The Elemental Bender
An orc warrior cover with orbiting rocks, causing earth tremors with each steps it takes towards. His enemies in fear, but still enough hope to continue the battle tackle against him, drawing their swords for a final attack. But once they get near the mighty green warrior, the rocks surrounding him suddenly start to move, and before the poor soldiers can even realize what happened, their faces and bodies were crushed in agony. The green and proud warrior now looks in disappointment, he didn't had a chance to show their enemies the strength of his fists.
A halfling thief surrounded by countless guards, with no corners or directions to escape. The guards have no doubt they will capture the little bastard, but for their surprise, the thief still seems calm and serene. They start to approach him, but as they were reaching the small prey, the halfling simply looks up, and in the next second, a strong wind blows throwing almost every one of the guard on the ground. As they stand up, the thief was simply gone and guards were there standing and wondering: what could have happened? However, the halfling was still there, laughing in the middle of the sky, just above their heads.
The Elemental Ki
Much like the Monks, the Elemental Benders study the magical energy most call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks focus his energy within their bodies to exceed their physical capabilities, however the Elemental Bender focus his energy on the elemental forces around him, and learn how to control and use that power in his own favor.
Some benders spend years studying about nature and the power of the elements. That knowledge is later passed on to others and then used to perform special bending techniques. Even though
Elemental Guardians
The art of Bending Elements started long ago in a monastery of Monks that eventually stumble against a gate to the Fire planes. Afraid for the safety of the nearby village, those Monks decided to guard that gate in case any fire elemental or even a devil would come out of there and danger the place.
After spending years of training near the fire planes, those monks realized they could use their ki combined with a specific set of movements to bend the Elemental Energy around them. They became the first Fire Benders and then taught many more about the art of Fire bending.
However, some students were still not satisfied with knowing only the Fire Style. Being led by their curiosity, they traveled around the world in search of other gates to the Elemental planes so they could learn how to bend all the Elements. Eventually they formed the other elemental monasteries, which were also committed to protect the gates.
Creating an Elemental Bender
As you create your Elemental Bender character, think about your connection to the monastery where you learned one of your Bending Arts. What Element did you start bending? How did your relation with the monastery start? Are you a native being of one Elemental Plane that got lost and found your monastery? Were you a fugitive that was accommodated by that monastery? Or perhaps you were an adventurer that stumble with that monastery and wanted to learn their ways.
Many benders leave their monastery seeking for an adventure, but this is not always the case. Were you banned by your monastery because of some major conflict? Did they send you in an important mission to stop a disaster? Or were you simply tired of living in a monastery and decided to explore the world?
Quick Build
You can make a Elemental Bender quickly by following these suggestions. First, make Dexterity your highest ability score. Your next-highest score should be Wisdom. Second, choose the hermit background.
The Elemental Bender Table
Level | Proficiency Bonus | Features | Ki points |
---|---|---|---|
1st | +2 | Elemental Bending, Elemental Knowledge | |
2nd | +2 | Elemental Ki | 2 |
3rd | +2 | Bending Specialization feature | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Bending Specialization feature | 5 |
6th | +3 | Elemental Absorption | 6 |
7th | +3 | Evasion | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Bending Specialization feature | 9 |
10th | +4 | Purity of Body | 10 |
11th | +4 | Advanced Bending | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | ─ | 13 |
14th | +5 | Elemental Bond | 14 |
15th | +5 | Bending Specialization feature, Timeless Body | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | ─ | 17 |
18th | +6 | Elemental Master | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Elemental Fury | 20 |
Credits
Class Features
As a Elemental Bender, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Elemental Bender level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Elemental Bender level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple Weapons and Shortswords
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Acrobatics, History, Insight, Nature, Perception and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) a shortsword
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon
Elemental Bender Multiclassing
Should you wish to multiclass into a Elemental Bender, the prerequisites and proficiencies gained are listed below.
Elemental Bender Multiclassing Prerequisites
Ability Score Minimum: Dexterity 13 and Wisdom 13
The Elemental Bender Multiclassing with Monk
You have access to 1 ki point and the Elemental Ki feature at 1st level as a Elemental Bender if you already have a Level in the Monk Class.
Elemental Bending
At 1st level, your training with the elements and martial arts allow you to perform special elemental techniques.
You learn one of the following Bending Arts: Air Bending, Earth Bending, Fire Bending or Water Bending, detailed in the “Bending Arts” section at the end of the class description.
Elemental Knowledge
Beginning at 1st level, you learn about the elemental forces and learn about their behavior and powers. You have advantage on Wisdom (Survival) checks to track elementals, as well as on Intelligence ability checks to recall information about them.
You also learn an additional language from the elemental planes depending on the Bending Arts you know:
Fire Bending: You learn the language Iganan
Water Bending: You learn the language Aquan
Earth Bending: You learn the language Terran
Air Bending: You learn the language Auran
Elemental Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Elemental Bender level determines the number of points you have, as shown in the Ki Points column of the Elemental Bender table.
You can spend these points to fuel ki features or Bending Arts techniques, detailed in the “Bending Arts” section at the end of the class description. You know two ki features: Patient Defense and Step of the Wind.
You also learn how to channel your ki to cast particular spells according to the Bending Arts you know, as shown at the end of each "Bending Art" description. You spend ki points equal to 1 + the Level of the Spell you're casting. You can spend 1 more ki point to cast a spell as 1 level higher, but to do so, you must know a spell of the level you're casting it.
