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BenderFusion3

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5 views

BenderFusion3

Uploaded by

1582674
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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3 13

Elementalist Bender

Fukyoren 24 24 3d8

+2 30 Med 13
+0
+2 10

+0

+0 elemental strike +5 1d6+3 cold reach

+0
-1 8 elemental strike (ranged) +5 1d4+3 cold 60ft.
+0
quarterstaff +4 1d6(1d8) + 2 bludgeon versatile (1d8)
+2
+1 +0

+3 17
+2 14
Elemental Affinity: Elemental Combo
Water - Cold damage When you make an attack roll with an weapon, unarmed strike, or
elemental strike, you can use a bonus action to make an
Spellcasting: additional spell attack against a creature within 60ft. of you. This
+3 Wisdom Based attack deals 1d4 of a damage type that you have affinity with. If
+5 Spellcasting Focus: a free hand the target is within 10ft. of you, you can add your spell casting
+4 ability modifier to the damage.
+3 You have learnt to unite magic with movement, giving you a
+2 unique and deadly combat style. When you take the Attack Fusionist Spellcasting. When you cast a bender spell using a spell
+3 action, you can make melee or ranged spell attacks called slot, you can create an additional effect and augment it with
+2 elemental strikes as one or more of your attacks. The strike deals another element. The effect is a sphere centered on the target of
+3 damage of a type with which you have affinity (your choice the spell with a radius of five times the spell slot expended. You
when you make the attack). can use this a number of times equal to your spellcasting ability
- A melee elemental strike is an unarmed strike that has a reach modifier. To determine the effect, take the element that the spell
of 10 feet and deals damage equal to 1d6 plus your bender was cast from and then choose any other element. Depending on
spellcasting ability modifier on a hit. your choice, one of the following effects occur.
- A ranged elemental strike has a range of 60 feet and deals
damage equal to 1d4 plus your bender spellcasting ability - Air & Earth: Dust. Dust explodes in the sphere. Each creature in
+2 14 modifier on a hit. the area must succeed on a Constitution saving throw or be
+1 12 Any magic items that confer a bonus to the attack and damage blinded until the end of your next turn.
rolls of your unarmed strikes confer the same bonus to your - Air & Fire: Smoke. Cloying smoke fills the sphere until the end of
elemental strikes. your next turn. For the duration, the area is heavily obscured,
creatures in the area can speak only falteringly, and any creature
+4 in the area that tries to cast a spell with a verbal component must
+1 succeed on a Constitution saving throw or fail to cast the spell,
wasting the spellcasting action (but not the spell slot).
+1 - Air & Water: Ice. All surfaces in the sphere become covered with
a layer of slick ice, turning the area into difficult terrain until the
+1 end of your next turn. When the ice appears, each creature
standing in the area must succeed on a Dexterity saving throw or
+1 fall prone. A creature that enters the area or ends its turn there
must also succeed on a Dexterity saving throw or fall prone.
+1 Fukyoren.
-Elemental Initiate
Earth & Fire: Lava.(water)
Speckles of molten rock explode in the
You are a Plant, and you have proficiency in survival. As a reaction when you takearea
coldmust
damage, you on
cana gain
sphere. Each creature in the succeed Dexterity
You have advantage on saving throws you make to avoid or
saving throw or take 1d6 fire damage per level of spellturn.
resistance to cold damage until the start of your next slot
end the restrained, paralysed, or petrified condition on Also, you can cast Ice Knife without spending a spell slot once
expended.
yourself. You can move across any liquid surface— such as
-per long
Earth rest. Mud. A torrent of sticky mud erupts in the
& Water:
water, mud, snow, or quicksand—as if it were solid ground.
sphere. The area becomes difficult terrain until cleaned, and each
However, you are not protected from the damaging effects
creature in the sphere has its speed reduced by 15 feet. A creature
of contact with dangerous surfaces, such as lava or acid.
can use its action to clean the mud off of itself or another affected
You do not sink into the surface if you end your movement
creature, removing the speed reduction. A creature can clear a 5-
on it.
simple weapons, nunchaku, chakrams, shortswords, shurikens foot-square area of difficult terrain as an action.
Water Magic. Through a 10-minute ritual, you can imbue
- Fire & Water: Steam. Steam blooms in the sphere until the end
a vial of ordinary water with magical properties. Choose
of your next turn. For the duration, the area is heavily obscured,
one of the following effects:
and a creature that ends its turn in the sphere takes 1d4 fire
- The water gains the magical properties of holy water.
damage per level of the spell slot expended.
- it ends the poisoned condition when drunk.
- Drinking the vial is enough liquid to hydrate a Large or
smaller creature for 24 hours.
- A creature who ingests the vial of water regains 1d4 hit
Woodcarver's Tools points.
The water remains potent for the next 24 hours, after
which time it returns to normal. You can do this ritual
proficiency bonus number of times per long rest.
Wisdom

+3

13
3

+5

0 Water Whip Action


1 Ice Knife Action 1 free per long rest
1 Create or Destroy Water Action
1 Command Action
0 Ray of Frost Action

0 Guidance Action, 1 minute

1 Charm Person Action, 1 hour

0 Earthen Fist Action Fusion Spells


0 Incendiary Strike Action Fusion Spells Common, Primordial

1 Shield Reaction Fusion Spells


1 Purify Food and Drink Action

backpack, traveler's clothes, healer's kit, quarterstaff, 10


shurikens, explorer's pack, leather armor

15

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