Waterbender (5e Class)

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Waterbender[edit]

Waterbending is one of the four elemental Bending Arts, the hydrokinetic ability to control water, as well as its many forms. The people of the Water Tribe utilize this type of bending. In turn, the Water Tribes are divided up in to the Southern Water Tribe, the Northern Water Tribe, and the lesser known Foggy Swamp Tribe.

Water is the element of change. The moon is the source of power in Waterbending, and the original Waterbenders learned from the moon by observing how the moon pushed and pulled the tides. The Water Tribes are the only people to not learn Bending from an animal. The fighting style of Waterbending is mostly flowing and graceful; acting in concert with their environment. However, Foggy Swamp Style Waterbending is more rigid and straight - probably in concert with the often stagnant nature of the water in their swamp. Waterbenders deal with the flow of energy, they let their defense become their offense, turning their opponents own forces against them.

The people of the Water Tribe first learned Waterbending by observing how the moon pushed and pulled the tides of the ocean. They then learned how to simulate the effect themselves. As such, they have a strong spiritual connection to the Moon (and its counterpart the Ocean), and any adverse effects on these mediums can affect them too. This makes Waterbenders the only type of benders who did not learn bending from an animal, although since the Moon and Ocean spirits take the form of animals, they could possibly classify as the animal Waterbending originated from.

Introduction to the Legend[edit]

A human stands in front of a river, splashing in the water, and a bystander could swear the river just changed directions. An elf sits in a hut and a man brings in his injured son in. Minutes later, after some quick work, the elf sends them both on their way, perfectly healthy. A dwarf swings his axe at a goblin, who watches in terror as a wave of water follows behind the blade. A bandit in mid attack freezes in fear and realizes he can no longer move. Moreover, the halfling who was supposed to be his victim is walking towards him slowly, holding a shard of ice, laughing manically. Water benders use water to heal, harm, or control the world around them.

During the era of Raava, the power of water was first granted by the water lion turtle, who would temporarily provide it as protection to those venturing into the Spirit Wilds. However, after the lion turtles renounced their roles as protectors of mankind during the era of the Avatar, the turtles refused to give people the power anymore. The descendants of the people living atop the water lion turtle eventually learned to waterbend by observing how the moon pushed and pulled the tides of the ocean; they learned how to simulate the effect themselves. As such, they have a strong spiritual connection to the Moon and its counterpart, the Ocean. In fact, waterbending is the only bending art to originate from spirits instead of animals, and additionally, any adverse effect on these spirits detrimentally affects waterbenders.

Creating a Waterbender[edit]

avatar-waterbender.gif
An Example of Waterbending

Image Source


Quick Build

You can make a waterbender quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Sailor background.

Class Features

As a Waterbender you gain the following class features.

Hit Points

Hit Dice: 1d10 per Waterbender level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Waterbender level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Trident
Tools: Fishing Kit
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 of Acrobatics, Arcana, Athletics, Insight, History, Medicine, and Perception

Equipment

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

Table: The Waterbender

Level Proficiency
Bonus
Features Unarmed Damage Die Ki Points Movement Speed Restrain Time
1st +2 Unarmored Defense, Fluid Arts, One with Water 1d4 - - 1 Round
2nd +2 Ki, Slipless Movement 1d4 2 5'/10' 1 Round
3rd +2 Water Bending Style, Frozen Armor 1d4 3 5'/10' 1 Round
4th +2 Ability Score Improvement, Icy Ramp 1d4 4 5'/10' 1 Round
5th +3 Extra Attack, Freezing Attack 1d6 5 5'/10' 2 Round
6th +3 Ki Empowered Strikes, Water Bending Style Improvement 1d6 6 10'/15' 2 Round
7th +3 Evasion, Fluid of Mind 1d6 7 10'/15' 2 Round
8th +3 Ability Score Improvement, Built Resistance 1d6 8 10'/15' 2 Round
9th +4 Slipless Movement Improvement, Frozen Armor Improvement 1d6 9 10'/15' 2 Round
10th +4 Purity of Body 1d6 10 15'/20' 2 Round
11th +4 Water Bending Style Improvement 1d8 11 15'/20' 3 Round
12th +4 Ability Score Improvement, Built Immunity 1d8 12 15'/20' 3 Round
13th +5 Douse 1d8 13 15'/20' 3 Round
14th +5 Diamond Soul, Frozen Armor Improvement 1d8 14 20'/25' 3 Round
15th +5 Timeless Body 1d8 15 20'/25' 3 Round
16th +5 Ability Score Improvement 1d8 16 20'/25' 3 Round
17th +6 Water Bending Style Improvement, Frozen Armor Improvement 1d10 17 20'/25' 4 Round
18th +6 Aquatic Body 1d10 18 25'/30' 4 Round
19th +6 Ability Score Improvement 1d10 19 25'/30' 4 Round
20th +6 Water Shaper 1d10 20 25'/30' 4 Round