Wisdom is your spellcasting ability for your Elemental Spellcasting ability. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for your Bending Arts features or a Elemental Bender spell you use and when making an attack roll with one.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Spell Save DC
Spell attack modifier
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Bending Specialization
When you reach 3rd level, you learn a specific bending style that allow you to channel Elemental Energy in different ways. Your Bending Specialization grants you features at 3rd level and again at 5th, 9th, and 15th level.
Ability Score Improvement
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.
Elemental Absorption
At 6th level, you can use your action to absorb that Elemental Energy around you to regain 2 expended ki points.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Evasion
At 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 throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Purity of Body
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Observations on Bending features:
- Since all bending arts can only be used once per turn, you cannot use a feature like stone strike two times in the same turn. However, if two or more bending arts have the same trigger, both of them can be used at the same time. So you could use both the stone strike and water strike features with the same hit.
- Remember that your Patient Defense and Step of the Wind features can trigger some bending art features, which allow them to be used as a bonus action.
Advanced Bending
Starting at 11th level, your experience with the Bending Arts allowed you to learn advanced bending techniques.
You gain the following benefits depending on the Bending Arts you know:
Fire Bending: When you would take any lightning damage, you can use your reaction to make a ranged spell attack against a target within 30 feet of you. On a hit, that target takes all that lightning damage instead. On a miss, you take twice as much lightning damage.
Water Bending: You gain a swimming speed of 60 feet and can breath under water.
Earth Bending: You ignore all the effects of difficult terrain while you're moving in a ground made of earth.
Air Bending: You gain a flying speed (Hover) of 15 feet.
Elemental Bond
Starting at 14th level, you created a bond with the Elementals Spirits from the respective Elemental Bending Arts you know
You can spend 10 ki points to cast Conjure Elemental, which doesn't requires concentration and the Elemental Summoned is always friendly to you and your companions. The Elemental summoned that way must be from an element of a Bending Art you know.
You can only use this feature once per long rest.
Timeless Body
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.
Elemental Master
At the 18th Level, you become a master in the art of bending and can now channel the full power of the Elemental Energy on your surroundings.
You can cast the following spells with your Elemental Ki feature depending on the Bending Arts you know:
Fire Bending: Investiture of Flame, Sunbeam
Water Bending: Investiture of Ice, Wall of Ice
Earth Bending: Investiture of Stone, Move Earth
Air Bending: Investiture of Wind, Wind Walk
Elemental Fury
At the 20th Level, you can now conjure extraordinary powers directly from the Elemental Chaos itself.
You can cast the following spells with your Elemental Ki feature depending on the Bending Arts you know:
Fire Bending: Fire Storm, Sunburst
Water Bending: Resurrection, Tsunami
Earth Bending: Earthquake, Reverse Gravity
Air Bending: Control Weather, Whirlwind
Bending Arts
Air Bending
Air bending controls and manipulates the flow of the wind around you. This bending is notable for being the Bending Art with most speed and agility. An Air Bender is able to to make attacks with incredible agility and use the winds to knock their enemies to the ground.
As an air bender, you learn the following abilities:
Aura of Breeze
You learn the Cantrip Gust. If you would take falling damage, you can roll a Dexterity (Acrobatics) check and reduce the damage equal to the number of the roll you made.
Wind Strike
Once during your turn, when you take the Dash action you can choose to spend 1 Ki points to create a powerful airflow to increase your speed. You add 10 feet of movement to your Dash action.
You can also make one melee attack as part of your Dash action. Make a melee weapon attack, if it is successful the target must succeed on a Strength Saving throw or be knocked prone.
Your movement from your dash increases as you increase in level in this class. It becomes 15 feet at 5th level, 20 feet at 9th level and 25 feet at 15th level.
Air Blast
Once during your turn, when you take the Disengage action, you can choose to spend 2 ki point to take flight for a brief moment. You gain a flying speed of 30 feet.
You can also create a burst of wind coming from your body as part of your Disengage action. All creatures within 10 feet from you must then make a Strength Saving throw. On a failed save, they take 1d10 bludgeoning damage and are knocked prone. On a success, they take half as much damage and aren't knocked prone.
The bludgeoning damage increases as you increase in level in this class. It becomes 2d10 at 5th level, 3d10 at 9th level and 4d10 at 15th level.
Air Bending Spell List
Level in class | Spells |
---|---|
2nd | Jump, Zephyr Strike |
5th | Gust of Wind, Pass Without Trace |
9th | Fly, Wind Wall |
13th | Freedom of Movement, Storm Sphere |
17th | Control Winds, Steel Wind Strike |
Earth Bending
Earth bending manipulates the earth and rocks to increase their offenses and defences abilities. Earth benders are normally patient, and they wait for the right moment to make powerful Strikes.
Even though earth benders usually use the ground beneath them to perform their attacks, they normally carry some rocks so they can still use their abilities when they're in terrains without rocks or earth, like if their underwater or in a boat.
As an earth bender, you learn the following abilities:
Aura of Stone
You learn the Cantrip Mold Earth and gain a Tremorsense of 30 feet
Stone Strike
Once during your turn, when you hit a target with a melee attack you can choose to spend 1 ki point to move the rocks around you, or the ground beneath you so it can hit that target as part of that melee attack. You then add 1d6 bludgeoning damage to your attack.
