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Water Bending Forms

Cantrips

Basic Water Bending

Incarnate: The Last of the Lacers

Basic Water Bending

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Anyone who is a water bender can initiate the following effects as an action within a 5-foot cube:
  • You cause water to form into simple shapes and animate at your direction. This includes all forms of water, such as water vapor or ice, s do other basic bending effects.
  • You freeze water. If a creature is in the water, it must use a bonus action to make a DC 5 Strength check to escape.
  • You concentrate, drawing out all impurities from water. All nonmagical drink is purified and separated from any poison.
  • You target one wall made of snow or ice within 30 feet, creating a 5-foot-radius hole. This creates an opening large enough for a medium creature to easily walk through. The wall must be less than 5 feet thick in order for this to be effective.
  • At higher levels: The area you can affect increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15th-foot cube), and 17th level (20-foot cube).
    Available for: Water Bender

    Elemental Bolt (Samsari Class)

    Incarnate: The Last of the Lacers

    Elemental Bolt

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 5ft
    Components: Somatic
    Duration: Instantaneous
    You hurl a bolt of your element. Make a ranged ki attack against one creature within range, or against two creatures within range that are within 5 feet of each other. On a hit, a target takes 1d6 bludgeoning damage.
    At higher levels: This form's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Samsari

    Elemental Strike (Bender Class)

    Incarnate: The Last of the Lacers

    Elemental Strike

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: Melee or Ranged, 20/60 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll.   You can't attack a target beyond the strike's long range. Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you.   You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike.   When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.   When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
    At higher levels: The base damage dice is 1d6. It increases to 1d8 at 5th level, 1d10 at 11th and 1d12 at 17th
    Available for: Elemental Bender
     

    1st Level

    Echoing Strike

    Incarnate: The Last of the Lacers

    Echoing Strike

    1-level Abjuration

    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You whip your hand, and the creature that damaged you is smashed by a bolt of water. Make a ranged ki attack against the creature. On a successful hit, the creature takes 2d10 piercing damage and is pushed 5 feet
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d10 for each level above 1st.
    Available for: Water Bender

    Flash Freeze

    Incarnate: The Last of the Lacers

    Flash Freeze

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 minute
    You flood a 20-foot square centered on a point you choose within range and then freeze it, catching hold of all creatures touching the ground. For the duration, the ground in the area is difficult terrain.   A creature in the area when you initiate the form must succeed on a Strength saving throw or be restrained by the ice until the form ends. A creature restrained by the ice can use its action to make a Strength check against your form save DC. On a success, it frees itself.
    Available for: Water Bender

    Freezing Strike

    Incarnate: The Last of the Lacers

    Freezing Strike

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Verbal, Somatic
    Duration: 1 round
    A bolt of water streaks toward a creature of your choice within range. Make a ranged ki attack against the target. On a hit, the bolt of water freezes, the target takes 2d10 cold damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the frozen ice hindering the target's movements.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d10 for each level above 1st.
    Available for: Water Bender

    Grasping Ice

    Incarnate: The Last of the Lacers

    Grasping Ice

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 minute
    The next time you hit a creature with an elemental attack before this form ends, a burst of water latches onto the creature's feet and freezes, holding them to the ground. The target must succeed on a Strength saving throw or be restrained by the ice until the form ends. If the target succeeds on the save, they destroy the ice and break free.   While restrained by this form, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by your ice or one that can touch the creature can use its action to make a Strength check against your ki save DC. On a success, the target is freed.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st.
    Available for: Water Bender

    Healing Waters

    Incarnate: The Last of the Lacers

    Healing Waters

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic
    Duration: Instantaneous
    You slowly pool water over a creature's injuries. A creature in range regains a number of hit points equal to 1d8 + your ki ability modifier. This form has no effect on undead or constructs
    At higher levels: When you initiate this form at a higher level, the healing increases by 1d8 for each level above 1st.
    Available for: Water Bender

    Hydro Shield

    Incarnate: The Last of the Lacers

    Hydro Shield

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 10 minutes
    A flowing stream of water hovers around a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Water Bender

    Ice Slick

    Incarnate: The Last of the Lacers

    Ice Slick

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: 1 minute
    Slippery ice covers the ground in a 10-foot square centered on a point you choose within range and turns it into difficult terrain for the duration.   When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
    At higher levels: When you initiate this form at a higher level, the radius of the slick increases by 10 feet for each level above 1st.
    Available for: Water Bender

    Lurking Mist

    Incarnate: The Last of the Lacers

    Lurking Mist

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 hour
    You create a 20-foot-radius sphere of mist centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration, or until dispersed by a wind of moderate or greater speed (at least 10 miles per hour).   As a bonus action on your turn, you can move the mist up to 30 feet anywhere within range.
    Available for: Water Bender

    Surface Tension

    Incarnate: The Last of the Lacers

    Surface Tension

    1-level Transmutation

    Casting Time: 1 reaction, which you take when you or a creature within 60 feet falls
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 minute
    A bubble of water arises in a 10-foot square centered on a point within range. The water instinctively rises towards any creatures which fall into it, breaking the surface tension and catching the creature safely. The creature takes no damage from falling and can land on its feet.   As a reaction while this form persists, you can move the bubble up to 30 feet within range.
    At higher levels: When you initiate this form at a higher level, the range of the form and the size of the square increase by 20 feet for each level above 1st.
    Available for: Water Bender

    Water Whip

    Incarnate: The Last of the Lacers

    Water Whip

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Self (15-foot cube)
    Components: Verbal, Somatic
    Duration: Instantaneous
    You create a long tendril of water that lashes out at creatures in range. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn't pushed.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d8 for each level above 1st.
    Available for: Water Bender

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