Unarmored Defense[edit]

Starting at first level, when not wearing armor or a shield, you add your Wisdom modifier to your AC.

Fluid Arts[edit]

At 1st level, you have mastery of combat styles that use unarmed strikes and simple one-handed, light melee weapons. Gain the following:

  • Can use Dexterity, instead of Strength, for attack and damage rolls on unarmed strikes.
  • Roll your Fluid Art unarmed damage die from the table for your unarmed strikes as water now coats your hands, changing the damage type from bludgeoning to slashing.
  • When you use your Attack Action with an unarmed attack or Waterbender weapon, you may make an unarmed strike as a bonus action.
  • When landing an unarmed strike, you may freeze the feet of the creature. Creature must succeed a Dexterity Save (DC 8 + Wisdom modifier) or have its feet frozen. See the restrained time to see the duration of the freeze. At level 3 and beyond, you will add your Proficiency Bonus to the DC.

One with Water[edit]

At level 1, you gain a swimming speed of 40 feet and you know the shape water cantrip as a bonus action or Reaction.

Ki[edit]

Starting at level 2, you can harness the mystical power of ki that can fuel special maneuvers. Know these maneuvers:

  • Raindrop Dance: Immediately after you take the Attack Action on your turn, you can spend 1 Ki point to unleash 2 unarmed strikes as a bonus action.
  • Healing Water: You can take an bonus action and spend 1 Ki point to gather the surrounding water to heal a target you touch as if you casted Cure Wounds.
  • Turning the Tide: As a Reaction, you may spend 1 Ki point to redirect an attack within 5' of you that can cause them to be knocked prone.

Ki Save DC = 8 + Proficiency Bonus + Wisdom Modifier and 30 minutes of meditation will regain all of your Ki points.

Slipless Movement[edit]

At level 2, when not wearing armor or a shield, you gain water walk and move normally on difficult terrain from ice and snow. Movement increase of 5 feet on normal ground and 10 feet when on top of any form of water.

At 9th level, you gain the ability to move along vertical surfaces and on falling water, including rain, without falling as long as you don't end your movement on a vertical surface or rain.

Water Bending Style[edit]

Starting at 3rd level, you choose one of four of water bending styles. Choose between Way of the Moon, Way of the Healing Rain, and Way of the Fluid Puppet. All are detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 11th level, and 17th level.

Frozen Armor[edit]

Bending in defense is now instinctual. At the 3rd level, when a creature would hit you with a weapon attack, you can cast this as a Reaction using 1 Ki point. A sheet of ice blocks the attack entirely, and deals 1d6 + Wisdom modifier if it is a melee attack. (Increases to 2d6 at 9, 3d6 at 14, and 4d6 at 17).

Ability Score Improvement[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.

Icy Ramp[edit]

At 4th level, When falling, you can use your Reaction and create an icy ramp by bending water as tall as 5 x Waterbender level.

Extra Attack[edit]

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

Freezing Attack[edit]

At 5th level, when you hit a creature with a melee attack, you can spend 1 Ki point to attempt to freeze them. The creature must make a Constitution Save or be frozen until its next turn.

Ki Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

Starting 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throws to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Fluid of Mind[edit]

At 7th level, you can use an action to end one effect on yourself that is causing you to be paralyzed or petrified.

Built Resistance[edit]

At the 8th level, you gain resistance to cold damage and Cold Environment.

Purity of Body[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to Disease and poison.

Built Immunity[edit]

At the 12th level, you become immune to cold damage, Cold Environment and Arctic Environment.