The bludgeoning damage increases as you increase in level in this class. It becomes 2d6 at 5th level, 3d6 at 9th level and 4d6 at 15th level.
Stone Shield
Once during your turn, when you take the Dodge action you can choose to spend 2 ki points to make 1 piece of rock next to you to start levitate around your body for 1 minute.
If a creature you can see attempts to make a melee attack against you, you can use your reaction to use 1 levitating piece of rock to either add 5 to your AC for that attack, or make one melee spell attack against that target, which deals 1d8 + your Wisdom modifier bludgeoning damage. The piece of rock then breaks and cannot be used again.
The number of rocks you can levitate increases as you increase in level in this class. It becomes 2 at 5th level, 3 at 9th level and 4 at 15th level.
Earth Bending Spell List
Level in class | Spells |
---|---|
2nd | Catapult, Earth Tremor |
5th | Dust Devil, Maximillian's Earthen Grasp |
9th | Erupting Earth, Meld into Stone |
13th | Stone Shape, Stoneskin |
17th | Transmute Rock, Wall of Stone |
Fire Bending
Fire bending manipulates flames and is considered to be the most aggressive and energetic bending art. The user of this art normally draws its power from the sun and channels it to create powerful attacks against its enemies, although they require a lot of movements and energy to perform their abilities.
As a fire bender, you learn the following abilities:
Aura of Heat
You learn the Cantrips Control Flames and Create Bonfire.
Blazing Charge
Once during your turn, when you take the Dash action you can choose to spend 1 ki point to project yourself forward with flames. You add 10 feet of movement to your Dash action.
In addition, the next time you hit a creature with a melee weapon attack during this turn or the next one, your weapon flares with red-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes it to ignite in flames.
At the start of the ignited creature turns, it must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the fire ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the fire ends.
The fire damage from your melee attack increases as you increase in level in this class. It becomes 2d6 at 5th level, 3d6 at 9th level and 4d6 at 15th level.
Blazing Counter
Once during your turn, when you take the Dodge action, you can spend 2 Ki points to imbue yourself with fire.
Until the start of your next turn, if a creature attempts to make a melee attack against you, it must make a Dexterity saving throw. That creature takes 1d10 fire damage on a fail save, or half as much damage on a successful one.
The fire damage increases as you increase in level in this class. It becomes 2d10 at 5th level, 3d10 at 9th level and 4d10 at 15th level.
Fire Bending Spell List
Level in class | Spells |
---|---|
2nd | Burning Hands, Hellish Rebuke |
5th | Flaming Sphere, Scorching Ray |
9th | Fireball, Flame Arrows |
13th | Fire Shield, Wall of Fire |
17th | Dawn, Flame Strike |
Water Bending
Water bending is known for being less focused on brute strength, and more suitable for taking complete control over the battlefield. They normally use water to push their foes in the direction they want or use it to simply freeze their enemies if they don't want them to move at all.
Water benders use the water around them to perform their abilities, so they normally carry some gallons of water to use their bending techniques even when they find themselves in terrains without water.
As a water bender, you learn the following abilities:
Aura of Blue
You learn the Cantrip Shape Water and you can cast Create or Destroy Water once per long rest.
Water Strike
Once during your turn, when you hit a target with a melee attack you can choose to spend 1 ki point to use the water around you to push that target 5 feet in any direction.
If this movement would force the target to collide in any creature, object or structure, then both it and whatever it collided take 1d6 bludgeoning damage for every 5 feet of forced movement remaining (minimum of no damage).
The distance which you can push the target increases as you increase in level in this class. It becomes 10 ft. at 5th level, 15 ft. at 9th level and 20 ft. at 15th level.
Water Whip
Once during your turn, when you take the Disengage action you can choose to spend 2 ki points to make the water around take the shape of 1 whip, which has the range of 10 feet and lasts for 1 minute.
When a creature you can see enters in the range of the whip, you can use your reaction to make a ranged spell attack against that target. On a hit, that target takes 1d8 + your Wisdom modifier bludgeoning damage and is pushed 10 feet away from you in a straight line. After the attack, the water whip loses its form and splashes in the ground.
The number of water whips you can create increases as you increase in level in this class. It becomes 2 at 5th level, 3 at 9th level and 4 at 15th level.
Water Bending Spell List
Level in class | Spells |
---|---|
2nd | Fog Cloud, Ice Knife |
5th | Lesser Restoration, Snilloc's Snowball Storm |
9th | Tidal Wave, Wall of Water |
13th | Control Water, Watery Sphere |
17th | Greater Restoration, Maelstrom |
Bending Specialization
The Avatar
Those who train to become an Avatar Master use their ki to create a connection between them and the Astral world. When this connection is made, these benders transcends their souls and for a brief moment, they can enter in a powerful awaken mode called the Avatar state.
While in Avatar state, these benders can use all four Elemental Bending Arts and are capable to wield incredible powers like no other Bending Specialization. However, their big weakness is that they rely too much on the Avatar state, which drains a lot of energy and often let their users completely exhausted.
Avatar Features
Level | Feature |
---|---|
3rd | The Avatar State |
5th | Astral Meditation, Awakened Bending |
9th | Astral Power |
15th | Avatar Master |
The Avatar State
As a bonus action, you can spend 3 ki points to enter in Avatar state for 1 minute. Your Avatar state ends if you fall unconscious, drop to 0 hit points, or die. After you use your Avatar state, you gain 1 point of exhaustion.
