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Chop Qai

GM Notes

Add "Doomblade" to the "Attacks" section of your character sheet
Raise your character to the 2nd Level:
  • Increase the "Level" in the "Class 1" box, at the top of your character sheet, from 1 to 2. World Anvil will take care of the number crunching.
  • Your maximum of Ki Points is increased to 2
  • You learn 3 first level forms
  • Copy and paste the contents of this Gist at the end of the "Features & Traits" section of your character sheet.
  • Decide on one of the availables "Fighting Styles". Copy and paste it's text at the end of the "Features & Traits" section of your character sheet:
  • 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.

     
       

    Character Sheet

    Chop Qai

    2 Level (363/900 XP for level-up) Folk hero Background Earth Kin - City Dweller Race / Species / Heritage Chaotic Good Alignment
    Earth - Bender
    Level 2
    Hit Dice: 1/2
    1d8+0 Class 1

    STR
    16
    +3
    DEX
    15
    +2
    CON
    10
    +0
    INT
    10
    +0
    WIS
    10
    +0
    CHA
    14
    +2
    13
    Hit Points
    +2
    Initiative (DEX)
    13
    Armor Class (AC)
    +2
    Prof. Bonus
    30
    Speed (walk/run/fly)
    1 / 1
    Ki points
    Spellcasting ...
    +4 Attack mod
    CHA Ability
    +2 Abi Mod
    12 Save DC
    +4 Expertise Bonus
    +2 Proficiency Bonus
    +5 Strength
    +4 Dexterity
    +0 Constitution
    +0 Intelligence
    +0 Wisdom
    +2 Charisma
    saving throws
    +2 Acrobatics DEX
    +2 Animal Handling WIS
    +0 Arcana INT
    +5 Athletics STR
    +2 Deception CHA
    +0 History INT
    +2 Insight WIS
    +4 Intimidation CHA
    +0 Investigation INT
    skills
    +0 Medicine WIS
    +0 Nature INT
    +0 Perception WIS
    +2 Performance CHA
    +2 Persuasion CHA
    +0 Religion INT
    +2 Sleight of Hand DEX
    +2 Stealth DEX
    +2 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Wakizashi +4 DEX 1d4+2 Slashing
     Finess, versatile (1d6)
    Elemental Strike Earth +4 DEX 1d6+2
    Attacks

    Spell Book

    Bonus Proficiencies

    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

    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.


    Elemental Strike

    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

    Basic Earth Bending

    Incarnate: The Last of the Lacers

    Basic Earth Bending

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Anyone who is an earthlacer can initiate the following effects as an action within a 5-foot cube.
  • You cause earth to form into simple shapes and animate at your direction.
  • You can cause dirt or stone you target to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
  • You can target loose earth, instantly excavating it and depositing it up to 5 feet away. This movement doesn't have enough force to cause damage.
  • You target one stone or earthen wall within 30 feet, creating a 5-foot-radius hole. This creates an opening large enough for a Medium creature to easily walk through. The wall must be less than 5 feet thick in order for this to be effective.
  • At higher levels: The area you can affect increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
    Available for: Earth Bender

    Ki

    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.


    Features & Traits
    Light armor
    Wakizashi
    Explorer's pack

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Languagues:
    - Common
    - Terran
    - Aquan

    Proficiencies:
    - Light armor
    - Medium armor
    - Shields

    Languages & Proficiencies
    Feat: metal bender
    <span class="line-spacer d-block"> </span>
    Character background:
    La meva aliança es amb l'imperi de la terra. Vaig neixer a Zao Fu, l'illa mes apartada a la dreta
    L'imperi del foc ha començat la guerra i ja ha avançat fins a conquistar gran part de la terra i l'imperi de la terra. Sempre m'he mantingut apartat de la guerra pero es nomes questio de temps fins que la guerra arribi a casa meva i la nacio del foc domini el mon.
    Vaig creixer a la meva illa, alla vaig ser entrenat com a guerrer. La meva mare, una gran guerra de l'illa, va marxar fa anys a combatre a la nacio del foc, fa molt de temps que no se res d'ella, sospito que la nacio del foc l'ha matat.
    He decidit deixar enrere la meva illa i marxar a combatre. Soc un guerrer amb molt de potencial i espero poder canviar el rumb de la guerra i trobar a meva mare.
    <span class="line-spacer d-block"> </span>
    <li class="listitem-hyphenated depth-0">Trait:
    </li>
    - I judge people by their actions, not their words.
    - I’m confident in my own abilities and do what I can to instill confidence in others.
    <li class="listitem-hyphenated depth-0">Ideal:
    </li>
    - Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
    <li class="listitem-hyphenated depth-0">Bond:
    </li>
    - I have a family, but I have no idea where they are. One day, I hope to see them again.
    -
    <li class="listitem-hyphenated depth-0">Flaw:
    </li>
    - The tyrant who rules my land will stop at nothing to see me killed.
    - Secretly, I believe that things would be better if I were a tyrant lording over the land.
    - I have trouble trusting in my allies.