Douse[edit]

At the 13th level, you can spend a ki point to block an incoming fire attack. Roll a Dexterity saving throw, DC 15. On a success, you and all allies in 10 feet take no damage. On a fail, you take half, and all allies take full damage.

Diamond Soul[edit]

Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws.

Additionally, whenever you make a saving throws and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body[edit]

At 15th level, your Ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Aquatic Body[edit]

Starting at 18th level, as an action, you may spend 4 ki points to gain water form. During that time, you are immune to all damage but force damage. Lasts a number of rounds that equal your Waterbender level.

Water Shaper[edit]

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An Example of Waterbending Attacks

Image Source

At 20th level, you can use Shape Water in the following ways:

Cantrip (0 Ki Points)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
1st Level (1 Ki Point)

You choose an area of water that you can see within range and that fits within a 5-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet per Waterbender level in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into more advanced shapes and animate at your direction. This change lasts for 24 hours.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 24 hours.
  • You freeze the water. The water unfreezes in 24 hours.
2nd Level (2 Ki Points)

You choose an area of water that you can see within range and that fits within a 10-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 10 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You cause the water to form into more advanced shapes and animate at your direction. This change lasts for 3 days.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 3 days.
  • You freeze the water. The water unfreezes in 3 days.
3rd Level (3 Ki Points)

You choose an area of water that you can see within range and that fits within a 15-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 15 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You animate water at your direction. This change lasts for 1 week.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 week.
  • You freeze the water. The water unfreezes in 1 week.
4th Level (4 Ki Points)

You choose an area of water that you can see within range and that fits within a 20-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 20 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You animate water at your direction. This change lasts for 3 weeks.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 3 weeks.
  • You freeze the water. The water unfreezes in 3 weeks.
5th Level (5 Ki Points)

You choose an area of water that you can see within range and that fits within a 25-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 25 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You cause the water to form into more advanced shapes and animate at your direction. This change lasts for 3 months.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 3 months.
  • You freeze the water. The water unfreezes in 3 months.
6th Level (6 Ki Points)

You choose an area of water that you can see within range and that fits within a 30-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 30 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You cause the water to form into more advanced shapes and animate at your direction. This change lasts for 6 months.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 6 months.
  • You freeze the water. The water unfreezes in 6 months.
7th Level (7 Ki Points)

You choose an area of water that you can see within range and that fits within a 35-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 35 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You cause the water to form into more advanced shapes and animate at your direction. This change lasts for 9 months.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 9 months.
  • You freeze the water. The water unfreezes in 9 months.
8th Level (8 Ki Points)

You choose an area of water that you can see within range and that fits within a 40-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 40 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You cause the water to form into more advanced shapes and animate at your direction. This change lasts for 1 year.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 year.
  • You freeze the water. The water unfreezes in 1 year.
9th Level (9 Ki Points)

You choose an area of water that you can see within range and that fits within a 45-foot cube per Waterbender level. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 45 feet per Waterbender level in any direction. This movement can have enough force to cause damage.
  • You cause the water to form into more advanced shapes and animate at your direction. This change lasts for 3 years.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 3 years.
  • You freeze the water. The water unfreezes in 3 years.

Way of the Moon[edit]

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An Example of Waterbending Attacks

Image Source

You have chosen the path of hydrokinetic ability to control water offensively, as well as its many forms. The moon is the source of power in Waterbending, and the original Waterbenders learned from the moon by observing how the moon pushed and pulled the tides.

Waterway Technique[edit]

At the 3rd level, you learn the ways of the flow of water and how destructive it can be.

Gain basic water techniques, as an action specified
  • Breath of Ice - Perform a martial form as a bonus action that cause your breath a expel a fan of chilling air that will cause creatures that are within 10 feet in front of you to make a Constitution Save . On a fail, the creatures are under the effect of slow for 1 minute. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Freezing Hands - Perform a martial form as a bonus action coats your hands in ice to change the damage type to bludgeoning, and on hit, creatures must make a Constitution Save or add a level of exhaustion on failure. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Momentous Movement - Perform a martial form as a bonus action to use water to propel yourself to Dash, Dodge, or Disengage. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Water Whip - Perform a martial form during your attack action, lash out a whip of water that uses your unarmed damage die + Dexterity modifier and a range of 15 feet. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
Gain advanced techniques, as an action specified and spending 1 Ki point
  • Creeping Ice - Perform a martial form as an action to choose a point within 30 feet in line of sight of you to freeze the ground up to 5 x Waterbender level in feet at the rate of 5 feet per round, creating a difficult terrain of ice. Lasts for a number of minutes equal to 5 x Wisdom modifier (minimum 5 minutes).
  • Flow As Water - Perform a martial form as a bonus action that uses the flow of water around you to gain advantage on Dexterity checks and Saves and under the effects of haste that lasts a number of minutes equal up to Wisdom modifier. Takes only a bonus action to end the duration early.
  • Ice Discs - Perform a martial form as an attack action, send ice discs that have a range of 80 feet effective range and 320 feet total range that deal 2 x unarmed damage die + Wisdom modifier. Creature must make a Dexterity Save to take half damage.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Watery Limbs[edit]