While you are in Avatar state, you gain the following features:
Ancestral Knowledge. You know how to use Air Bending, Earth Bending, Fire Bending and Water Bending
Spiritual Energy. When you use a Bending Art feature or cast a spell with your Elemental Ki feature, you can spend 1 less ki point to use those features.
Astral Meditation
At the 5th level, you learn how to channel the Astral Energy to replenish the energies of your body.
Once per day, when you finish a short rest, you can choose to reduce your exhaustion level by 1.
Awakened Bending
At 5th level, you learned how to channel your Ancestral Knowledge even while your not in the Avatar state.
You learn a second Bending Arts from your Elemental Bending feature. At 9th level you learn a third Bending Art, and at 15th level, you learn all four Bending Arts from the Elemental Bending feature.
Astral Power
At the 9th level, your experience with Astral Energy allowed you to bend the Elemental Energy around you in a better way. You gain additional features while in your Avatar state:
Astral Absorption. You can now use your Elemental Absorption feature as a bonus action.
Spiritual Protection. When you enter on your Avatar state, you gain temporary hit points equal to your Wisdom modifier + your level in this class.
Avatar Master
At the 15th level, you learn how to use the full potential of your Spiritual Energy. You gain additional features while in your Avatar state:
Avatar Fury. As an action, you can spend 7 ki points to make 1 melee spell attack against one creature and attempt to block all magic that flows in it.
On a hit, both you and that creature becomes restrained. That creature must then make a Wisdom saving throw at the start of each of its turns. If it successfully saves against this effect three times, this effect ends and you are dropped to 0 hit points. If it fails saves three times, it loses all it's magical abilities and it can't use spells, or any ability that uses spell slots or ki points.
The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. The creature automatically succeeds all three saves if your Avatar State ends in the middle of this process.
This ability can be used again to unblock the magic of that creature. Otherwise, only a wish spell can undone this effect.
Spiritual Resurrection. When you are reduced to 0 hit points, you can spend 3 ki points (no action required) to have 1 hit point instead.
The Pro-Bender
Pro-Benders are less focused in controlling the elemental energy around them and, much more like monks, also use their ki to enhance the strength and agility of their bodies.
Even though their bending skills may not have the same power as some other bending specializations, they compensate that with their agility and skill, which are incomparable with any other bending specializations.
Pro-Bender Bender Features
Level | Feature |
---|---|
3rd | Fast Response, Fighting Style |
5th | Extra Attack |
9th | Supreme Accuracy |
15th | Bending Movement |
Fast Response
Starting when you choose this archetype at 3rd level, your reflexes become unnaturally fast.
You gain advantage on Initative rolls and on Wisdom (Perceptions) checks against being surprised.
You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, or Stealth.
Fighting Style
Starting when you choose this archetype at 3rd level, you learn how to use almost every weapon available to you.
You gain proficiency with martial weapons and adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Supreme Accuracy
At the 9th level, your battle instincts are now sharp and allow you to push your enemies with incredible fast attacks.
Whenever you miss a melee attack against a target, you can use your reaction to spend 1 ki point and make one melee attack against the same target.
Bending Movement
At 15th level, you can use your ki to increase your mobility even further.
Whenever you take the Dash, Dogde or Disengage action, you can spend 4 ki points to make a second Dash, Dogde or Disengage action as part of the same action.
The Lightning Bender
(Prerequisite: Need to know Fire bending)
A few fire benders can manipulate and channel electrical energy around them. They are called Lightning benders and often use both fire and lightning to toast their foes.
These lightning benders often end up in battlefields and their electrical maneuvers attract the attention of everyone, which leads them to believe that Kord, the god of storms and strength is blessing the battlefield.
Lightning Bender Features
Level | Feature |
---|---|
3rd | Lightning Bending Art |
5th | Electrical Field |
9th | Electrical Amplification |
15th | Electrical Shocking |
Lightning Bending Art
Starting when you choose this archetype at 3rd level, you learn the special lightning Bending Art, detailed in the end of this sub-class description.
You also learn some particular Spells in the lightning Bender table, detailed in the end of this sub-class description.
Electrical Field
At the 5th level, you create an electrical field around you that protects you from incoming attacks.
You gain the following features:
Electrical Dodge. When an attacker hits you with an attack, you can use your reaction to spend 1 ki point and halve the attack’s damage against you.
Electrical Resistance. You gain resistance to lightning damage while you're not incapacitated or surprised.
Electrical Chain
At the 9th level, when a creature you can see within 10 feet from you takes lightning damage, you can use your reaction to spread that damage to other targets. You need to spend ki points equal to the lightning damage that the first creature took divided by 10 (rounded up) to use this feature.
You make a lightning ray leap from that first creature to another target within 10 feet from it. That target must then make a Dexterity saving throw. It takes the same lightning damage from the first creature on a failed save, or half as much on a successful one.
When you reach 15th level in this class, you can make a second lightning ray leap from the first creature, but the rays must be used in different targets.
Shocking Power
At 15th level, your electrical field becomes stronger and can now damage creatures and increase your powers.
You gain the following features:
Electrical Counter. A creature takes 1d10 lightning damage whenever it hits a melee attack against you.
