, the bonus to your AC increase to +2.

In addition, while your Sharingan is active, you can cast the hold person spell, trapping the target in Illusion. To do so, you must be able to make eye contact with them. While paralyzed in this way, you control what they see. If the target succeeds, it is immune to the effects of this power for 24 hours.

Replication[edit]

At 7th level, you have gained the third and final tomoe. While your Sharingan is active, the bonus to your AC increase to +3. Also, as a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses once your Sharingan ends.

In addition, you learn how to copy the actions of others. While your Sharingan is active, as a reaction, you can copy someone else's action provided you can see them. If the action is a spell with somatic components and doesn't consume a material component or require one with a price, then you can replicate it at a cost of 1 chi per 3 spell levels using your own wisdom as spellcasting focus. If the action is a class feature, you can replicate it at a chi cost equal to half the level the feature is unlocked at. This includes Extra Attack, Flurry of Blows and Maneuvers. Class features beyond those three are up to the DM's discretion. Class Features copied in this way are memorised and can be used until the end of your next long rest. If the action is a spell or an attack, you can replicate it. Spell and attack copied in this way are permanently learned. . You have a number of uses for this equal to 1 + your wisdom modifier. You regain all uses once your Sharingan ends.

Mangekyo[edit]

To gain this feature you have to witness someone close to you die by unnatural means. (Examples: A fellow party member, a follower, a close friend, a spouse, a long time pet.)

When you activate your Sharingan or as a bonus action while its active you trigger your Mangekyō Sharingan. Instead of having a red background with a black circle, your eyes change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use two of the special spells listed bellow. After your Mangekyō Sharingan ends, you must make a DC 20 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain a level of exhaustion. If you fail this Constitution saving throw twice in one day, you are blinded for 1d10 minutes. If you fail this Constitution saving throw three times in one day, you are blinded for 1d6 hours.

You have a number of uses of your Mangekyo Sharingan equal to your wisdom or Constitution modifier (minimum of 1).


Amaterasu

As an action, you focus your eye on a single point in your field of vision, creating black flames. Anything flammable near it will be engulfed in black flame. The flame never stops burning unless stopped by you, other magical means, or your Sharingan ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 fire damage and at the start of its turn, it takes 1d10 fire damage until stopped. Amaterasu can only affect one creature at a time.


Tsukuyomi

This illusion is activated by looking a creature in the eyes. As an action, you can cast the hold monster spell. The target is trapped in an infinite dream until you loss concentration or your Sharingan ends. You can expend additional uses to cast this at higher levels. One level higher for each additional use expended. You regain all uses after you finish a long rest.


Kotoamatsukami

This illusion is of the highest caliber. As an action, you can cast the dominate person spell on the target. No one, not even the target, can realise that you have cast the spell. You can expend additional uses to cast this at higher levels. One level higher for each additional use expended. You regain all uses after you finish a long rest.


Kamui

This Space-Time spell enables a user to open an entrance to a pocket dimension anywhere within 100 ft of themselves. This dimension is filled with 20 ft grey cubes and is illuminated by dim light. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.

Long-range Kamui:

As an action, you can target a sphere with a radius of up to 15 ft within your 100 ft range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. A willing creature can choose to fail the saving throw and instantly be bought into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within your range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.

Short-range Kamui:

As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. A willing creature does not need to be hit with an unarmed strike and is instead simply transported to your pocket dimension. When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20, otherwise, if you aren't in combat, you are transported 6 seconds later. Additionally, when you use your Short-range Kamui on yourself and you haven't used it or your Long-range Kamui before during this turn, you can spend 4 chi to transport yourself instantly.


Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 2 chi per 10 miles you want to travel, you emerge from your pocket dimension at at a point of choosing within the distance equivalent to the chi spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra points spent for the purpose of bringing in larger structures or creatures.

While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your Spell save DC to try to escape to a space within 15 ft of you.


Phase

As a bonus action or reaction, you make your body and all items you are carrying intangible until the end of your next turn or you end it. During this time, you can not take actions or bonus actions, you can not receive damage or any effect (spell effect, conditions, etc.), and you can pass through objects.


Telekinesis

As an action, you can cast telekinesis or animate objects. You can move objects held or control by one of these as an action or bonus action.


Disorientation

As a reaction, when a creature you can see takes an action or bonus action, it must succeed a Wisdom saving throw. On a failure, it hallucinates, slightly shifting their speech and movements. The action or bonus action does not occur. If it was a spell, the target loses one spell slot of the level below the spell (minimum of 1st level). Or the target loses one use of the spell if it doesn't have spell slots. If it used chakra or ki, it loses half of the cost.


Custom effect

Due to the unique nature of the Mangekyō Sharingan, you can create your own spell for this. Consult your DM and work together to decide what it does and how it works. As a general guideline, it should be no more powerful than a 6th level spell. If much less powerful than a 6th level spell, consider allowing it to be used multiple times.

