Elemental Bender
Hit Points
Hit Dice: d8 per Elemental Bender level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Element Bender after 1st
Proficiences
Armor: Light Armor
Weapons: Simple weapons, A single Martial weapon of your choice
Tools: None
Saving Throws: DEX, WIS
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Nature and Arcana.
Overview & Creation
(Main Source : https://www.dandwiki.com/wiki/Element_Bender_(5e_Class) )
Class Features
Table : Element Bender
Level |
Proficiency Bonus |
Chi Points |
Features |
1st |
+2 |
3 |
Unarmored Defense, Bending Nature, Bending, Elemental Spellcasting |
2nd |
+2 |
4 |
|
3rd |
+2 |
5 |
Bending Nature Feature |
4th |
+2 |
6 |
Ability Score Improvement |
5th |
+3 |
7 |
Bending Improvement |
6th |
+3 |
8 |
Bending Nature Feature |
7th |
+3 |
9 |
Wise Fighter, Primordial Body |
8th |
+3 |
10 |
Ability Score Improvement |
9th |
+4 |
11 |
Bending Nature Feature |
10th |
+4 |
12 |
Empowered Bending Arts |
11th |
+4 |
13 |
Bending Improvement |
12th |
+4 |
14 |
Ability Score Improvement |
13th |
+5 |
15 |
Strength of the elements |
14th |
+5 |
16 |
Bending Nature Feature |
15th |
+5 |
17 |
Bending Improvement |
16th |
+5 |
18 |
Ability Score Improvement |
17th |
+6 |
19 |
Bending Nature Feature |
18th |
+6 |
20 |
Transformation |
19th |
+6 |
21 |
Ability Score Improvement |
20th |
+6 |
22 |
|
Bending Nature
Choose a bending nature, which describes the personality of your character and by extension the source of their innate primordial power: air, earth, fire, and water, all detailed at the end of the class description. Your choice grants you spells and features at 1st level and again at 3rd, 6th, 9th, 14th, and 17th level.
Unarmored Defense
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.
Bending
Starting at 1st level, you are able to manipulate your bending element to a significant degree. You gain the Bend action which allows you to control your element. You cannot create your element, only change and move it, your element must be present in some form for you to bend.
When you take the Bend action, your bending has a limited amount of power. To begin with you can only cause one effect, when you reach level 5 you can cause 2 effects, at level 11 you can cause 3 and at level 15 you may cause 4. You can pick the same option multiple times or different ones or any combination. The effects you can cause are listed below and in later features. The damage dealt is your elements damage type unless specified.
Elemental damage types; air is force, earth is magical bludgeoning, fire is fire, and water is cold.
Elemental Strike; You throw a projectile made of your element at an enemy, you make a spell attack roll against a creature within range and deal 1d10 damage. You do not have disadvantage on attacks into melee.
Elemental Attack; You control your element to attack your enemies. Pick from Strength, Dexterity or Constitution, this is the ability for their save. instead of just throwing a projectile, you take your time to attack precisely. They make a save against your spell DC, taking 1d6 damage on a failure, taking no damage on a success.
Elemental Push; You use your element to move your enemies, a creature within range makes a str save against your spell save DC or they are knocked prone or are moved 5ft in any direction.
Element Hold; You use your element to hold an enemy in place, you make a grapple check against a creature within range, you must concentrate to maintain the grapple.
When you have multiple options you can choose and do them one after the other or you can do them simultaneously or any combination. If you take them simultaneously then you can make one check or save for all of them, even for different options.
The range of your bending action is 30 feet and increases to 35 feet at level 5, to 45 feet at level 11 and to 60 feet at level 20. The maximum volume of your element that you can manipulate at any one time is a cube with sides equal to your element bender level in feet. You are not restricted to bending in a cube that size, it is just that it is equal to your maximum volume.
Chi Points
Starting at 1st level, you can harness your inner energy to enhance your bending abilities. The amount of chi points you possess is equal to :
Elemental Bender level +2
You can spend some of your chi on the following abilities :
Focused strike : You focus your chi on your attack. you can spend 1 chi point to re-roll on your attack after you role but before the effect applies.
Flowing Defense : You feel the energy flowing around you and you are able to sense the movement of your enemy before it even moves. You can spend 1 Chi point to take the Dodge action as a Bonus action on your turn.
Elemental Spellcasting
As your bending abilities increase, you are able to tap into your Chi to manifest the effects of particular spells depending on your Bending Nature. As bending is seperate from the way magic users cast spells, you do not rely on Spell slots to manifest these effects. Instead when manifesting these effects, you spend an amouont of Chi points equivalent to the Spell level (1 point for level 1, 2 points for level 2, etc). Cantrip effects do not consume Chi points.
