homebrew
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.
hit dice:
1D8
hit points at 1st level:
8+con mod
hit points at higher levels:
1d8+con mod
armor proficiencies:
light armor
weapon proficiencies:
simple weapons
tools:
None
saving throws:
strength and wisdom
skills:
choose two from Animal Handling, Athletics, Insight, Medicine, Nature, Perception, Stealth, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
spellcasting:
Innate moves
- water slap
- dry off
- snow blind
- water whip
- ice throw
- Shape Water
1st level bending moves
- tentacle of water
- ice hail
- redirect water
- shield wave
- wave
- water treatment
- purify water
class features:
water bending/ you have an innate ability to control water
Fluid 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.
marshal arts/bending is rooted in marshal arts your unarmed strikes deal 1D4+strengh mod
subclass options: