Kun
Character Sheet
Kun
3 Level (10000/2700 XP for level-up) Noble Background Human (Variant) Race / Species / Heritage Lawful Evil AlignmentLevel 3
Hit Dice: 3/3
1d8+1 Class 1
8
16
12
14
10
16
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
Ki Points
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
+2 | Intelligence | |
+0 | Wisdom | |
+3 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+1 | Athletics | STR | |
+3 | Deception | CHA | |
+4 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+4 | Investigation | INT |
+0 | Medicine | WIS | |
+2 | Nature | INT | |
+0 | Perception | WIS | |
+3 | Performance | CHA | |
+5 | Persuasion | CHA | |
+2 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Earth Strike | +4 | STR | 2d6-1 | bludgeoning | |
Kunai | +5 | DEX | 1d4+1+3 | slashing | |
Finesse | |||||
Quarterstaff | +5 | DEX | 1d6/8+1+3 | bludgeoning | |
Finesse |
Spell Book
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
Air
Water
Earth
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
Basic Lacing
Basic Lacing
1st Level - Elemental Bender Class
You gain your element's Basic Lacing abilities (Firelacing, Airlacing, Waterlacing, Earthlacing).
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
Airlacers and Waterlacers
Bending
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 levelForms 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.Prana Burst
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
Elemental Arts
Elemental Arts
3rd Level - Elemental Bender Class
At 3rd level, you begin to follow a style of lacing, mastering the forms of those who have come before you. Many lacers choose Elemental Arts: Ten Animal Style, mimicking animal movements with their lacing forms. Lacers of each element have also studied styles unique to their element. Elemental Arts: Eastern Shaolin Style (fire), Eight Palms (air), Moon (water), and Western Mantis (earth) style are available to lacers of the appropriate element. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Matter Skandha
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.
Ability Score Improvement
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
Extra Attack
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.
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages & Proficiencies
Personality Traits
Ideals
Bonds
Flaws
Pronouns
Ferrous
Prerequisites: Earthlacer, Charisma 13 or higher
You can control even the smallest amounts of refined earth, gaining the following abilities:
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.
Forms & Spells
Cantrips
Incarnate: The Last of the Lacers
Elemental Strike
0-level (Cantrip) Transmutation
1st Level (1 Ki Point)
Incarnate: The Last of the Lacers
Gravel Shot
1-level Transmutation
Companions
Badger-MoleIncarnate: The Last of the Lacers
Badger-Mole CR: 6
STR
16 +3
DEX
9 -1
CON
20 +5
INT
2 -4
WIS
10 +0
CHA
13 +1
Basic Earthlacing. The mouldywarp can initiate basic earthlacing effects as a 5th-level lacer.
Siege Monster. The mouldywarp deals double damage to objects and structures.
Sure-Footed. The mouldywarp has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Tunneler. The giant mouldywarp can burrow through solid rock at its full burrowing speed and leaves a 10-foot-wide, 10-foot-high tunnel in its wake.
Actions
Multiattack. The moudlywarp makes two earth slam attacks.
Earth Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage.
Rock Blast (Recharge 5-6). The mouldwarp launches a 10- foot radius boulder at a target location within 60 feet. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 17 (3d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and remains standing.
Original Earthlacers. As the only animals known to be able to earthlace, giant badger-moles are seen as a kind of spirit animal to earthlacers. They embody power, spirit, and might, and many earthlacers get tattoos commemorating the animal. In earthlacing ighting rings, it is very common for combatants to take on names that embody the spirit of the badger-mole.
The Two Lovers. The oldest story featuring the badger-mole is the tale of the two lovers. In this story, the two lovers come from two different societies. Their peoples hated one another, and they were forbidden from meeting. But their love was strong, and in the dead of night, they each entered the badger-mole tunnels that crossed the mountain that divided them. They never held a lantern, for they feared that their secret would be discovered. After many years, they learned to lace the earth from the badger-moles. They were the original earthlacers, and passed this knowledge down to their own peoples. But when their secret was discovered, they were not spared, and were instead killed and left in the tunnels they had created to meet with one another.
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