Lightning Fury You can cast Chain Lightning using your Elemental ki feature once per long rest.
Lightning Bending Art
Lightning Bending is a variation of fire bending which focus on the electrical energy around them. These benders separate the positive and negative energy, or in other words the electrical potential around them to guide their bolts of lightning with the tip of their fingers.
If these benders are not completely focus in separating these energies, they might lose control of their lightning takes, which can lead to them harming themselves.
As a lightning bender, you learn the following abilities:
Lightning Aura
You learn the Cantrips Lightning Lure and Shocking Grasp.
Lightning Strike
Once during your turn, when you take the Dash action you can choose to spend 1 Ki points to create a powerful lightning covering your body. You add 10 feet of movement to your Dash action, but you can only move in one direction.
You can also make one melee attack as part of your Dash action. Make a melee weapon attack, if it is successful you must then make a Wisdom Saving throw. On a failure, you take 1d6 lightning damage. On a success, you add 1d6 lightning damage to your attack instead.
The lightning damage that you take and from your attack increases as you increase in level in this class. It becomes 2d6 at 5th level, 3d6 at 9th level and 4d6 at 15th level.
Lightning Shock
Once during your turn, when you take the Disengage action you can choose to spend 2 Ki points to create an electrical and stunning flow around you.
Each creatures 5 ft. next to you (including yourself) must make on a Wisdom Saving throw. On a failure, a creature takes 1d8 lightning damage and then becomes stunned until the end of your next turn. On a success, a creature takes half as much damage and isn’t stunned.
If a creature has immunity or resistance to lightning damage, it makes this saving throw with advantage.
The lightning damage increases as you increase in level in this class. It becomes 2d8 at 5th level, 3d8 at 9th level and 4d8 at 15th level.
Lightning Bending Spells
Level in class | Spells |
---|---|
2nd | Thunderwave, Witch Bolt |
5th | Misty Step, Shatter |
9th | Call Lightning, Lightning Bolt |
13th | Confusion, Storm Sphere |
17th | Destructive Wave, Wall of Light |
The Combustion Bender
(Prerequisite: Need to know Fire bending)
The combustion Bending is one of the most powerful and most dangerous variations of fire bending and is exclusive to a very few who give their lives to master this ability.
These benders mark their forehead with a third-eye tattoo to focus their Ki, which they later use to perform special abilities to shoot explosions with their minds.
Although these benders are capable of creating powerful explosion at a great range, they rely too much on their sight. If something comes up in front of their sight or if they even blink an eye when they make an explosion they will explode themselves, which often leave them dismembered in the best of cases.
Combustion Bender Features
Level | Feature |
---|---|
3rd | Explosion Beam |
5th | Enhanced Focus |
9th | Sun Beam |
15th | Brute power |
Explosion Beam
Starting when you choose this archetype at 3rd level, you learn the Cantrip Fire Bolt and the technique of shooting explosions with your mind.
You can spend 3 ki points to cast Fireball as a third level spell trough your forehead, but the spell deals only 5d6 fire damage instead and you automatically fails the spell saving throw if your caught by your own explosions.
The fire damage becomes 8d6 instead when you reach the 5th level in this class.
Enhanced Focus
At the 5th level, you learn how to better control your telekinetic abilities.
You gain the following abilities:
Focused Beam
You can use your action to spend 2 ki points to shoot a controlled version of your explosion beam.
Make one ranged spell attack against one target in a range within 100 feet from you. On a hit, the target takes 4d6 + your Wisdom modifier fire damage.
Enhanced Blast
You can spend 5 ki points to cast Fireball as a fourth level spell trough your forehead. The spell deals 12d6 fire damage instead and its range becomes 150 feet. You automatically fails the spell saving throw if your caught by your own explosions.
Specialized Beam
At the 9th level, you learn how to control your elemental energy in a different from, which changes the power of your Beams. Choose a type of energy below and gain its feature:
Sun Energy. When you cast a spell that deals fire damage, you can cause that spell to deal radiant damage instead.
In addition, when a creature reaches 5 feet close to you, you can use your reaction to spend 2 ki points to shoot a light beam. That creature must then make a Constitution Saving Throw. On a failed save, the creature takes 2d6 radiant damage and becomes blinded until the end of your next turn. On a successful save, the creature takes only half of the damage and isn't blinded.
Pure Energy. When you cast a spell that deals fire damage, you can cause that spell to deal force damage instead. In addition, whenever you roll 1 on a damage die for a spell, you can reroll the die and must use the new roll
Blue Flame Energy The spells you cast ignore resistance to fire damage. In addition, whenever you cast a spell that deals fire damage, you can spend 2 ki points and add 2d6 to that damage.
Brute power
At the 15th level, you mastered your telekinetic abilities
You gain the following abilities:
Brute Beam
You can use your action to spend 5 ki points to shoot a much stronger version of your focused beam.
Make one ranged spell attack against one target in a range within 300 feet from you. On a hit, the target takes 8d6 + your Wisdom modifier fire damage.
Destructive Power
You can spend 8 ki points to cast Fireball as a seventh level spell trough your forehead. The spell deals 16d6 fire damage instead, its range becomes 300 feet and the explosion effects all creatures in a 30 foot radius of the spell chosen point. You automatically fails the spell saving throw if your caught by your own explosions.
