BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Bender Class

Incarnate: The Last of the Lacers

Elemental Bender

Creating a Lacer

  As you create your lacer character, consider firstly your element. Some stereotypes exist for a reason, and your character can embrace or shun these conventions. Firelacers are often seen as hot-headed. Are you impulsive and intimidating, or do you embrace the natural beauty and calmness of a soothing fire? Airlacers can be flighty and aloof. Do earthly things concern you at all, or do you instead form tight bonds with those around you? Waterlacers are supposed to be adaptable and resilient. Are you versatile, or do you hold a strong set of beliefs that you never waver from? Earthlacers are seen as unmoving and strong. Do you stand resolute against obstacles and foes, or do you try to find the alternate solution?  

Quick Build

You can make a lacer quickly by following these suggestions. First, choose your ability scores according to your element. Make Strength or Dexterity your highest ability score, followed by Wisdom (for airlacers and waterlacers) or Charisma (for firelacers and earthlacers). Second, choose the urchin background.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, and Survival
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

  • Alternately, you can purchase your own starting equipment. At level 1 , a lacer begins with 4 d 4 x 10 gp.
    spellcasting:
    class features:

    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
      If you already have proficiency in the skill you gain for your lacer bonus proficiency, your proficiency bonus is doubled for any ability check you make that uses that proficiency.
    subclass options:

    Elemental Bender Level Table

    Elemental Bender Class


    LevelProficiency BonusKi PointsFeaturesForms KnownMaximum Form Level
    1st+21Bonus Proficiencies, Chosen Element, Elemental Strike, Basic Lacing,Ki
    2nd+22Fighting Style, Bending, Prana Burst31st
    3rd+23Elemental Arts Feature ; Matter Skandha41st
    4th+24Ability Score Improvement51st
    5th+35Extra Attack62nd
    6th+36Elemental Arts Feature72nd
    7th+36Push It, Sensation Skandha82nd
    8th+37Ability Score Improvement92nd
    9th+48---103rd
    10th+49Elemental Arts Feature113rd
    11th+49Cognition Skandha123rd
    12th+410Ability Score Improvement123rd
    13th+511---134th
    14th+512Elemental Arts Feature134th
    15th+512Volition Skandha144th
    16th+513Ability Score Improvement144th
    17th+614---155th
    18th+615Elemental Arts Feature155th
    19th+615Ability Score Improvement165th
    20th+616Discernment Skandha165th

    1st Level

    Bonus Proficiencies

    1st Level - Elemental Bender Class

    You gain several bonus proficiencies, which vary depending on your element. If you already have proficiency in the skill you gain for your lacer bonus proficiency, your proficiency bonus is doubled for any ability check you make that uses that proficiency:

    Fire

  • Weapons: Scimitar, Shortsword
  • Skills: Acrobatics
  • Air

  • Weapons: Blowgun, Shanzi
  • Skills: Acrobatics
  • Water

  • Weapons: Rapier, Whip
  • Skills: Athletics
  • Earth

  • Weapons: Maul, Warhammer
  • Skills: Athletics
  • Chosen Element

    1st Level - Elemental Bender Class

    As a bender, you have the supernatural ability to manipulate your element. When you take your 1 st level in this class, you must choose an element: fire, air, water, or earth. From that point on, you are a fire bender , air bender , water bender , or earth bender. You can't choose another element, even if you later get to choose again.

    Ki

    1st Level - Elemental Bender Class

    Ki points represent the mystical energy that affords you power over your element. You begin with 1 ki point, and gain additional ki points as you gain lacer levels, as shown in the Ki Points column of the Lacer table.   You can spend these points to fuel various ki features. You start knowing three such features: Deflection, Power Blow, and Surprising Angle. You learn more ki features as you gain levels in this class.   When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest quietly meditating to regain your ki points.   Some of your ki features require an attack modifier, or require your target to make a saving throw to resist the feature's effects. The ability modifier you use is different depending on your element. Firelacers and earthlacers use their Charisma, since their ki is powered by their strength of spirit and force of will. Airlacers and waterlacers use Wisdom, as their power comes from intuition and insight.  

    Firelacers and Earthlacers

  • Ki Save DC = 8 + your proficiency bonus + your Charisma modifier
  • Ki attack modifier = your proficiency bonus + your Charisma modifier
  • Airlacers and Waterlacers

  • Ki Save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Ki attack modifier = your proficiency bonus + your Wisdom modifier

  • Deflection
    You can spend 1 ki point as a reaction to deflect or dissipate an elemental strike, form attack, or spell attack that would deal damage to you. When you do so, the damage you take from the attack is reduced by 1 d 10 + your ki ability modifier + your lacer level.
    Power Blow
    When you hit an enemy with an elemental strike, you can spend 1 ki point to force the enemy to make a Strength saving throw. On a failed save, the enemy is pushed 10 feet away from you.
    Surprising Angle
    When you make an attack against a creature with an elemental strike, you can spend 1 ki point to hit the target from any angle, not simply in a straight line. This allows you to ignore the effects of any amount of cover except for total cover.

    Basic Lacing

    1st Level - Elemental Bender Class

    You gain your element's Basic Lacing abilities (Firelacing, Airlacing, Waterlacing, Earthlacing).
     

    Incarnate: The Last of the Lacers

    Elemental Strike

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: Melee or Ranged, 20/60 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    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.
    At higher levels: The base damage dice is 1d6. It increases to 1d8 at 5th level, 1d10 at 11th and 1d12 at 17th
    Available for: Elemental Bender

    2nd Level

    Bending

    2nd Level - Elemental Bender Class

    At 2 nd level, you begin to wield absolute control and authority over your element. In addition to basic effects, you learn amazing powers to drive your foes before you.  

    Form Levels and Ki Points
    Every form costs as mani Ki Points as its level  
    Forms Known
    You know three 1 st-level forms of your choice from your element's form list. The Forms Known column of the Lacer table shows when you learn more forms of your choice.   Each of these forms must be of a level that you know. For instance, when you reach 5 th level in this class, you can learn one new form of 1 st or 2 nd level.   Additionally, when you gain a level in this class, you can choose one of the forms you know and replace it with another form from your element's form list, which also must be no higher than your maximum form level.  
    Initiating Forms
    Your forms are ki features, and so you must spend ki points to initiate these forms. You spend the number of ki points shown on the Form Levels table in order to initiate a form. Most forms have enhanced effects, which you can initiate by spending additional ki points when you initiate the form. Each additional ki point you spend increases the form's level by 1.   You cannot spend ki to initiate a form at a higher level than your maximum form level, as shown in the Maximum Form Level column of the Bender table.

    Fighting Style

    2nd Level - Elemental Bender Class

    At 2nd level, you begin to develop your own fighting style. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.    

    Archery
    You gain a + 2 bonus to attack rolls you make with ranged weapons.
    Defense
    While you are wearing armor, you gain a + 1 bonus to AC.
    Power Strikes
    When you roll a 1 or 2 on a damage die for your elemental strike, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
    Superior Rang
    The short range of your elemental strike is increased to 30 feet, and its long range is increased to 90 feet.

    Prana Burst

    2nd Level - Elemental Bender Class

    Starting at 2nd level, when you hit a creature with an elemental strike, you can expend 1 ki point to deal an additional 1d8 damage to the target.   You can spend 1 additional ki point on this ability at 5th, 9th, 13th, and 17th level. For each ki point you

    3rd Level

    Matter Skandha

    3rd Level - Elemental Bender Class

    As you gain levels, you begin to unlock features that vary depending on your element. These features follow the skandha, the five aspects that constitute a person's being. At 3 rd level you gain the first of these, the skandha of matter.  

    Fire
    When you successfully attack an enemy, you can spend 2 ki points to force the enemy to make a Dexterity saving throw. On a failed save, the enemy is knocked prone. Whenever a target is knocked prone in this way, the target has disadvantage on the first attack it makes before the end of its next turn.
    Air
    You can spend 2 ki points as a reaction whenever you are subject to a melee weapon attack to take the Disengage action and move up to half your speed, avoiding the attack.
    Water
    You can spend 1 ki point to use waterlacing to perform a grapple against a target within 20 feet of you so long as you have at least one hand free. You may substitute a Wisdom (Athletics) for your Strength (Athletics) rolls to grapple until the grapple ends. While grappling a target in this way, you can substitute any amount of your own movement to move your target anywhere within range on your turn. You are still limited to half of your normal movement for grappling a creature.
    Earth
    You can spend 1 ki point as a reaction whenever you are hit with an attack to gain a bonus to your AC equal to your Charisma modifier until the start of your next turn, including against the triggering attack.

