Waterbending is focused on
channeling the energies of water. It allows waterbenders to control water in all of its various forms, making them quite flexible. Waterbenders tend to be fluid and graceful, always adapting to the opponent. Following the path of waterbending usually involves less about strength and more about
turning the opponent's own strength against them. Utilizing defensive strategies, which can later turn into offensive counterattacks, is a key aspect of being a good waterbender. They feel the energies of rivers, oceans, and the very essence of liquid life.
The moveset of waterbending requires water, similar with how
Earthbending requires earth. Unlike earthbending, its moves are generally
more stamina-efficient, although in return, its moves are relatively
low in damage. Consider spending a few level up points in increasing damage in order to deal a threatening portion of the opponent's HP.
Winter is the season for water. Many water-based cultures and spirits celebrate during this season.
Level 1
At level 1, you have access to the
basic waterbender moveset.
You can bend up to
5 feet of water with ease. Bending this amount of water using an action, without intent for damage, does not consume stamina. Bonus actions cost 1 stamina and are limited to up to 5 feet of water.
Using an action with intent for damage costs stamina. If you wish to bend more than 5 feet of water, you must roll a DC check. The DC is dependent on how much water you wish to bend.
Table of Values
Amount of Water (ft in all dimensions) |
DC |
Damage Roll |
Range |
Stamina Cost |
0 to 5 ft (no damage) |
0 |
0 dmg |
30 ft |
0 |
0 to 5 ft (bonus action) |
0 |
0 dmg |
30 ft |
1 |
0 to 5 ft (damage) |
0 |
3d6 dmg |
30 ft |
1 |
>5 ft |
Depends with DM |
4d6 dmg or more |
30 ft |
2 or more |
In addition, you may choose to
upgrade each action with specific buffs. Each upgrade will cost a certain amount of stamina. You
cannot upgrade bonus actions. You also cannot upgrade multiple of the same effect (unless specified otherwise).
Upgrades
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+1 stamina |
Move is executed as a reaction |
Increase Range |
+1 stamina |
Increase range by 10 feet |
Increase Damage |
+1 stamina |
Add d6 to damage |
Level 2
At level 2, you now can handle water up to 10 feet. You also have access to
sub-bending proficiencies.
Sub-bending Proficiencies
Choose one of the following waterbender sub-bending proficiencies:
Freezing/Ice
You can apply freeze to the water you are bending using your bonus action. Enemies that are frozen cannot move, unless they spend an action or bonus action to break free. This costs 1 stamina.
Cloud/Mist/Condensation/Steam
You can use a bonus action to turn water into mist/clouds and vice-versa. Range of view can be limited when looking through mist/clouds. You can reposition mist/clouds using your bonus action. This costs 1 stamina.
Plantbending
You can now manipulate plants that contain water inside as if they were water. You can also collect certain amounts of water from any plant life, dependent on the size of the plant. When using plants for an attack or a skill check, increases your dice roll by +1. This costs 1 stamina.
Healing
You can now heal a single target using an action. This target recovers 2d6 HP if they are conscious. If the target is unconscious, then instead make the target conscious, though they are still unable to fight. This costs 1 stamina. Using a reaction, the target heals d6 HP if they are conscious or gives the target 2 successful death saves if unconscious.
Additionally, when healing a target, the target recovers 2 stamina. This does not apply if the target is the user.
Table of Values
Amount of Water (ft in all dimensions) |
DC |
Damage Roll |
Range |
Stamina Cost |
0 to 5 ft (no damage) |
0 |
0 dmg |
30 ft |
0 |
0 to 5 ft (bonus action) |
0 |
0 dmg |
30 ft |
1 |
0 to 5 ft (damage) |
0 |
3d6 dmg |
30 ft |
1 |
>5 to 10 ft |
0 |
4d6 dmg |
30 ft |
2 |
>10 ft |
Depends with DM |
5d6 dmg or more |
30 ft |
3 or more |
At level 2, you get access to
new upgrades for your actions. Additionally, some effects can now be used more than once in a single action.
Upgrades
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+1 stamina |
Move is executed as a reaction |
Increase Range (max 2 uses per move) |
+1 stamina |
Increase range by 10 feet |
Increase Damage |
+1 stamina |
Add d6 to damage |
Increase Accuracy (max 2 uses per move) |
+1 stamina |
Increase +1 roll to hit |
Level 3
At level 3, you now can handle water up to 20 feet. Your waterbending range is now
increased by 5 feet. Your commitment to waterbending also gives you
stat bonuses for waterbending moves.
Stat Buffs
Obtain the following buffs:
Increase roll to hit by +1 for waterbending moves
Increase damage roll by +2 dmg for waterbending moves
Gain 2 waterbender sub-bending proficiencies instead of just 1
Table of Values
Amount of Water (ft in all dimensions) |
DC |
Damage Roll |
Range |
Stamina Cost |
0 to 5 ft (no damage) |
0 |
0 dmg |
35 ft |
0 |
0 to 5 ft (bonus action) |
0 |
0 dmg |
35 ft |
1 |
0 to 5 ft (damage) |
0 |
3d8 dmg |
35 ft |
1 |
>5 to 10 ft |
0 |
4d6 dmg |
35 ft |
2 |
>10 to 20 ft |
0 |
5d6 dmg |
35 ft |
3 |
>20 ft |
Depends with DM |
6d6 dmg or more |
35 ft |
4 or more |
Reactions can now use up to
10 feet of water.
Upgrades
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+1 stamina |
Move is executed as a reaction |
Increase Range (max 2 uses per move) |
+1 stamina |
Increase range by 10 feet |
Increase Damage |
+1 stamina |
Add d6 to damage |
Increase Accuracy (max 2 uses per move) |
+1 stamina |
Increase +1 roll to hit |
Level 4
At level 4, you now can handle water up to 30 feet. Stamina costs under the Table of Values have been
decreased by 1. Your waterbending range is now increased by another
5 feet. Your dedication to the arts also gives you more
stat bonuses.
Stat Buffs
Replace your level 3 buffs with the following:
Increase roll to hit by +2 for waterbending moves
Increase damage roll by +5 dmg for waterbending moves
Gain 3 waterbender sub-bending proficiencies instead of just 1
Table of Values
Amount of Water (ft in all dimensions) |
DC |
Damage Roll |
Range |
Stamina Cost |
0 to 5 ft (no damage) |
0 |
0 dmg |
40 ft |
0 |
0 to 5 ft (bonus action) |
0 |
0 dmg |
40 ft |
0 |
0 to 5 ft (damage) |
0 |
3d6 dmg |
40 ft |
0 |
>5 to 10 ft |
0 |
4d6 dmg |
40 ft |
1 |
>10 to 20 ft |
0 |
5d6 dmg |
40 ft |
2 |
>20 to 30 ft |
0 |
6d6 dmg |
35 ft |
3 |
>30 ft |
Depends with DM |
7d6 dmg or more |
40 ft |
4 or more |
Each upgrade effect (besides the reaction effect) can now be used
twice per move if you wish to dedicate the stamina for it.
Upgrades
Effect |
Stamina Cost |
Additional Details |
Use as a Reaction |
+1 stamina |
Move is executed as a reaction |
Increase Range (max 2 uses per move) |
+1 stamina |
Increase range by 10 feet |
Increase Damage (max 2 uses per move) |
+1 stamina |
Add d6 to damage |
Increase Accuracy (max 2 uses per move) |
+1 stamina |
Increase +1 roll to hit |
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