The Blood Bender
(Prerequisite: Need to know Water bending)
Blood bending manipulates the water inside another body, allowing them to control someone else's movements. It is considered a taboo among other benders.
These benders are capable of manipulate other peoples bodies and minds, making them one of the best battlefield controllers among all other bending specializations.
Blood Bender Features
Level | Feature |
---|---|
3rd | Blood Bending Art |
5th | Red Transfusion |
9th | Advanced Blood Bending |
15th | Blood Master |
Blood Bending Art
Starting when you choose this archetype at 3rd level, you learn the special Blood Bending Art, detailed in the end of this sub-class description.
You also learn some particular Spells in the Blood Bender table, detailed in the end of this sub-class description.
Red Transfusion
At the 5th level, you learn how to use the blood of others for your Blood Bending Arts.
Once during your turn, if you would lose hit points due your Red Curse effect, you can spend 1 ki point and target one creature that contains blood within 10 feet from you. That creature must succeed on a Constitution Saving throw or your Red Curse effects them instead of you.
If the target is unconscious or with 0 hit points, it automatically fails this saving throw. If you target a dead body with blood that way, you don't lose hit points with your Red Cruse effect instead.
Advanced Blood Bending
At the 9th level, you learn the following features:
Red Absorption. You can now use your Elemental Absorption feature as a bonus action, but you trigger the effect of your Red Curse while doing so.
Vampiric Drain When a creatures fails the saving throw of your Red Transfusion feature, you can regain half of the hit points that creature lost due to the effect of your Red Curse.
Blood Master
At the 15th level, you learned how to use your Blood Bending Art in a more effective way and gain the following features:
Anemic Constitution You lose only half of your hit points with your Red Curse effect.
Blood Blocking You can use your action to spend 5 ki points and make one melee spell attack against one target.
On a hit, that target loses its maximum hit points equal to your Red Curse effect and gain 1 point of exhaustion. A Greater Restoration spell or more powerful magic is required to restore its maximum hit points.
Blood Bending Art
Blood Bending is known for being one of the darkest and most despited bending for its natural dangerous tendencies of controlling others. Only talented water benders are able to learn this technique, as it also requires you to impose your will power over other people.
To amplify its powers, some blood benders also use some of their own blood. This increases the power of their spells and their normal water bending skills at a cost of their vitality.
As a blood bender, you learn the following abilities:
Red Curse
When you use any Blood Bending Art feature, you lose hit points equal to your Wisdom modifier + your level in this class.
Red Water
When you use your Water Strike or your Water Whip bending features, you can choose to amplify its strikes with your blood bending skills.
The amplified Water Whip creates 1 additional water whip that you can control.
The amplified Water Strike deals 1d8 bludgeoning damage when you hit the target with your melee attack.
The bludgeoning damage from your amplified Water Strike increases as you increase in level in this class. It becomes 2d8 at 5th level, 3d8 at 9th level and 4d8 at 15th level.
Red Devastation
When you cast a spell with your Elemental Ki feature, you can use your blood bending skills to amplify that spell. If you do so, target one creature affected by the spell, which has its defenses diminished.
If the spell requires that creature to make a saving throw, that creature has disadvantage on the first save they make against the spell.
The number of creatures you can target increases as you increase in level in this class. It becomes up to 2 at 5th level, up to 3 at 9th level and up to 4 at 15th level.
Blood Bending Spells
Level in class | Spells |
---|---|
2nd | Command, Puppet |
5th | Crown of Madness, Hold Person |
9th | Slow , Vampiric Touch |
13th | Compulsion, Phantasmal Killer |
17th | Dominate Person, Hold Monster |
The Plant Bender
(Prerequisite: Need to know Water bending)
Plant benders use the water contained in plants to control them and, much like a druid, also use the power of nature in their favor. They learn how to use their ki to control not only the Elemental Energy round them, but also the Natural energy in their surroundings.
These benders usually cover themselves with multiple thorns and vines to gain extra protection, but this often make them be mistaken by swamp monsters by others.
Plant Bender Features
Level | Feature |
---|---|
3rd | Plant Bending Art |
5th | Natural Might |
9th | Wild Swamp |
15th | Swamp Monstrosity |
Plant Bending Art
Starting when you choose this archetype at 3rd level, you learn the special Plant Bending Art, detailed in the end of this sub-class description.
You also learn some particular Spells in the Plant Bender table, detailed in the end of this sub-class description.
Natural Might
At the 5th level, you gain additional features while your Swamp Armor is activated:
Strong Wood You gain a +1 to melee damage rolls. This bonus increases by 1 at 9th and 15th level. You also gain advantage on Constitution saving throws to maintain your concentration on a spell when you take damage.
Soil Drain You can use your bonus action to root your plants in the ground. While you're fixed in the ground that way, your movement speed becomes 0 and you regain 2 expended ki points during the end of your turns.
Wild Swamp
At the 9th level, you gain additional features while your Swamp Armor is activated:
Spiked Woods Your melee attacks deal additional 2d4 piercing damage. At 15th level, your melee attacks deal additional 3d4 piercing damage instead.
Soil Absorption When you would regain ki points with your Soil Drain feature, you can also use your Elemental Absorption feature at the same time during the end of your turn (no action required).
Swamp Monstrosity
At the 15th level, you gain additional features while your Swamp Armor is activated:
Enlarged Swamp When you activate your Swamp Armor, you can choose to become a Large size creature. If you do so, you gain temporary hit points equal to 5 times your Wsidom modifier + your level in this class instead of the usual temporary hit points provided by your Swamp Armor.