    4th Level

    Ability Score Improvement

    4th Level - Elemental Bender Class

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   In this game the optional feats rule is at use, allowing you to take a feat of your choice whenever you experience an Ability Score Improvement

    5th Level

    Extra Attack

    5th Level - Elemental Bender Class

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    7th Level

    Push It

    7th Level - Elemental Bender Class

    Starting at 7th level, you are able to push yourself past your normal limits. As a bonus action, you can regain 2 ki points, up to your maximum number of ki points. When you use this feature, you must make a DC 10 Constitution saving throw. On a failed save, you suffer one level of exhaustion. Each time you use this feature after the irst, the DC increases by 5. When you inish a short or long rest, the DC resets to 10.

    Sensation Skandha

    7th Level - Elemental Bender Class

    At 7th level you gain the skandha of sensation for your element.

    Fire
    When you make your irst elemental attack on your turn, you can choose to attack recklessly. Until he end of your turn, you have advantage on elemental attack rolls, but attack rolls against you have advantage.
    Air
    When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
    Water
    You gain a swim speed of 30 feet, and have advantage on all Athletics (Swim) checks made to swim. Ice and snow are no longer dif icult terrain for you. In addition, you have advantage on elemental strike attacks made while both you and your target are underwater.
    Earth
    When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

    11th Level

    Cognition Skandha

    11th Level - Elemental Bender Class

    At 11th level, you gain the skandha of cognition for your element.

    Fire
    You can use your reaction to make an opportunity attack with your elemental strike against any creature that strikes an ally within 20 feet of you. Additionally, you have advantage on saving throws against the effects of extremely hot environments.
    Air
    If you are able to hear, you are aware of the location of any hidden or invisible creature within 60 feet of you. Additionally, you are acclimated to altitudes up to 20,000 feet.
    Water
    You can spend 1 ki point to take the Help action as a bonus action. You can take the Help action to aid a friendly creature in attacking a target within 20 feet of you which does not have total cover from you. Additionally, you have advantage on saving throws against the effects of extremely cold environments.
    Earth
    You cannot be surprised by creatures which are touching the ground within 30 feet of you. Additionally, you are unaffected by heavy precipitation, and can make Wisdom (Perception) checks normally in such conditions.

    15th Level

    Volition Skandha

    15th Level - Elemental Bender Class

    At 15th level, you gain the skandha of volition for your element.

    Fire
    When you are prone, you can stand up using only 5 feet of movement.
    Air
    Your ki sustains your body so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.
    Water
    Your knowledge of how to read people allows you to use Wisdom in place of Charisma when making Deception, Intimidation, Performance, and Persuasion checks.
    Earth
    Whenever you make an Arcana, History, Nature, or Religion check related to stonework, earthlacing effects, or spells which alter the earth, you are considered pro icient in the skill and add double your pro iciency bonus to the check.

    20th Level

    Discernment Skandha

    20th Level - Elemental Bender Class

    At 20th level, you gain the skandha of discernment for your element.

    Fire
    The power of ire burns within you. When you make an elemental strike as a bonus action, you can spend 1 ki point to immediately make another elemental strike as part of the same bonus action.
    Air
    A swirling wind surrounds you at all times. When an attacker that you can see hits you with a ranged attack, you can use your reaction to force the attacker to roll the attack again. The creature must use the second result.
    Water
    You can feel the water and ki which lows through all living things. Any time you would be surprised, you can spend 1 ki point to not be surprised. You have advantage on attack rolls you make in any round of combat during which at least one creature is surprised, and targets have disadvantage on saving throws against you.
    Earth
    The earth builds strength in your body. You gain immunity to nonmagical bludgeoning damage, and resistance to magical bludgeoning damage.


    Remove these ads. Join the Worldbuilders Guild

    Comments

    Please Login in order to comment!