Starting at 1st level, you may manifest the effects of a particular spell as if you had cast it. You gain additional spells at certain levels which depend on your bending nature. These spells, as well as the levels you receive them at, are listed at the beginning of your bending nature.
Cantrips
At 1st level, you can manifest the effects of the following cantrips as if you cast it, depending on your Bending Nature.
Water: shape water
Earth: mold earth
Fire: control flames
Air: gust
Spellcasting Ability
Wisdom is your spellcasting ability for your element bender spells since your magic draws upon your devotion to your bending art and attunement to the natural world. You use your Wisdom score whenever a spell refers to your spellcasting ability.
Spell save DC = 8 + your proficiency bonus + Wisdom modifier
Spell attack modifier = Your proficiency bonus + Wisdom modifier
Elemental Focus
Material components to manifest your elemental bender spells are replaced with your Chi
Ability Score Increase
At levels 4, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.
Wise Fighter
Beginning at 7th level, you can add your Wisdom modifier to your initiative rolls.
Primordial Body
Also at 7th level, the element planes for which you powers originate from changes your body in a number of ways. You gain the following traits:
You are not affected by certain negative effects associated with your element:
Fire: You have advantage on saving throws against the effects of Extreme Heat and Deserts.
Water: You have advantage on saving throws against Extreme Cold and hazards such as Slippery Ice.
Earth: You have advantage on saves against hazards such as Quicksand and you can survive twice as long while suffocating.
Air: You are acclimated to High Altitude and have advantage against Strong Winds.
You know how to read, write and speak the primordial dialect associated with your element:
Fire: Iganan
Water: Aquan
Earth: Terran
Air: Auran
Element beings are aware of your primordial origins and the power you wield, and you have advantage on Charisma checks against elementals of your own element and disadvantage on Charisma checks against your opposing element.
Empowered Bending Arts
Starting at 10th level, you've learned to harm even the most elementally attuned creatures with your element. When you deal damage to a creature with resistance to your elemental damage you ignore their resistance and they instead take normal damage. In addition, when you deal damage to a creature with immunity to your elemental damage you treat it as if it were resistance.
Strength of the elements
Starting at 13th level, you have advantage on saving throws relevant to your element.
Water: Wisdom.
Earth: Constitution.
Fire: Charisma.
Air: Dexterity.
Transformation
At 18th level you can transform into the elemental of your bending nature. You use an action to transform and it lasts until you revert (no action) or you complete a long rest. You then cannot use this feature again until you complete a long rest. This transformation otherwise follows the same rules as the druids wild shape feature.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) any two simple weapons or (b) any martial weapon
(a) a dungeoneer's pack or (b) a explorer's pack
(a) a water skin or (b) a tinder box or (c) a small piece of meteorite or (d) an air chime
Subclass Options
Fire
Fire bending, one of the four elemental bending arts, is the pyrokinetic ability to control fire and is considered to be the most aggressive bending art. It is unique among the bending arts, as it is the only one in which the performer can generate their element. Fire bending draws its power from the primordial fire, and the first human fire benders derived their fire bending techniques from the dragons.
As the element of power, fire benders have to be able to maintain a constant source of energy and balance in battle, unleashing a volley of direct, successive attacks, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. However, some users twist this into a fire bending technique that is fueled by rage, hatred, and anger.
Fire bending is known for its intense and aggressive attacking style and general lack of adequate defensive moves, although fire benders can modify offensive maneuvers to function as a defense, such as creating large walls of fire or shooting down incoming attacks with fire jabs. Fire bending's relatively simple and direct style contrasts the complex and changing style of water bending.
[opposite water]
Fire Bender Spell List
Bender Level |
Spell |
1 |
hellish rebuke |
3 |
aganazzar's scorcher |
6 |
fireball |
11 |
wall of fire |
17 |
investiture of flame |
Born of the Fire
You've learned to use fire to propel yourself at high speeds. You now are able to move the full distance when you jump regardless of the amount of movement you have. Your jumping distance increases by 5ft for Long and High Jumps as well as increases by an additional 5ft at levels 6, 10, 14 and 18 due to your propulsion of flames.
Jumping Flame
Beginning at 3rd level, you are a continuous blur of fiery motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make an attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
Fire Bender Style
At 6th level, landing two successive attacks against the same target you may add one bending die for damage against that target. Your amount of bending die can only be increased this way by an amount equal to your proficiency bonus.
Element of Power
Starting at 11th level, you cannot be dampened, through your embodiment of the element of power you gain the following traits:
You are immune to fire damage and have resistance to cold damage.
Your speed increases by 10ft while you are not wearing armour or using a shield
Standing up from being prone knocks targets back 10ft and doesn't cost any movement
If you are subject to an effect that allows you to take half damage on a successful save you instead take no damage on a successful save.