Swamp Fury You can cast Wall of Thorns using your Elemental ki feature once per long rest.
Plant Bending Art
Plant Benders are known for controlling the Natural Energy around them and are often mistaken with a druid. Even though they have a lot of things in common, druids use their magic to to connect with all the aspects of nature, as the Plant Benders are only focused in controlling plants.
These benders are known to use plants to create hazardous environments with spikes and poisonous vines and their main trait is to use a plant like armor which grants them incredible protection.
As aplant bender, you learn the following abilities:
Aura of Green
You learn the Cantrips Druidcraft and Thornwhip.
Swamp Strike
Once during your turn, when you hit a target with a melee attack you can choose to spend 1 ki point to use poisonous thorns to hit that target as part of that melee attack.
You then add 1d6 bludgeoning damage to your attack and that target must then succeed on a Constitution saving throw or become poisoned. While poisoned that way, it takes 1d6 poison damage at the start of their turns. The target can repeat this saving throw at the end of their turns.
The bludgeoning damage increases as you increase in level in this class. It becomes 2d6 at 5th level, 3d6 at 9th level and 4d6 at 15th level.
Swamp Armor
Once during your turn, when you take the Disengage action you can choose to spend 2 ki points to completely cover yourself with multiple plants for the next 10 minutes.
You assume an intimidating form of a swamp monster. You gain advantage on Charisma (Intimidation) checks and on Dexterity (Stealth) checks while in a forest. You can use your bonus action at any time to exit your Swamp armor, which than wilt away.
While your in your Swamp armor, your AC can’t be less than 17, regardless of what kind of armor your wearing and you gain temporary hit points equal to your Wisdom modifier + your level in this class, which are lost when you exist your Swamp Armor.
The AC increases as you increase in level in this class. It can't be less than 18 at 5th level, then 19 at 9th level and then 20 at 15th level.
Plant Bending Spells
Level in class | Spells |
---|---|
2nd | Entangle, Ensnaring Strike |
5th | Locate Animals or Plants, Spike Growth |
9th | Plant Growth , Speak with Plants |
13th | Grasping Vine, Guardian of Nature |
17th | Wrath of Nature, Tree Stride |
The Lava Bender
(Prerequisite: Need to know Earth bending)
Lava Bending is a rare and complicated ability that involves putting immense amount of pressure in rocks, until they assume their liquid and dangerous form of lava.
These benders can then increase their brute power and make incredible aggressive bending techniques that uses volcanic fire to burn their enemies, or even volcanic gas to sufocate them.
Lava Bender Features
Level | Feature |
---|---|
3rd | Lava Bending Art |
5th | Volcanic Smoke |
9th | Raging Earth |
15th | Burning Earth |
Lava Bending Art
Starting when you choose this archetype at 3rd level, you learn the special Lava Bending Art, detailed in the end of this sub-class description.
You also learn some particular Spells in the Lava Bender table, detailed in the end of this sub-class description.
Volcanic Smoke
At the 5th level, you learned how to put pressure on rocks and pulverize them, transforming them into volcanic smoke.
When you take the Dodge action, you can spend 1 ki point and make a 5-foot radius volcanic black gas extend from you.
The gas spreads around corners, and its area is completely obscured. It lasts until the start of your next turn or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Volcanic Power
At the 9th level, you gain the following features:
Burning Smoke. A creature poisoned by your Volcanic Smoke feature takes 2d6 fire damage at the start of their turn
Volcanic Burn. Your Lava Bending Art features as well as the spells you cast with your Elemental Ki feature ignore resistance to fire damage.
Raging Earth
At the 15th level, you learn how to amplify your lava bending skills and your elemental spells.
When you use a Lava Bending Art or cast a spell with your Elemental Ki feature, you spend up to 3 additional ki points to amplify its powers.
You add 1d8 fire damage to the first damage roll you make for your amplify spell or Lava Bending Art for each additional ki point spent that way.
Lava Bending Art
Lava Benders focus on putting immense pressure on rocks to transform them into their liquid state. This creates an immense energy that burst out of the rock in the form of fire. They then channel this fire energy to perform their lava bending skills and even cast some spells with fire and volcanic gas that poison their enemies.
For this reason, some people mistake them with fire benders, but the lava benders are very different in the sense that they still need rocks to sue their abilities.
Volcanic Aura
You learn the Cantrips Create Bonfire and Produce Flame, but you must use rocks as components to cast them and all the spells from your Lava Bending Spells table.
Burning Rocks
You know how to put pressure and energy on rocks, to the point where they start burning and spiting flames.
When you use your Stone Strike feature, you can spend 1 additional ki point and add 1d6 fire damage to that hit and causes that target to ignite in flames.
At the start of the ignited creature turns, it must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the fire ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the fire ends.
The fire damage from the hit attack increases as you increase in level in this class. It becomes 2d6 at 5th level, 3d6 at 9th level and 4d6 at 15th level.
Burning Ground
You know how to put the immense pressure on the ground, to the point where it starts burning and almost turning into lava.
Once during your turn, when you take the Disengage action, you can choose to spend 2 ki points and make the ground burn in a 10-foot radius centered on a point within a range of 100 feet. The ground in that area becomes difficult terrain and burns until start of your next turn.
