Base Class: Fighter
I am not finished
Water Bending Lore
At 3rd level, you learn ancient theory from your ancestry and your magical aptitude starts to manifest. You choose to gain proficiency in Insight, Athletics, History, Stealth, Acrobatics or the Religion skill, and you learn the Shape Water cantrip.
Water Benders Awakening
Your Ancestry has awakened power in you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. The number of points you have is equal to double your Proficiency bonus.
When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Bending Options
The Water Benders Awakening feature lets you choose options for it at certain levels.
If an option requires a saving throw, your Bending save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Breath of Winter
When you use your breath weapon, each creature in a 15ft cone must make a CON saving throw. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one.
Create Icy Weapon
You can expend 1 Focus Point to create a weapon made entirely out of ice. This weapon can take the form of your choosing, you are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Major Shape Water
As an action, you can spend 1 focus point to choose an area of freestanding ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on.
Water Cannon
As a bonus Action, Create a blast of water directed at a target within 20ft, the target must succeed on a DEX or STR saving throw (targets choice) or be pushed back 15ft in a straight line.
Water Whip
You can spend 1 focus points as an action to cause a creature that you can see that is within 30 ft. to make a DEX saving throw. On failure, the creature takes 1d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. (Half damage on success and no push or pull)
Signature Bending option
Learn an intermediate Bending specialty
Blood bending
Unlocks "Blood bending" options in the Bending options tab
Healing Water Magic
Unlocks "Healing Water Magic" options in the Bending options tab
Ice Bending
Unlocks "Ice Bending" options in the Bending options tab
Improved bending
At the start of combat after you roll initiative, regain 1 Focus point
Signature Bending option
Master your Intermediate Bending signature option, alternatively, you can choose to learn an additional Intermediate Bending signature option
Advanced Blood bending
Unlocks "Advanced Blood bending" options in the Bending options tab
Advanced Healing Water Magic
Unlocks "Advantage Healing Water Magic" options in the Bending options tab
Advanced Icebending
Unlocks "Advanced Icebending" options in the Bending options tab
Bending Mastery
youre a master now, I don't know what that means







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