Susanoo[edit]

At 15th level, you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. When first acquired you can only use the first form of Susanoo. You use your Wisom modifier for Susanoo weapons and unarmed strikes instead of your Strength or Dexterity modifier.

As an action, you activate the form is a skeletal structure. Your size becomes large, you gain a +3 bonus to AC. Your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft. If you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush it. It must make a Constitution saving throw. On a failure, it takes 4d8 magical bludgeoning damage and its restrained until the end of your next turn. This form lasts for 1 minute. You can't use this feature again until you finish a long rest.

Perfect Susanoo[edit]

At 20rd level, you acquire the final form of your Susanoo. The complete body of the Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size becomes Huge, you gain a +5 bonus to AC, you gain a 60 ft fly speed, and your reach with any weapon is increase by 10 ft (15 ft for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. This form lasts for a number of minutes equal to half (rounded up) your Intelligence or Constitution modifier (minimum of 1). When it ends you gain two levels of exhaustion. You can't use this feature again until you finish a long rest.

In addition, you gain one of the following weapons while in Susanoo:

If you have a good alignment, you gain a green lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft wide and 60 ft line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest. If you have an evil alignment, you gain a bright orange long sword. It has a reach 15 ft and deals 3d12 magical slashing damage plus 1d8 fire damage. If you have a neutral alignment, you gain a large purple bow which sits across the Susanoo's arm. This bow has disadvantage at a range of 20 ft or closer. It has normal range of 80 ft and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage. If you have a chaotic alignment, you gain two dark blue shortswords. They have a reach of 10 ft and deal 3d6 slashing damage. When you take the Attack action, you can make two additional attacks. If you have a lawful alignment, you gain 30 light blue Mangekyō shaped Shuriken. They have a thrown range of 60/120, and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each creatures hit by these Shuriken must make a Dexterity saving throw or be moved to an open space within 60 feet of you of your choice. At 20th level, you also gain the following spell:

Onyx Chidori

Cost: 10-40 chakra

Range: 15 feet

While appearing and functioning similarly to the standard Chidori, the Onyx Chidori was created exclusively to pierce through even the strongest armor. As an action, you make a melee spell attack, dealing 4d10 magical piercing plus 4d10 lightning damage on a hit. This Jutsu ignores immunity, resistance, and vulnerability. For every 5 additional chakra, which can be added before or after a hit, you deal an additional 1d10 magical piercing plus 1d10 lightning damage.

Water Technique List[edit]

Note: All healing techniques require that you are touching the water and the water is touching the creature you are healing.

Basic Techniques[edit]

Water Bender.gif
You shall become the master of splashes.

Water Bolt

Watersweep

Water Whip

Shape Ice

Ice Shards

Elemental Blast (cold damage only)

Elemental Blow (cold damage only)

Elemental Edge (cold damage only)

Advanced Techniques[edit]

1st Level

Floor of Ice

Ice Knife

Ice Punch

Ice Sheet

Ice Shield

Ice Spikes

Water Tendril

Heat and Freeze Water

Water Pulse

Water Pulse

Water Whip

Purify Food and Drink (only liquid poisons)

2nd Level

Sphere of Supercooled Water

Ice Burst

Lesser Wall of Ice

Lesser Restoration

3rd Level

Ice Armor

Iceball

Glacial Pass

Wall of Water

Water Breathing (concentration)

Water Tomb

Water Whip

4th Level

Control Water

Watery Sphere

Hordis's Ice Bolt

Ice Storm

Greater Restoration (normally a 5th level spell, but this version cannot cure curses.)

5th Level

Cone of Cold

Water Lung

Water Volley

Mass Cure Wounds

6th Level

Investiture of Ice

Investiture of Water

Wall of Ice

Heal

7th Level

None

8th Level

Divinesh' Ice Creation

Tsunami

9th Level

Flash Freeze

Ice Barrage

Mass Heal


Custom Techniques[edit]

The player can attempt to think of their own Water Bending technique if they so choose. It is up to the DM to determine (a) if the Water Bender is at a high enough level to accomplish this technique and (b) how many ki points it would cost, as well as casting time (action, bonus action, etc.) A suggestion to the DM for making this decisions would be to look at the Water Spells and abilities the Water Bender already has at this level and compare them to the technique the player wants to create. If you think the custom technique is stronger than what they are currently capable of, you reject the idea, or cause a nasty side effect to occur if they attempt this technique, if you think it's only a little bit outside of their skill level. You could also force them to roll a check or saving throw of some sort to see if they are successful at doing the technique or not. A custom technique takes up 1 spell in the player's Water Spell list.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Water Bending class, you must meet these prerequisites: you cannot be a bender of another element, and you have to either have some sort of Water Nation ancestry, or Harmonic Convergence happens (Explanation of Harmonic Convergence) and you gain Water Bending. Talk to your DM to make it work.



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