Haruh Nuemen
GM Notes
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
Haruh
1 Level (363/300 XP for level-up) Hermit Background Air Monk Race / Species / Heritage Lawful Good Alignment
Air Bender
Level 1
Hit Dice: 1/1
1d6+2 Class 1
Level 1
Hit Dice: 1/1
1d6+2 Class 1
STR
12
12
+1
DEX
17
17
+3
CON
14
14
+2
INT
10
10
+0
WIS
13
13
+1
CHA
10
10
+0
8
Hit Points
Hit Points
+3
Initiative (DEX)
Initiative (DEX)
14
Armor Class (AC)
Armor Class (AC)
+2
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
1 / 1
Ki Points
Ki Points
Spellcasting ...
+3
Attack mod
WIS
Ability
+1
Abi Mod
11
Save DC
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+5 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+3 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+3 | Medicine | WIS | |
+2 | Nature | INT | |
+1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Katana | +5 | DEX | 1d10+3 | ||
Finesse, 2hnd | |||||
Elemental Strike Air | +3 | WIS | 1d6. | ||
Special |
Spell Book
Herbalism Kit (BG), Leather Armor, Explorer’s Pack, Katana
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Common, Caelic, Terran
Languages & Proficiencies
I feel tremendous empathy for all who suffer.
Personality Traits
Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
Ideals
I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Bonds
Now that I've returned to the world, I enjoy its delights a little too much.
Flaws
I have a baby bison as a pet.
Notes
She/Her
Pronouns
™ & © 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.
Forms & Spells
Cantrips
Basic Air BendingIncarnate: The Last of the Lacers
Basic Air Bending
0-level (Cantrip) Transmutation
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Anyone who is an air bender can initiate the following effects as an action within a 5-foot cube:
You create a harmless sensory effect using air, such as causing leaves to rustle or wind to slam shutters. Until the end of your next turn, ranged weapon attacks against you are made with disadvantage.
You create a small blast of air which moves one unattended object within 30 feet that weighs no more than 5 pounds up to 10 feet in any direction.
Your movement speed is doubled until the end of your turn
At higher levels: The area you can affect increases by 5 feet and the weight of objects you can move increases by 5 pounds when you reach 5th level (10-foot cube, 10 pounds), 11th level (15-foot cube, 15 pounds), and 17th level (20-foot cube, 20 pounds). Available for: Air Bender
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
Baby Flying BisonSRD (Mastiff, modified)
Baby Flying Bison CR: 1/8
Medium beast, unaligned
Armor Class: 12
Hit Points: 5 (1d8 + 1)
Speed:
40 ft
, fly: 60 ft
STR
13 +1
DEX
14 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
7 -2
Skills: passive Perception 13
Senses:
Basic Air Bending.
The bison can initiate basic air bending
Challenge Rating: 1/8
Actions
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