At the 6th level, you can use a bonus action to expel a watery tentacle that has its own Attack action during your initiative that uses your Fluid Arts. Gain an additional tentacle at 10th, 15th, and 20th level.

Advanced Waterway Technique[edit]

At the 11th level, you learn more advanced ways of the flow of water.

Gain basic water techniques, as an action specified
  • Ice Wall - Perform a martial form as an action to create a wall of ice as if casting the spell but not considered magical. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Water Bullet - Perform a martial form as an attack action that gathers water in the the form of a bullet to deal your Fluid Arts damage die + Dexterity modifier as piercing damage with a range of 80'/320'. Gain additional damage equal to Wisdom modifier when Water Ring is active. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Water Manipulation - Perform a martial form as an action that allows you to create the following: Bubble (maintains air that will last 1 hour), Change State (Change to ice, liquid, gas, or snow), or Pressurize (Increase/decrease water pressure up to your Waterbender level in gallons/second). This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Water Ring - Perform a martial form as an action that creates a perpetual ring of water that only is in your immediate space adds +1 to AC for 1 minute per Proficiency Bonus . Spend 1 Ki point per additional rings up to 2 to add additional rings in diagonal ring(s) that will extended all the rings 5 feet of past your immediate space. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
    • One additional ring - cause ranged projectiles to be at a disadvantage.
    • Two additional rings - cause melee attackers to attack you at disadvantage.
Gain advanced techniques, as an action specified and spending 1 Ki point
  • Ice Column - Perform a martial form as an action place on a surface that is within 60 feet in line of sight of you to expand a column of ice that is a diameter up to 5 feet per Wisdom modifier that can be up to 10 x Proficiency Bonus in height. This can last up to 1 hour. If the column is aimed in an attacking action, it deals 3d8 + Wisdom Modifier bludgeoning damage. Creatures in the area must make a Dexterity Save to avoid the column or only take half damage if it's not underneath them.
  • Step of Mist - Perform a martial form as a bonus action so that you may teleport up to your maximum movement speed as long as there is water or humidity. This does not count as a move action.
  • Water Jet - Perform a martial form as an action , during an active Water Ring, that will shoot a line of water that is 10 feet across and 150 feet effective range and 600 feet total range to deal 3 x unarmed damage die + Wisdom modifier. Creatures within that area must make a Dexterity saving throws to take half damage, and a Strength Save to avoid being knocked back 10 feet. On a fail, the creatures take full damage and must make a Strength Save at disadvantage or be knocked back 20 feet and knocked prone.
  • Water Prison - Perform a martial form as an action to encase a creature up to medium in water. Spend 1 additional Ki point per size category beyond medium. The creature must make a Dexterity Save to avoid. On a fail Save , the creature may make a Strength saving throws at the end of their turn and proceeding turns at disadvantage to break free. This prison lasts a number of minutes equal to up to Wisdom modifier or until freed. Takes only a bonus action to end the duration early.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Aquatic Opportunist[edit]

At 17th level, you gain the feel of the flow of battle. Gain the ability to perform as many opportunity attacks equal to your Dexterity modifier per round. Opportunity attacks are done at advantage.

Way of the Healing Rain[edit]

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An Example of Waterbending Healing

Image Source

You have taken the path of the supportive and healing that allows the bender to heal wounds; by using water as a catalyst, they can redirect energy paths around the body, concentrating more energy into a wounded area and allowing that area to heal at an accelerated rate. You learned the arts of manipulating waters to work in a defensive and restorative way.

