+3 | Strength |
+6 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+5 | Charisma |
+6 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+3 | Athletics |
+5 | Deception |
+0 | History |
+0 | Insight |
+7 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+0 | Perception |
+5 | Performance |
+5 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+2 | Survival |
Weapon | Attack | Damage |
---|---|---|
Elemental Strike Attack: | 1d20+6 | 1d6+4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Incarnate: The Last of the Lacers
Armor Rare
The Shihan warriors have very specific and specialized armor intended to be used with their quick movements and dexterous attacks. The base of the outfit is a green kimono, with several pads of leather armor across the chest, waist, and wrists. Shihan armor also includes a metal headdress, and is the only part of the armor that is personalized by the wearer. The armor also includes a set of white and red face paint, meant to intimidate enemies. This face paint is considered a core element of the armor.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12+ Dex Modifier |
Cost: 60 GP Weight: 15 lbs.
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: Fire folk all have some thins in common due to their shared heritage.
Alignment: Fire folk reach adulthood at the age of 18 and typically live for less than a century.
Positive Jing: When you roll a 1 on the D20 for an attack roll you can re-roll the die and must use the new roll.
Bad Reputation: You gain proficiency in the Intimidation skill.
Savage Elements: When you score a critical hit with an elemental attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read and write Common and Kasai
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Incarnate: The Last of Lacers
0-level (Cantrip) Evocation
within a 5-foot cube.
You cause fire to form into simple shapes and animate
at your direction.
You can cause a flickering flame to appear from your
body (usually in your hand). The flame remains there
as long as you concentrate, and harms neither you nor
your equipment. The flame sheds bright light in a 30-
foot radius and dim light for an additional 30 feet.
You can instantly expand any existing flame in one
direction, provided that wood or other fuel is present
in the location.
You instantly extinguish any flames within a 5-foot
cube.
At higher levels: The area you can affect increases by 5 feet and the
amount of bright light your fire produces increases by 10
feet when you reach 5th level (10-foot cube, 40 feet of
bright light), 11th level (15-foot cube, 50 feet of bright
light), and 17th level (20-foot cube, 60 feet of bright
light).
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 Lacers
1-level Evocation
A wave of powerful fires weeps out from you. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful
save, the creature takes half as much damage and isn't pushed. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels.
At higher levels: the damage increases by 1d8 for each level above 1st.
Incarnate the Last of Lacers
1-level Evocation
You form a cone of swirling fire,which shoots forth from your mouth. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st.
Incarnate the Last of Lacers
1-level Evocation
Tendrils of fire erupt from you and batter all creatures within 10 feet of you. Each creature in the area must make a Dexterity saving throw. On a failed save,a target takes 2d6 bludgeoning damage and can't take reactions until its next turn. On a successful save, the creature takes half as much damage, but suffers no other effect.
At higher levels: When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st.
Incarnate the Last of Lacers
1-level Evocation
You create three glowing darts of burning lame. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 fire damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or
several.
At higher levels: When you initiate this form at a higher level, the form creates one more dart for each level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.