Lacer
Hit Points
Hit Dice: d8 per Lacer level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + your Constitution Modifier per lacer level after 1st
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine and Survival
Overview & Creation
"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
Flames erupt as a female fire folk blasts onto the scene. Enemies flee from the out-of-control blaze, shielding their eyes to protect from the intense heat. There is a swell of fire, catching onto clothing, objects, structures. Creatures scatter to escape, making a desperate attempt to make it out alive. And then, when one stands alone, the fires dissipate instantly. She smirks, and dusts herself off.
A roar of rushing wind fills the battlefield as a small, lightly- robed air monk leaps among his enemies. He's a blur of motion among easily-deflected blows, as the power of a gale- force hurricane blasts his adversaries in every direction. One opponent remains standing, but finds that it cannot touch this new fighter, as he flits about the battlefield with supreme ease, never fearing danger, laughing in its face.
A sound of rushing water fills the room, as cool liquid quickly floods the floor. The water seems to move this way and that, not according to natural laws, but having a mind of its own. It grows hostile, seeking out enemies, slamming them into walls and then freezing them in place. Those who try to run are pummeled, and then pulled back. Creatures who are already frozen struggle to move, but it's useless. The water forms a large wave, and all creatures are unfrozen from their prisons just as the tidal wave crashes down, crushing them under its power. Only then does a blue-robed water clan member confidently enter the room.
The earth rumbles as stone and rock are burst asunder. Shockwaves fill the air as earthquakes shake enemies in their boots. An earth kin stands, cutting through the onslaught with nothing but the power of the stone. It obeys his commands, and moves as an extension of his own body. The earthlacer never stands aside against an enemy. The lacer is as powerful and enduring as the mountain.
Class Features
Chosen Element
As a lacer, you have the supernatural ability to manipulate your element. When you take your 1st level in this class, you must choose an element: fire, air, water, or earth. From that point on, you are a firelacer, airlacer, waterlacer, or earthlacer. You can't choose another element, even if you later get to choose again.
Bonus Proficiencies
You gain several bonus proficiencies, which vary depending on your element:
Element | Weapons | Skills
Fire | SCIMITAR, SHORTSWORD | Acrobatics
Air | BLOWGUN, SHANZI | Acrobatics
Water | RAPIER, WHIP | Athletics
Earth | MAUL, WARHAMMER | Athletics
Basic Lacing
You gain your element's Basic Lacing abilities (Firelacing, Airlacing, Waterlacing, Earthlacing).
Elemental Strike
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) scale mail
- (a) a scimitar, (b) a quarterstaff, (c) a mace, or (d) a rapier
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you can purchase your own starting equipment. At level 1, a lacer begins with 4d4 x 10 gp.
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 |