Invigorating Waters[edit]

At the 3rd level, you gain the techniques of the powers of healing from the waters you bend.

Gain basic water techniques, as an action specified
  • Aquatic Resistance - Perform a marital form as an action to grant touched target fire resistance & heal existing burns. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Body Temperature Control - Perform a marital form as an action that will grant Spare the dying to a touched creature. This can be done a number of times equal to your Wisdom modifier.
  • Anointing Waters - Perform a martial form as a bonus action that will grant bless to yourself. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Flow Manipulation - Perform a martial form as an attack action that will cause a struck target to make a Constitution Save or have their next action to be done at disadvantage. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
Gain advanced techniques, as an acaction tion specified and spending Ki points
  • Lesser Restorative Waters - Perform a martial form as an action and spending 1 Ki point that will grant lesser restoration to a touched target. At 9th level, you can spend an addition 2 Ki points to grant greater restoration.
  • Shielding Orb - Perform a martial form as an action and spending 2 Ki points that will create a shielding orb of water around a creature within 30 feet that adds +2 AC.
  • Rapid Fluidity - Perform a martial form as a bonus action and spending 2 Ki points that will grant haste to yourself.
  • Invigorate - Perform a martial form as an action and spending 1 Ki Point that grants temporary Hit Points equal to 1d4 + Wisdom Modifier to a touched creature. You can spend 1 additional Ki point for each additional 1d4 to roll.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Hydriprocate[edit]

At the 6th level, gain the ability to make a Reaction to make a martial form to send a surge of water that is 5 foot in width and up to 30 feet in range. Creatures with this attack would have to make a Dexterity Save . On a failed Save , take 1d4 bludgeoning + Wisdom modifier and knocked back 10 feet that will provoke opportunity attacks. On a success, take only half damage and do not get knocked back but have disadvantage on the creature's next action.

Advanced Invigorated Waters[edit]

At the 11th level, you gain more techniques of the powers of healing from the waters you bend.

Gain basic water techniques, as an action specified
  • Arctic Impurity - Perform a martial form as an action to grant a creature within 30 feet of you to be immune to cold and chilling effects for a number of minutes equal to your Waterbender level. Can only have a number of creatures under this effect that is equal to your Proficiency Bonus. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Wave Riding - Perform a martial form as an action to a touched creature to grant them the effects of water walk. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Water Breath - Perform a martial form as an action that will grant a touched target the effects of water breathing. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
Gain advanced techniques, as an action specified and spending Ki points
  • Healing Rain - Perform a martial form as an action to spend 3 Ki Points to cast a shower in a 30-foot radius from you to bathe healing water and grant 3d8 temporary Hit Points divided between 1-3 creatures. Equipment suffers no damage or expiration from being wet. You may spend additional 1 Ki point per creature you want to effect beyond 3.
  • Ice Armor - Perform a martial form as an action to spend 2 Ki points per creature you want to effect in a 30-foot radius that will create an ice barrier around a creature that adds +2 AC.
  • Mind Wash - Perform a martial form as an action to spend 2 Ki points to a touched creature to remove a mind altering effect or to protect a target from mind altering effects for a number of minutes equal to Proficiency Bonus.
  • Regenerating Waters - Perform a martial form as an action , you may spend 2 Ki points to heal a creature you touch for 1d8 + Wisdom modifier. If you or the healing target are submerged or drenched in existing water the healing increases by 1d8.
  • Watery Revival - Perform a martial form as an action for 1 hour to spend 8 Ki points to touch a dead creature that has been dead for no more than a 4-hours, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its Hit Points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead with this ability taxes you greatly. Until you finish a Long Rest, you can't use Ki points again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Rapids[edit]

At the 17th level, you can the master and speed of the flow of water. Techniques from this path that require longer than a simple action can be performed in half the time. An action can be performed as a bonus action, and a bonus action can be performed as a Reaction.

Way of the Fluid Puppet[edit]

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An Example of Plantbending

Image Source

You have given to the way of Plantbending, the ability to control plants and the ways of Nature to commune with the nature around those plants. The element was created by Viridi, Goddess of Nature, but it is given to mortals by the Firstborn, Celebi.

Nature's Manipulation[edit]

At the 3rd level, learn the secrets of using the waters of your bending art to communicate with nature and manipulate the plant life around you.