All creatures standing in that area must make a Dexterity saving throw. The creatures take 1d10 fire damage on a fail save, or half as much damage on a successful one.
Any creature that enters the grounds area for the first time in their turn or ends its turn in that area must repeat this saving throw.
The fire damage from the hit attack increases as you increase in level in this class. It becomes 2d10 at 5th level, 3d10 at 9th level and 4d10 at 15th level.
Lava Bending Spells
Level in class | Spells |
---|---|
2nd | Burning Hands, Grease |
5th | Flame Blade, Heat Metal |
9th | Stinking Cloud , Melf's Minute Meteors |
13th | Fire Shield, Wall of Fire |
17th | Cloudkill, Immolation |
The Metal Bender
(Prerequisite: Need to know Earth bending)
Metal bending is a variation of earth bending that focus on controlling the impure parts of earth contained on metals. For these reason, these benders are able to shape in various ways, creating powerful weapons and armors that can magically bend.
Metal benders normally carry a piece of metal which they can shape to assume multiple forms depending on the situation. They can carry a blade in a moment, which can than turn into a shield and even whip after.
Metal Bender Features
Level | Feature |
---|---|
3rd | Metal Shape, Metal Shell |
5th | Metallic Skills |
9th | Metal Rage |
15th | Metal Force |
Metal Shape
Starting when you choose this archetype at 3rd level, you learn how to shape metal and can use it for your normal Earth bending features instead of normal rocks.
You can also make metal assume the form of weapons of your choice. You gain proficiency with martial melee weapons made of metal and as an action, you can spend 1 ki point and turn one piece of metal you carrying into a simple or martial melee weapon of your choice.
The weapons you shape are always considered magical to you and have a bonus of +1 on attack rolls and damage rolls if your the one using them. This bonus increases by 1 at 9th and 15th levels.
Metal Shell
Starting when you choose this archetype at 3rd level, you learn how to enhance your defenses by completely covering yourself with metal.
When you take the Dodge action, you can choose to spend 2 ki points to bend a piece of metal to completely cover yourself in Metal Shell for the next minute, after which you can spend 2 additional ki points to use the armor for another minute, or else you become restrained by the metal covering you. You can use your action to exit the Metal Shell at any time. While in you Metal Shell you gain the following benefits:
- Your AC can’t be less than 18, regardless of what kind of armor your wearing
- You have advantage on Strength checks and Strength saving throws.
- You have resistance to bludgeoning, piercing, and slashing damage.
Metallic Skills
At the 5th level, you learn how to channel your ki to enhance your abilities with metal weapons you use.
Weapons made of metal gain special properties while being used by you, as detailed below:
Metal Attraction If the weapon has the thrown property, it returns to your hand immediately after it is used to make a ranged attack
Adaptable Metal If the weapon has the versatile property, it always counts as if you were using both hands.
Metal Whip. When you hit an attack against a medium or smaller target with a whip, you cause it to restrain that target. At the start of their turn, that target can make a Strength saving throw, which ends the restrain condition on a success. The whip can only restrain one target at a time.
Flying Metal If the weapon has the light property, you can use your bonus action to spend 1 ki point and make that weapon float and perform an attack with it. You can then make one melee attack with that weapon against one target without using your hands.
Metal Rage
At the 9th level, you become an unstoppable force that run over your enemies. You gain the following feature while in your Metal Shell:
Metal Might. When you take the Dash action, your movement doesn't provoke opportunity attacks and you can pass through the space of a medium or smaller creature. That creature must then succeed on a Strength saving throw or be knocked prone.
Metallic Dodge. When an attacker hits you with an attack, you can use your reaction to exit your Metal Shell and take no damage from that attack.
Metal Force
At the 15th level, you can now channel incredible amount of ki to your weapons, giving them incredible powers.
Weapons made of metal gain special properties while being used by you, as detailed below:
Heavy Metal. If the weapon has the heavy property, you can add your Wisdom modifier (minimum of +1) to the damage of that weapon.
Electromagnetic Force. If the weapon has the light property, you use your bonus action to spend 2 ki points and make that weapon float with incredible speed against your enemies. You can then make two melee attack with that weapon without using your hands.
The Spiritual Bender
(Prerequisite: Need to know Air bending)
Some air benders have a powerful connection with the spiritual world to the point where they learn how to be a spiritual bender. Using their spiritual energy, these benders are able to create illusions with air and even project their spirit in different places.
These benders focus less on combat skills and more in utility with gathering information and becoming invisible
Spiritual Bender Features
Level | Feature |
---|---|
3rd | Spiritual Bending |
5th | |
9th | |
15th |
Spiritual Bending
tarting when you choose this archetype at 3rd level, you learn the special Spiritual Bending Art, detailed in the end of this sub-class description.
You also learn some particular Spells in the Spiritual Bender table, detailed in the end of this sub-class description.
Spiritual Bending Art
Etheral Step
Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the veil between the planes.
You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).
You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.
Spiritual Bending Spells
Level in class | Spells |
---|---|
2nd | Dissonant Whispers, Sleep |
5th | Misty Step, Invisibility |
9th | Clairvoyance, Sending |
13th | Arcane Eye, Greater Invisibility |
17th | Rary's Telepathic Bond, Scrying |
The Tornado Bender
(Prerequisite: Need to know Air bending)