🎲 D&D Companion

Waterbender

๐ŸŸข 1.00 color View in Google Sheets
Parser confidence notes

Base (shared)base

cols D-H ยท levels 1-8 ยท 13 abilities
LvlCellAbilityCostRules
1F1Wave8 act8 actions. You soak all enemies in a 2-by-2 space area with a wave of water, limiting them to 3 Move actions, reducing all their Attacks by 2, and preventing them from getting bonus effects from critical rolls. Spirituality vs Fortitude.
2D2Pressurize2 act2 actions. You compress a body of water, up a Small amount, to become almost solid. Attacks made with this water add 1d6 damage. Also, you and chosen targets running at full speed may run across a pressurized body of water.
Upgrades:
  1. Pressurize + (L3) โ€” 3 actions. Pressurizes up to a Large amount of water.
  2. Pressurize ++ (L4) โ€” 4 actions. Pressurizes up to a Gargantuan amount of water.
2E2Stream4 act4 actions. You pull up to 50 liters of water from a source within 3 spaces and flow it around your person. This limits your Move actions to 3, but reduces the action cost of other attacks by 2. Lasts 5 turns. Must roll 12+ Spirituality.
Upgrades:
  1. Stream + (L3) โ€” Reduces action cost of other attacks by 4.
2F2Water Jet8 act8 actions. You pull water from a source within 3 spaces and blast a target within 3 spaces with it, knocking them back 3 spaces each turn and preventing them from using Move actions. Lasts for as long as you concentrate, not making any other attacks or moves. Spirituality vs Reflex.
2G2Water Whip8 act8 actions. You lash out up to 5 liters of water like a whip, dealing 1d10 damage to a target within 2 spaces. Spirituality vs Reflex.
5D5Envelop10 act10 actions. You surround a target within 3 spaces in a ball of water. Their Move actions are limited to 2, they cannot make physical attacks, they gain +5 Reflex and Fortitude, and after 3 turns, they start losing 20% of their Total HP each turn. The target can attempt to escape the water ball with an Acrobatics roll higher than your initial roll. Lasts as long as you concentrate, not moving or making other attacks. Spirituality vs Reflex.
5E5Phase Shift3 act3 actions. You turn any amount of a body of water within 5 spaces into ice or fog. Anyone stuck in ice cannot use Move actions. Anyone in fog is considered blinded. This will stun you on your next turn. Lasts 10 turns. Must roll 22+ Spirituality.
5F5Shape Water9+ act9+ actions. You manipulate any water in the vicinity to form whatever shape you want. For each size class above Large, you must spend 3 more actions bending this move. The shape can take up any unoccupied space and lasts for as long as you concentrate. Must roll 20+ Spirituality.
5G5Water Cloak6 act6 actions. Draws water around you to move as you do and last for as long as you concentrate, not making other attacks. You can direct the water around you to grant you +4 Reflex or shape it into Bludgeoning weapons that can attack targets up to 5 spaces away for 2d8 damage. Spirituality vs Reflex.
5H5Water Dome1+ act1+ action. You repel all water within 1 space. You may spend more actions to repel water further (1 space per action). This lasts for as long as you concentrate, not making any other attacks. Must roll 16+ Spirituality.
8E8FlexibilityPassivePassive. You may use Shape Water to control (and even siphon water from) the following liquids: Alcoholic Drinks Ink Tea/Juice Mud Paint Perfume Stew/Soup
8F8FluidityPassivePassive. Phase Shift now has a range of 10 spaces, and only causes a -3 action penalty on your next turn.
8G8Sweatbending3 act3 actions. Requires at least 2 turns of combat or strenuous activity. You bend the sweat from your body, controlling a Tiny amount of water. Must roll Spirituality 20+.

Bloodbender

cols A-C ยท levels 11-16 ยท 9 abilities
LvlCellAbilityCostRules
11B11Disable6 act6 actions. Requires moonlight. You take control of a target's blood within 5 spaces, tripping them and forcing them to drop their weapons. Choosing this ability will lock you into the Bloodbender Talent Tree. Insight vs Fortitude.
12B12Full Stop6 act6 actions. Requires moonlight. You take control of a target's blood within 5 spaces, preventing them from making Move or Attack actions. Lasts for as long as you concentrate, making no Move or Attack actions. Insight vs Fortitude.
13B13Control MovementPassivePassive. While someone is affected by your Full Stop, you may move their body for 1 space per 2 actions. Lasts for as long as you concentrate, making no Move or Attack actions. Insight vs Fortitude.
Upgrades:
  1. Control Movement + (L14) โ€” 1 space per action.
  2. Control Movement ++ (L15) โ€” (Requires Lift) 3 spaces per action.
14A14LiftPassivePassive. Your Control Movement ability can now lift your target into the air 1 space per action.
14B14Turn BodyPassivePassive: Your Control Movement ability can force your target to make Basic attacks against another target within range. Basic attacks cost an extra +2 actions.
Upgrades:
  1. Turn Body + (L15) โ€” Basic attacks now cost their usual actions.
14C14Reach For BloodPassivePassive. All of your Bloodbending abilities now have a range of 10.
15A15RuthlessnessPassivePassive: All of your Bloodbending abilities now cost -1 action, down to a minimum of 1.
15C15BloodthirstPassivePassive. All of your bloodbending abilities can now affect 2 targets within range.
Upgrades:
  1. Bloodthirst + (L16) โ€” 5 targets within range.
  2. Bloodthirst ++ (L17) โ€” 10 targets within range.
16B16Bloodbending MasteryPassivePassive. All Bloodbending abilities no longer require moonlight.