Gain basic water techniques, as an action specified
  • Vine Whip - Perform a martial form as an attack action to make vines sprout from the ground and whip a creature up to 30 feet from you that will have the following: Wisdom modifier + Proficiency Bonus to hit, 1d6 + Wisdom modifier bludgeoning damage, with a range of 15 feet. On successful hit, you can make a grapple check that the creature must make a Dexterity saving throws to avoid the grapple. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Razor Leaf - Perform a martial form as an attack action that send take leaves from the trees and hurl them at creatures, and are able to spin fast enough to chop things with a range of 60 feet. The creature must make a Dexterity saving throws. On a failed Save , the creature takes your unarmed damage die + Wisdom modifier as slashing damage and half the damage on a success. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Growth Acceleration - Perform a martial form as an action that causes plants to grow out of control and cause difficult terrain in an area that is 10 X Waterbender level, and can cause much fruit and veggie growth. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
  • Animal Telepathy - Perform a martial form as an action that grants you the ability to telepathically communicate to animals as if you casted speak with animals except telepathically, instead of verbally. This can be done a number of times equal to your Wisdom modifier per short rest or long rest.
Gain advanced techniques, as an action specified and spending Ki points
  • Charm Animal - Perform a martial form as an action and spending 1 Ki point while you have a telepathic link with an animal through your animal telepathy as if you casted animal friendship.
  • Nature's Mending - Perform a martial form as an action and spending 1 Ki point to heal plants that you control by 1d6 + Wisdom modifier.
  • Plant Beast - Perform a martial form as an action and spending 2 Ki points to bend the water of plants to become a plant beast similar to casting summon beast, except it follows the land traits and cause bludgeoning damage when it mauls. Spend 1 additional Ki point to use it at a higher level at an appropriate spellcasting level for the level of the casting of this ability.
  • Entangling Vines - Perform a martial form as an action and spending 1 Ki point to send vines to entangle a creature as if casting entangle.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Watery Affinity[edit]

At the 6th level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: forest, grassland, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your Proficiency Bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You choose additional favored terrain types at 11th and 16th level.

Advanced Nature's Manipulation[edit]

At the 11th level, learn the secrets of using the waters of your bending art to communicate with nature and manipulate the plant life around you.

Gain basic water techniques, as an action specified
  • Over-Humidity - Perform a martial form as an action to create an overabundance of humidity in an area that equals 5 x your Waterbender level. Creatures can only move at half speed to avoid taking on levels of exhaustion. Creatures that attempt to move at their base speed must make a Constitution saving throws or take 1 level of exhaustion. You are unaffected in areas like this. This can be done a number of times equal to your Wisdom modifier.
  • Aquatic Transportation - Perform a martial form as an action to meld your body into water and use the trees to teleport yourself as if you casted tree stride. This can be done a number of times equal to your Wisdom modifier.
Gain advanced techniques, as an action specified and spending Ki points
  • Solar Beam - Perform a martial form as an action and spend 3 Ki points you a beam of brilliant light flashes out from a budding flower that's also absorbing light from the sun, the moment that flower blooms, you send a powerful beam of light from it similar to sunbeam.
  • Lifeforce Grove - Perform a martial form as an action and spend 3 Ki points to bend the water of nature to protect an area outdoors or underground similar to casting druid grove except you can only utilize the Grasping Undergrowth and the Grove Guardians in the choices of that spell and spike growth or Wall of Vines.
  • Vegetation's Wraith - Perform a martial form as an action and spend 4 Ki points to bend the waters of nature to rouse them against your enemies similar to wrath of nature, except you do not use the stone option within the spell.
  • Spore Contagion - Perform a martial form as an action and spend 3 Ki points to use the properties of poisonous vegetation as if you casted contagion.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Plant Sentience[edit]

At the 17th level, you gained the power to grow sentient plants that fight on the bender's behalf. Plants that you infuse with your waterbending technique Plant Beast to remove the duration and make them permanent until their HP reaches 0. Can only have as many plants equal to your Wisdom modifier.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into a Waterbender, you must meet these prerequisites: Not a bender of any other type or a Monk, Dexterity 13, Wisdom 13

Proficiencies. When you multiclass into the Waterbender class, you gain the following proficiencies: Simple weapons, Tridents

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