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Ryo Hotman

GM Notes

 

Character Sheet

Ryo Hotman

1 Level (0/300 XP for level-up) Criminal (Spy) Background Human (Variant) Race / Species / Heritage Chaotic Good Alignment
Fire Samsari
Level 1
Hit Dice: 1/1
1d6+2 Class 1

STR
10
+0
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
16
+3
8
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Ki Points
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+5 Deception CHA
+0 History INT
+2 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fire Bolt +2 STR 1d6 bludgeoning
 Special, range 20/60
Quarterstaff +2 STR 1d6 Bludgeoning
 Versatile (1d8)
Kunai +4 DEX 1d4+2 Piercing
 Finesse, thrown (range 20/60)
Attacks

Spell Book

Feat: Cold Blooded

Cold Blooded

Prerequisites: Firelacer, Charisma 13 or higher

You channel the opposing forces within you, creating lightning, the cold fire. You gain the following benefits:

  • Any time you would deal fire damage, you can choose to deal lightning damage instead.
  • You learn the Shocking Grasp cantrip, which you can cast at any time. Charisma is your spellcasting ability for this spell.

  • Feat: Martial Adept

    Martial Adept

    You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

    • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

     



    [Maneuver] Disarming Attack::When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.----[Maneuver] Evasive Footwork
    When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

    Background Feat: Criminal Contact

    Criminal Contact
    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    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.


    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.


    Ki

    Ki points represent the mystical energy that affords you power
    over your element. Your samsari level determines the number of
    ki points you have, as shown in the Ki Points column of the
    Samsari table.
    You can spend these points to fuel various ki features. Your
    lacing forms are ki features, and as you gain levels in this class,
    you learn others.
    When you spend a ki point, it is unavailable until you inish 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 modi ier, or require
    your target to make a saving throw to resist the feature's effects.
    The ability modi ier 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.

    Features & Traits
    - A crowbar
  • A set of dark clothes, including a hood
  • A quarterstaff
  • Two kunais
  • An explorer's pack
  • A musical instrument of your choice
  • A pen that turns into a snake
  • (Some kind of pen that I can use to write in another persona write in another person handwriting)

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Languages
    Common, Ignan

    Weapons
    Mace, quarterstaff, shanzi, spear, kunai

    Tools
    One musical instrument of your choice

    Languages & Proficiencies
    I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

    Personality Traits
    People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

    Ideals
    Something important was taken from me, and I aim to steal it back.

    Bonds
    I turn tail and run when things look bad.

    Flaws
    He/him

    Pronouns

    Cold Blooded

    Prerequisites: Firelacer, Charisma 13 or higher

    You channel the opposing forces within you, creating lightning, the cold fire. You gain the following benefits:

  • Any time you would deal fire damage, you can choose to deal lightning damage instead.
  • You learn the Shocking Grasp cantrip, which you can cast at any time. Charisma is your spellcasting ability for this spell.

  • Martial Adept

    You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

    • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

     


    "[Maneuver] Disarming Attack
    When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet."




    "[Maneuver] Evasive Footwork
    When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving."

    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

    Gulo the red panda-wolverine

    Gulo

    1 Level (0/300 XP for level-up) Background Race / Species / Heritage Alignment
    Sidekick: Warrior
    Level 1
    Hit Dice: 1/1
    1d8+1 Class 1

    STR
    12
    +1
    DEX
    15
    +2
    CON
    12
    +1
    INT
    3
    -4
    WIS
    12
    +1
    CHA
    6
    -2
    9
    Hit Points
    +2
    Initiative (DEX)
    13
    Armor Class (AC)
    +2
    Prof. Bonus
    40
    Speed (walk/run/fly)
    +4 Expertise Bonus
    +2 Proficiency Bonus
    +3 Strength
    +2 Dexterity
    +1 Constitution
    -4 Intelligence
    +1 Wisdom
    -2 Charisma
    saving throws
    +4 Acrobatics DEX
    +1 Animal Handling WIS
    -4 Arcana INT
    +1 Athletics STR
    -2 Deception CHA
    -4 History INT
    +1 Insight WIS
    -2 Intimidation CHA
    -4 Investigation INT
    skills
    +1 Medicine WIS
    -4 Nature INT
    +1 Perception WIS
    -2 Performance CHA
    -2 Persuasion CHA
    -4 Religion INT
    +2 Sleight of Hand DEX
    +2 Stealth DEX
    +3 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Bite +6 DEX 2d4+2+2 piercing
     If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
    Attacks
    Keen Hearing and Smell
    The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics
    The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

    Attacker
    The sidekick gains a +2 bonus to all attack rolls. (already added in attacks)

    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Cannot speak but can understand Ignan

    Languages & Proficiencies
    Red Panda-Wolverine

    Species


    ™ & © 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

    Shocking Grasp

    Shocking Grasp

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Any with the feat Cold Blooded
    Fire Bolt

    Incarnate: The Last of the Lacers

    Elemental Bolt

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 5ft
    Components: Somatic
    Duration: Instantaneous
    You hurl a bolt of your element. Make a ranged ki attack against one creature within range, or against two creatures within range that are within 5 feet of each other. On a hit, a target takes 1d6 bludgeoning damage.
    At higher levels: This form's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Samsari
    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

    1st Level Bending Forms

    Smoke Cloud

    Incarnate: The Last of the Lacers

    Smoke Cloud

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 1 hour
    You create a 20-foot-radius sphere of heated smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration, or until dispersed by a wind of moderate or greater speed (at least 10 miles per hour).   As a bonus action on your turn, you can move the smoke up to 30 feet anywhere within range.
    At higher levels: When you initiate this form at a higher level, the radius of the cloud increases by 20 feet for each level above 1st.
    Available for: Fire Bender
    Flashbang

    Incarnate: The Last of the Lacers

    Flashbang

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: Verbal, Somatic
    Duration: Instantaneous
    A wave of powerful fire sweeps out from you. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d8 for each level above 1st
    Available for: Fire Bender

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