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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

    STR
    12
    +1
    DEX
    17
    +3
    CON
    14
    +2
    INT
    10
    +0
    WIS
    13
    +1
    CHA
    10
    +0
    8
    Hit Points
    +3
    Initiative (DEX)
    14
    Armor Class (AC)
    +2
    Prof. Bonus
    30
    Speed (walk/run/fly)
    1 / 1
    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
    saving throws
    +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
    skills
    +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
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Katana +5 DEX 1d10+3
     Finesse, 2hnd
    Elemental Strike Air +3 WIS 1d6.
     Special
    Attacks

    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 Bending

    Incarnate: 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
    Elemental Strike: Air

    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 Bison

    SRD (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

    Mount
    One medium or smaller character can ride the bison. Its flying speed is reduced to 20ft when having someone atop

    Actions

    Bite.
    Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
    Air Strike.
    Ranged Weapon Attack 20/60; +1 to hit, one target. Hit 6 (1d8 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


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