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Melik Chaah

DM Notes

 

Character Sheet

Melik Chaah

3 Level (141/2700 XP for level-up) Town Guard (upside down headband) Background Human (Variant) Race / Species / Heritage Chaotic Good(?) Alignment
Fire Bender
Level 3
Hit Dice: 1/3
1d8+2 Class 1

STR
14
+2
DEX
14
+2
CON
14
+2
INT
8
-1
WIS
9
-1
CHA
16
+3
26
Hit Points
+2
Initiative (DEX)
21
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Bender Ki Points (1 Ki point per form level)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+4 Dexterity
+2 Constitution
-1 Intelligence
-1 Wisdom
+3 Charisma
saving throws
+4 Acrobatics DEX
-1 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+3 Deception CHA
-1 History INT
+1 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
-1 Nature INT
-1 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bardiche+1 +5 STR 1d6+2 piercing
 Light, Reach
Other end of bardiche+1 +5 STR 1d4+2 bludgeoning
 Light, Reach
Elemental Strike Fire +4 STR 1d6+2 fire
 Special
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 Fire 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

    Ki

    Incarnate: The Last of the Lacers

    Basic Fire Bending

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Anyone who is a fire bender can initiate the following effects within a 5-foot cube:
  • You cause fire to form into simple shapes and animate at your direction.
  • You can cause a flickering flame to appear from your body (usually in your hand). The flame remains there as long as you concentrate, and harms neither you nor your equipment. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
  • You can instantly expand any existing flame in one direction, provided that wood or other fuel is present in the location.
  • You instantly extinguish any flames within a 5-foot cube.
  • At higher levels: The area you can affect increases by 5 feet and the amount of bright light your fire produces increases by 10 feet when you reach 5th level (10-foot cube, 40 feet of bright light), 11th level (15-foot cube, 50 feet of bright light), and 17th level (20-foot cube, 60 feet of bright light).
    Available for: Fire Bender

    Lvl 2 Bender Fighting Style +1AC
    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.
    Lvl 3 Fire Bender Matter Skandha - 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.

    Features & Traits
    Mithril Bardiche+1, Mithril breastplate+1, scale armour(unequipped), Mithril shield +1, explorer's pack, headband (upside down), bone dice (gaming set), hourglass where the sand pours upwards (can tell when a sandstorm is coming when the sand pours down)

    Opportunity, needs thought, obtain thing his mind most desires in exchange for what his heart most desires

    Contents of cash register from Red Lizard (value to be determined)

    Ostrich horse (mount)

    3 sets of basic heavy armour and 3 warhammers (loot from earth soldiers)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 846, Platinum: 0 Money
    Weapons/Armour: Simple, Bardiche, Rapier, Whip, Light Amour, Medium Armour, Shields
    Languages: Common, Ignan
    Tools: Dice (gaming set), one instrument
    Fire Bending Forms - Blinding Spray, Gleaming Strike, Shield of Flame, Smoke Cloud
    Animal friend: Hawk McEye. Can't talk, just squawks, acts like a total queen. When idle, obsessively grooms his feathers. If anyone's eating around him, he'll repeatedly, aggressively pecks them (not enough to hurt them, just enough to annoy them) until they give him a bit of food (even just a tiny little bit). He even does this when it's food he doesn't or can't eat. It's a respect thing. If you eat while around Hawk McEye, you must pay your tribute. Melik and Hawk can communicate extremely basic concepts to each other; yes, no, go look, danger, safety, happy, sad, upset, angry, thanks, hungry, thirsty, good thing, bad thing, interesting thing, unknown thing, cool person, asshole etc, along with subjects and objects. For example "I'm upset with you", "Go look over there","Danger ahead", "This route is safe", "Interesting thing here", "This person's an asshole" etc.

    Languages & Proficiencies
    c

    Flaws
    Age 19

    Notes
    He/Him/His

    Pronouns
    POLEARM MASTER
    You can keep your enemies at bay with reach weapons. You gain the following benefits:
    When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
    While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

    SENTINEL
    You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
    When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
    Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
    When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

    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.

    Companions

    Dragon Hawk

    Dragon Hawk CR: 1/4

    Tiny beast, unaligned
    Armor Class: 13
    Hit Points: 2 1d6-1
    Speed: 20 ft , fly: 130 ft

    STR

    5 -3

    DEX

    16 +3

    CON

    8 -1

    INT

    3 -4

    WIS

    11 +0

    CHA

    6 -2

    Skills: Acrobatics +5, Perception +2
    Damage Resistances: Fire
    Senses: passive Perception 12
    Languages: ---
    Challenge Rating: 1/4

    Flyby
    The Dragon Hawk doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Keen Sight
    The Dragon Hawk has advantage on Wisdom (Perception) checks that rely on sight.

    Actions

    Dive
    The Dragon Hawk uses an action to soar into the clouds. On its next turn, it dives from above, using its diving speed and dealing 6 (1d6+3) bonus slashing damage on its next attack that turn.
    Talons
    Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.

    The messenger hawk, also known as dragon hawk, is a moderately-sized raptor indigenous to the jungles of the Fire Nation that can be used to transport message scrolls carried in attached canisters, with different colored ribbons used to indicate the importance or intended receiver.   These hawks are regularly used to deliver messages throughout the Fire Nation, its colonies, and the Earth Kingdom, and can be bought at post offices, such as the one located in Fire Fountain City, which have large roosting towers for the birds.

    Forms & Spells

    Cantrips

    Basic Fire Bending

    Incarnate: The Last of the Lacers

    Basic Fire Bending

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Anyone who is a fire bender can initiate the following effects within a 5-foot cube:
  • You cause fire to form into simple shapes and animate at your direction.
  • You can cause a flickering flame to appear from your body (usually in your hand). The flame remains there as long as you concentrate, and harms neither you nor your equipment. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
  • You can instantly expand any existing flame in one direction, provided that wood or other fuel is present in the location.
  • You instantly extinguish any flames within a 5-foot cube.
  • At higher levels: The area you can affect increases by 5 feet and the amount of bright light your fire produces increases by 10 feet when you reach 5th level (10-foot cube, 40 feet of bright light), 11th level (15-foot cube, 50 feet of bright light), and 17th level (20-foot cube, 60 feet of bright light).
    Available for: Fire Bender
    Elemental Strike: Fire

    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

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