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Waterbending

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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