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Kun

Character Sheet

Kun

3 Level (10000/2700 XP for level-up) Noble Background Human (Variant) Race / Species / Heritage Lawful Evil Alignment
Earth Bender
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
8
-1
DEX
16
+3
CON
12
+1
INT
14
+2
WIS
10
+0
CHA
16
+3
21
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
6 / 6
Ki Points
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+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
skills
+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
Skills
  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
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 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

  • 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.


    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 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.


    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.  

    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.


    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
    Common, Terran, Aquan

    Languages & Proficiencies
    I don't like to get my hands dity, and I won't be caught dead in unsuitable accomodations.

    Personality Traits
    Family; Blood runs thicker than water

    Ideals
    My house's alliance with another noble family must be sustained at all costs.

    Bonds
    I hide a truly scandalous secret that could ruin my family forever

    Flaws
    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.
     

    Forms & Spells

    Cantrips

    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

    1st Level (1 Ki Point)

    Incarnate: The Last of the Lacers

    Gravel Shot

    1-level Transmutation

    Components: Somatic
    Duration: Instantaneous
    You conjure a compacted stone and propel it toward one creature within range. Make a ranged ki attack against the target. On a hit, the target takes 1d10 bludgeoning damage. Hit or miss, the stone then explodes. The target and each creature within 5 feet of the point where the stone exploded must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage.
    At higher levels: When you initiate this form at a higher level, the explosion damage increases by 1d6 for each level above 1st
    Available for: Earth Bender
     

    Companions

    Badger-Mole

    Incarnate: The Last of the Lacers

    Badger-Mole CR: 6

    Huge beast, any
    Armor Class: 15
    Hit Points: 150 (13d12 + 65)
    Speed: 30 ft , burrow: 30 ft

    STR

    16 +3

    DEX

    9 -1

    CON

    20 +5

    INT

    2 -4

    WIS

    10 +0

    CHA

    13 +1

    Skills: Perception +4
    Damage Resistances: Non-magical bludgeoning
    Senses: tremorsense 120 ft. (blind beyond this radius), passive Perception 14
    Languages: ---
    Challenge Rating: 6

    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.

    The badger-mole is a huge, blind creature native to the Intan Mountains. badger-moles spend their entire lives underground, and are known as the original earthlacers, able to creature tunnels and caverns at will.   Blindness in the Dark. The badger-mole has eyes which are functionally useless. As they spend their entire lives underground, the badger-moles have no need for eyes, and instead feel their way around through earthlacing. They can feel the tiniest vibrations and tremors of the earth, and while they cannot see in the traditional sense, those who have encountered the badger-moles in their own territory have said that they can see as well as any other creature.
    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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