    Notes
    He/him

    Pronouns

    Ferrous

    Prerequisites: Earthlacer, Charisma 13 or higher

    You can control even the smallest amounts of refined earth, gaining the following abilities:

  • You gain proficiency with the metal cable and wrist knife weapons.
  • You gain tremorsense to a range of 20 feet. You can take a bonus action to increase the range to 50 feet or an action to increase the range to 100 feet until the beginning of your next turn.
  • You can manipulate and control metal exactly as you would normal earth. You must be able to see the metal through your tremorsense in order to bend it.

  • Feats


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
     

    Magical Items

    Doomblade, Short Sword +1

    Homebrew

    Doomblade

    Weapon

    Uncommon

    Short Sword, +1 on Attack and Damage rolls

    Doomblade was created for ceremonial purposes.

    The blade is very sturdy, currently has a sharp edge, and has complex engravings etched into it.
    It has a guard shaped like a tangled mess of wire, a decorative grip, and a round pommel with a long lilac tassel on the end.
    It is of an average weight, is well balanced and is to be used in the left hand.
    The scabbard is made of lilac leather with leather trimmings.

    Type Damage Damage Range
    Simple Melee 1d6+1 Slashing

    Cost: 300gp

     

    Forms & Spells

    Cantrips

    Basic Earth Bending

    Incarnate: The Last of the Lacers

    Basic Earth Bending

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Anyone who is an earthlacer can initiate the following effects as an action within a 5-foot cube.
  • You cause earth to form into simple shapes and animate at your direction.
  • You can cause dirt or stone you target to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
  • You can target loose earth, instantly excavating it and depositing it up to 5 feet away. This movement doesn't have enough force to cause damage.
  • You target one stone or earthen wall within 30 feet, creating a 5-foot-radius hole. This creates an opening large enough for a Medium creature to easily walk through. The wall must be less than 5 feet thick in order for this to be effective.
  • At higher levels: The area you can affect increases by 5 feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
    Available for: Earth Bender
    Elemental Strike: Earth

    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
     

    Companions

    Momu, the Winged Lemur

    Momu

    1 Level (0/300 XP for level-up) Background Winged Lemur Race / Species / Heritage Unaligned Alignment
    Sidekick: Warrior
    Level 1
    Hit Dice: 1/1
    1d6+1 Class 1

    STR
    8
    -1
    DEX
    14
    +2
    CON
    13
    +1
    INT
    5
    -3
    WIS
    12
    +1
    CHA
    6
    -2
    7
    Hit Points
    +2
    Initiative (DEX)
    12
    Armor Class (AC)
    +2
    Prof. Bonus
    30/30/30
    Speed (walk/run/fly)
    +4 Expertise Bonus
    +2 Proficiency Bonus
    -1 Strength
    +4 Dexterity
    +1 Constitution
    -3 Intelligence
    +1 Wisdom
    -2 Charisma
    saving throws
    +2 Acrobatics DEX
    +3 Animal Handling WIS
    -3 Arcana INT
    -1 Athletics STR
    -2 Deception CHA
    -3 History INT
    +1 Insight WIS
    -2 Intimidation CHA
    -3 Investigation INT
    skills
    +1 Medicine WIS
    -1 Nature INT
    +1 Perception WIS
    -2 Performance CHA
    -2 Persuasion CHA
    -3 Religion INT
    +2 Sleight of Hand DEX
    +2 Stealth DEX
    +1 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Bite +4 DEX 1d4-1+2 Piercing
     Finesse
    Attacks

    Race


    Pack Tactics
    The winged lemur has advantage on an attack roll against a creature if at least one of the lemur's allies is within 5 feet of the creature and the ally isn't incapacitated.

    Class


    Martial Role: Defender
    The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the sidekick, provided the sidekick can see the attacker.

    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

    Languages


  • Terran, can understand it but cannot speak, write nor read it

  • Other Proficiencies


  • All armor

  • Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
     

    Recruited NPCs (not currently in the party)

    Tuza, the Charm
    Race
    Half-elf
    Pronouns
    He/him
    Appereance
    Missing fingers, unusual eye color (mixed)
    Personality Traits
    Curious, rude
    Ideals
    Charity, Honor
    Bonds
    Loyal to the Fire Nation
    Flaws
    Sexist, homophobic

    Bandit CR: 1/8

    Medium humanoid, any, any
    Armor Class: 12 (leather armor)
    Hit Points: 11 ( 2d8+2 )
    Speed: 30 ft

    STR

    11 +0

    DEX

    12 +1

    CON

    12 +1

    INT

    10 +0

    WIS

    10 +0

    CHA

    10 +0

    Senses: Passive Perception 10
    Languages: Any one language, usually Common
    Challenge Rating: 1/8

    Actions

    Scimitar.
    Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
    Light Crossbow.
    Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

    Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

     

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