Bender

*You've become one with the elements. Because of this, you gain many abilities tied to your element that you are capable of achieving.*

# Class Features

As a bender, you gain the following class features.

### Hit Points

Hit Dice: 1d6 per bender level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per bender level after 1st

### Proficiencies

Armor: None

Weapons: Simple Weapons, Short Sword

Tools: None

Saving Throws: Constitution, Wisdom

Skills: Choose 2 from Animal Handling, Athletics, Insight, Medicine, Perception and Survival

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a shortsword or (b) any simple weapon

(a) a dungeoneer's pack or (b) an explorer's pack

An Arcane Focus

### Chakra Spellcasting

Being one with nature, you learn your spells through the natural order of arcane powers called chakra.

#### Cantrips

At 1st level, you know all of the cantrips displayed on your subclass. You do not learn any other cantrips.

#### Chakra Spells Known

The Bender table shows how many spells you know not including spells granted by your subclass that you have of 1st level and higher. To cast one of these bender spells, you must expend an amount of Chakra equaling the spell's level. If you cast a spell at a higher level, it uses additional Chakra equaling that level

#### Spells Known of 1st Level and Higher

You know all spells displayed on your Bending nature subclass of which you have a spell slot to cast it. Additionally, you learn all spells from your subclass when you can cast that level of spell.

**Additionally, the spells that you can cast will ONLY use the damage listed under your subclass**. For example: if you are a Glacial Bender and Cast Fireball. It would deal either Cold and/or Necrotic. You can choose the number of dice for each damage type. Ie: Fireball deals 8d6 Fire. So a Glacial bender can deal 8d6 Cold, or it could be 3d6 Cold + 5d6 Necrotic.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your bender chakra spells, since you learn your spells through meditation and the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bender spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

#### Ritual Casting

You can cast a bender spell as a ritual if that spell has the ritual tag and you know it.

#### Spellcasting Focus

You are considered to be an arcane focus for the purposes of material components.

### Chakra

Starting at 1st level, your training allows you to harness the mystic energy of Chakra. Your access to this energy is represented by a number of Chakra points. Your Bender level multiplied by 2 determines the number of points you have, as shown in the Chakra column of the Bender table.

When you spend a Chakra, it is unavailable until you finish a long rest, at the end of which you draw all of your expended Chakra back into yourself. On a short rest you can draw in half of your total chakra. You must spend at least 30 minutes of the rest meditating to regain your Chakra.

Some of your Chakra features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

**Chakra save DC** = 8 + your proficiency bonus + your Wisdom modifier

### Bending Nature

When you reach 1st level, you choose a Bending Nature, shaping your practice of magic through one of the following types of bending. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, and 17th level.

Additionally, the spells that you can cast will ONLY use the damage listed under the subclass. For example: if you are a Glacial Bender and Cast Fireball. It would deal either Cold and/or Necrotic. You can choose the number of dice for each damage type. Ie: Fireball deals 8d6 Fire. So a Glacial bender can deal 8d6 Cold, or it could be 3d6 Cold + 5d6 Necrotic.

* Toxic - Focuses on the use of Poison, Acid damage and changing the earth around them
* Storm - Focuses on the use of Lightning, Thunder damage and changing the weather.
* Glacial - Focuses on the use of Cold, Necrotic damage and shaping water
* Flame - Focuses on the use of Fire, Radiant damage and burning things
* Force - Focuses on the use of Force damage and manipulating gravity
* Mind - Focuses on the use of Psychic damage and changing the minds of others

### Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier

### Elemental Infusion

Upon reaching 2nd level, you can infuse your attacks with elemental energy. As a bonus action costing 2 Chakra, you can infuse a weapon you are wielding with 1 element type listed under your bending nature. The extra damage is equal to 1d4 +Wisdom, and increases as you gain levels. See chart.

### Create Element Orbs

Upon reaching 7th level, you can make floating elemental orbs around you that can do a variety of tasks. Any amount of orbs can be created as a Bonus action costing 1 Chakra each. The orb lasts for 10 minutes requiring concentration, or until it's use has been fulfilled. The orbs can travel up to 60ft away centered on you, and disappears if it goes further than that. The orbs can be used for any effect the player desires. If it is an attack, they automatically hit and it uses the Elemental Infusion Damage. However if it is any other ability, use your Spell attack bonus for the DC of that ability.

### Elemental Takeover

Upon reaching 14th level, you have the ability to control your element even when you aren't the one creating it. You attempt to interrupt a creature or nature in the process of using your element. As a reaction costing 5 Chakra, you can attempt to take control of another creatures spell, or any elemental ability element itself. Make an Opposed Spell attack roll, upon success, you take control of that spell or ability. 3 Chakra

### Mindless Bending

Upon reaching 20th Level, you do not need Verbal, Somatic or Material (Including those with a GP cost) components to cast Bender chakra spells. Additionally, your spells are considered non-Magical but still consume spell slots. Also you regain all lost 1st level spell slots on a short rest.