+3 | Strength |
+4 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+3 | Athletics |
+0 | Deception |
+0 | History |
+3 | Insight |
+2 | Intimidation |
+0 | Investigation |
+3 | Medicine |
+0 | Nature |
+1 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+3 | Survival |
Weapon | Attack | Damage | Type |
---|---|---|---|
Rapier | 1d20+2 | 11d8 | Piercing |
Elemental Strike | 1d20+3 | 1d6+1 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD
Adventuring Gear Common
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 5gp Weight: 25lbs
dnd 5e
Tool Common
When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion
Cost: 2gp Weight: 4lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
Adventuring Gear Common
A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.
Cost: 5 sp Weight: 1 lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
The statblocks of your class features
"Power in firelacing comes from the breath, not the muscles. The breath becomes energy in the body. The energy extends past your limbs and becomes fire!" - General Ichiro
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Elemental Strike | KI Points | Features | Forms Known | Maximum Form Level |
---|---|---|---|---|---|---|
1st | +2 | 1D6 | 1 | CHOSEN ELEMENT, ELEMENTAL STRIKE, KI | - | - |
2nd | +2 | 1D6 | 2 | FIGHTING STYLE, LACING, PRANA BURST | 3 | 1st |
3rd | +2 | 1D6 | 3 | ELEMENTAL ARTS, MATTER SKANDHA | 4 | 1st |
4th | +2 | 1D6 | 4 | ABILITY SCORE IMPROVEMENT | 5 | 1st |
5th | +3 | 1D8 | 5 | EXTRA ATTACK | 6 | 2nd |
6th | +3 | 1D8 | 6 | ELEMENTAL ARTS FEATURE | 7 | 2nd |
7th | +3 | 1D8 | 6 | PUSH IT, SENSATION SKANDHA | 8 | 2nd |
8th | +3 | 1D8 | 7 | ABILITY SCORE IMPROVEMENT | 9 | 2nd |
9th | +4 | 1D8 | 8 | - | 10 | 3rd |
10th | +4 | 1D8 | 9 | ELEMENTAL ARTS FEATURE | 11 | 3rd |
11th | +4 | 1D10 | 9 | COGNITION SKANDHA | 12 | 3rd |
12th | +4 | 1D10 | 10 | ABILITY SCORE IMPROVEMENT | 12 | 3rd |
13th | +5 | 1D10 | 11 | - | 13 | 4th |
14th | +5 | 1D10 | 12 | ELEMENTAL ARTS FEATURE | 13 | 4th |
15th | +5 | 1D10 | 12 | VOLITION SKANDHA | 14 | 4th |
16th | +5 | 1D10 | 13 | ABILITY SCORE IMPROVEMENT | 14 | 4th |
17th | +6 | 1D12 | 14 | - | 15 | 5th |
18th | +6 | 1D12 | 15 | ELEMENTAL ARTS FEATURE | 15 | 5th |
19th | +6 | 1D12 | 15 | ABILITY SCORE IMPROVEMENT | 16 | 5th |
20th | +6 | 1D12 | 16 | DISCERNMENT SKANDHA | 16 | 5th |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age: A water clan member reaches adulthood at the age of 18 and typically lives for less than a century. Alignment: Water clan members are adaptable, and capable of change. Water clan members tend towards neutrality. Natural Healer: If you roll a 1 when healing hit points (such as when resting or initiating a form that heals hit points), you can re-roll the die and must use the new roll. Traditional Remedies: You gain proficiency in the Medicine skill. Waterborne: You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made while underwater. Sub-race: The two main groups of the water clan, the Pole clan and the swamp people, are mainly separated by geography. The Pole clan is used to enduring harsh and biting winters, while the swamp people are more familiar with muggy, humid bayous.
Languages. You can speak, read, and write Common and Imiq.
