Background
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Species
Photoabsorption. As a reaction when you take radiant damage, you can halve the amount of radiant damage you take and gain temporary hit points equal to the amount of damage you reduced, up to a maximum equal to your Constitution modifier plus your proficiency bonus (minimum 2 temporary hit points).
Photosynthetic. If you spend 6 hours in direct sunlight, or 12 hours in indirect sunlight, you do not need to eat to sustain yourself for that day.
Sand Sipper. Your body needs much less water than average. You only need to consume one quarter the normal amount of water.
Sharpened Spines. Your skin is covered in long, needle-like spines. Whenever you end your turn grap- pling or grappled by a creature, make a Constitution check with a DC equal to the creature’s AC. You add your proficiency bonus to this check.. On a success, the creature takes a number of d4s of piercing damage equal to your proficiency bonus.
Jumping Cactus. When a creature within 10 feet of you hits you with a melee attack, you can use your reaction to release a barbed stem that sticks to the creature. The creature immediately takes 1d4 piercing damage and, each time it takes bludgeoning damage while it has the stem attached, it takes an additional 1d4 piercing damage per attached stem. You can use this reaction a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
If a creature with attached stems takes fire damage, all stems fall off. A creature can remove one stem from itself or another creature within reach by using its action to make a successful Wisdom (Medicine) check. The DC for the check equals 8 plus your proficiency bonus plus your Constitution modifier.
Class
Elemental Strikes. You have learnt to unite magic with movement, giving you a unique and deadly combat style. When you take the Attack action, you can make melee or ranged spell attacks called elemental strikes as one or more of your attacks. The strike deals damage of a type with which you have affinity (your choice when you make the attack).
- Melee. A melee elemental strike is an unarmed strike that has a reach of 10 feet and deals damage equal to 1d6 plus your bender spellcasting ability modifier on a hit.
- Ranged. A ranged elemental strike has a range of 60 feet and deals damage equal to 1d4 plus your bender spellcasting ability modifier on a hit.
This damage does not increase with level. However, any magic items that confer a bonus to the attack and damage rolls of your unarmed strikes confer the same bonus to your elemental strikes.
Elemental Combo. Your strikes manifest elemental energy, which you can unleash at the peak of your combination. On your turn, after you make a weapon attack or elemental strike, or after you cast a levelled spell from your bender spell list, you can release a jet of elemental energy as a bonus action. Make a melee spell attack against a creature within 10 feet of you or a ranged spell attack against a creature within 60 feet of you. On a hit, it deals 1d4 damage of a type with which you have affinity. If the target of this attack is within 10 feet of you, you can add your spellcasting ability modifier to the damage.