Healer

cols E-G ยท levels 11-14 ยท 8 abilities
LvlCellAbilityCostRules
11F11Soothe6 act6 actions. Requires 4 actions charging time to cover your hands with water. You heal yourself or an adjacent target for 1d6 HP each turn for as long as you concentrate. Neither you nor your target can move or make attacks during this time. Choosing this ability will lock you into the Healer Talent Tree. Medicine vs Will.
12E12EbbPassivePassive. Soothe now affects up to 2 targets.
Upgrades:
  1. Ebb + (L13) โ€” (Requires Flow) Soothe now affects up to 5 targets.
12F12FlowPassivePassive. Soothe now has a range of 5 spaces. If not yourself, your target is free to make Move and Attack actions.
Upgrades:
  1. Flow + (L13) โ€” Soothe now has a range of 10 spaces.
12G12SwirlPassivePassive. The charging time for Soothe is now 1 action.
13E13Higher HealingPassivePassive. Soothe now heals for 2d6 HP per turn.
Upgrades:
  1. Higher Healing + (L14) โ€” 2d12 HP per turn.
13F13PeacePassivePassive. Soothe removes and prevents certain effects after being used on the same target repeatedly. 2 turns: Bleeding and taunts. 3 turns: Poison and charms. 4 turns: Disease and curses.
13G13War HealerPassivePassive. You can now make Move actions while casting Soothe.
14F14BubblePassivePassive. Soothe now instantly produces a protective Bubble around your target, granting them +5 Temp HP. Continuous casting will replenish the Bubble to the maximum.
Upgrades:
  1. Bubble + (L15) โ€” +20 Temp HP.

Swampbender

cols I-K ยท levels 11-16 ยท 11 abilities
LvlCellAbilityCostRules
11J11Grasping Roots6 act6 actions. You take control of the grass in a 5x5-space area. The grass is elongated and grasps at the feet of all targets within the area, limiting them to 2 Move actions. Lasts for as long as you concentrate, not moving or making other attacks. Choosing this ability will lock you into the Swampbender Talent Tree. Survival vs Reflex.
12J12Vine Whip1 act1 action. Take control of a vine within 5 spaces, treating it like a Whip weapon. For 1 action, the vine is able to lunge up to 3 spaces from its original space, but cannot leave its bounds. Attacks made with the vine roll Survival vs Reflex.
13I13Consume4 act4 actions. Requires abundant plantlife. You pull the freshwater out from all plants within 2 spaces, giving you up to a Small amount of water to use. This comes at the cost of the plantlife. Must roll 26+ Survival.
13J13Hedge4 act4 actions. Requires bush. Command a bush within 10 spaces to fire thorns at all targets within 4 spaces of itself. Thorns deal 1d4 damage (bypassing armor). Survival vs Reflex.
13K13Vine ReachPassivePassive. Your Vine Whip can now lunge up to 10 spaces from its original space.
14I14Growth6 act6 actions. You bend life into the world within 5 spaces around you, speeding up plants' growth process. You may keep casting to grow bigger and more plants. 1 turn: Grass, moss, seaweed, and /or flowers. Requires Tiny water. 2 turns: Bushes and cacti. Requires Small water. 3 turns: Trees (with 5 vines each). Requires Large water.
14J14Tree1 act1 action. Take control of a tree within 5 spaces, treating it like a Caber weapon. The tree can twist and bend its branches, but is otherwise rooted. Attacks made with the vine roll Survival vs Fortitude.
14K14Vine SnapPassivePassive. Your Vine Whip now deals 2x damage.
Upgrades:
  1. Vine Snap + (L15) โ€” 4x damage.
15I15JunglerPassivePassive. Hedge and Tree can now be cast on up to 5 hedges and trees within range at once.
15K15VineyardPassivePassive. Vine Whip can now be cast on up to 5 vines within range at once.
16J16Swamp Sentinel12 actRequires Tree and Vineyard. 12 actions. You surround yourself with plantlife to become a Huge-sized Swamp Sentinel. The Sentinel has 60 Temp HP, with no armor. The Sentinel wields a Tree arm (treat like a caber) and a Vines arm (treat like 5 whips) that each act independently. You can move the Sentinel 1 space per 2 Move actions. Lasts until dismissed, or all Temp HP is lost. Attacks made by the Sentinel roll your Survival.
Requires: Tree and Vineyard
Upgrades:
  1. Swamp Sentinel + (L17) โ€” Requires Growth. For 4 actions, you may spend a Tiny amount of water to gain back 1d10 Temp HP that has been lost. You cannot exceed the original 60 Temp HP.
  2. Swamp Sentinel ++ (L18) โ€” Requires Hedge. Once per turn, the Sentinel fires thorns at all targets within 4 spaces. Thorns deal 1d4 damage (bypassing armor). Survival vs Reflex.