The people of the water clan who live at the Great Glacier follow strict tradition in their lives. The ways and customs of the clan come before everything else. Of all the nations, gender roles are more likely to be enforced on the Great Glacier, with men being hunters, gatherers, fishermen, and warriors, and women typically becoming homemakers and healers. In recent times, a rift of sorts has begun to form among the water clan, with younger members engaging in more revelry and fun, forgetting the proud traditions and spiritual customs of their forebears. But a member of the water clan is always recognized as kin by another, except in very extreme cases. The people of the Great Glacier must be able to rely on each other above all else, due to the extremity of the environment in which they live.
Those water clan members who live at the poles take pride in their ability to live in the most extreme environments in the world. They are a proud people, but with a strong sense of community and family that binds them together.
Personality | D8 1d8 |
---|---|
1 | My ability to survive at the poles makes me stronger than others |
2 | I put on a brave face when confronted with danger |
3 | I often get lost in my own thoughts and contemplation, becoming oblivious of my surrounding |
4 | I believe that anything worth doing is worth doing right |
5 | I like to talk at length about surviving in the frozen wilderness |
6 | I judge people by their actions, not their words |
7 | If someone is in trouble, I'm always ready to lend help |
8 | I'm confident in my own abilities, and do what I can to instill confidence to others |
Ideals | D6 1d6 |
---|---|
1 | Community:The clan and its welfare is my highest priority. (Lawful) |
2 | Family:Anyone I consider family, through blood or through friendship, is a member of the clan. (Good) |
3 | Honor:The water clan is the most noble of peoples, and our traditions are important to uphold. (Neutral) |
4 | Might:We are the most powerful nation in the world, and everyone should know it. (Evil) |
5 | Independence: The traditions of the water clan aren't more important than personal freedom. (Chaotic) |
6 | Destiny:There must be more than this provincial life. (Any) |
Bonds | D6 1d6 |
---|---|
1 | I've lived off the land, I respect the land, and I will protect the land |
2 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter |
3 | I wish my childhood sweetheart had come with me to pursue my destiny |
4 | A monster killed a family member, so now I will take revenge on any threatening beast |
5 | I idolize a hero of the old tales and measure my deeds against theirs |
6 | I would do anything for the members of the water clan |
Flaws | D6 1d6 |
---|---|
1 | I don't much care for nobility, sometimes making people above my station angry |
2 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble |
3 | I would hurl myself into danger to protect others, even when they wouldn't do the same for me |
4 | I am too beholden to my customs |
5 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure |
6 | I would kill to acquire a noble title |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Incarnate the Last of Lacers
0-level (Cantrip) Evocation
At 1st level, your practice with lacing allows you to blast an opponent with an elemental strike. You can use your elemental strike when you make an attack. Your elemental strike has the following properties: You roll a 1d6 for the damage of your elemental strike and it deals bludgeoning damage.
Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the strike's long range.
Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you. You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike. When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.
When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
Incarnate: The Last of the Lacers
0-level (Cantrip) Abjuration
You whip your hand, and the creature that damaged you is smashed by a bolt of water. Make a ranged ki attack against the creature. On a successful hit, the creature takes 2d10 piercing damage and is pushed 5 feet.
At higher levels: When you initiate this form at a higher level, the damage increases by 1d10 for each level above 1st.
Incarnate the Last of Lacers
1-level Evocation
You slowly pool water over a creature's injuries. A creature in range regains a number of hit points equal to 1d8 + your ki ability modiier. This form has no effect on undead or constructs.
At higher levels: The healing increases by 1d8 for each level above 1st.
Incarnate the Last of Lacers
1-level Evocation
The next time you hit a creature with an elemental attack before this form ends, a burst of water latches onto the creature's feet and freezes, holding them to the ground. The target must succeed on a Strength saving throw or be restrained by the ice until the form ends. If the target succeeds on the save, they destroy the ice and break free.
While restrained by this form, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by your ice or one that can touch the creature can use its action to make a Strength check against your ki save DC. On a success, the target is freed.
At higher levels: the damage increases by 1d6 for each level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.