homebrew			
		
		
	Water Benders have the natural ability to manipulate water to their will. Their techniques often use their opponent's force against them, which leads to a more defensive fighting style.
		
		hit dice:
	1D8
			hit points at 1st level:
	8+con mod
			hit points at higher levels:
	1d8+con mod
			armor proficiencies:
	light armor
			weapon proficiencies:
	simple weapons 
			tools:
	None
			saving throws:
	strength and wisdom
			skills:
	choose two from Animal Handling, Athletics, Insight, Medicine, Nature, Perception, Stealth, Survival
		
		starting equipment:
	You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
 
- (a) a dungeoneer’s pack or (b) an explorer’s pack
 
 
		
		spellcasting:
	Innate moves
- water slap 
 
- dry off
 
- snow blind 
 
- water whip 
 
- ice throw 
 
-  Shape Water
 
1st level bending moves
 
 
- tentacle of water 
 
- ice hail
 
- redirect water
 
- shield wave 
 
- wave
 
- water treatment
 
- purify water
 
 
			class features:
	water bending/ you have an innate ability to control water
Fluid 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.
marshal arts/bending is rooted in marshal arts your unarmed strikes deal 1D4+strengh mod 
		
		subclass options: