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 AlignmentLevel 1
Hit Dice: 1/1
1d6+2 Class 1
10
14
14
10
10
16
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
Ki Points
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+5 | Charisma |
+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 |
+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 |
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) |
Spell Book
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:
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.
Background Feat: Criminal Contact
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 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.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
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages & Proficiencies
Personality Traits
Ideals
Bonds
Flaws
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:
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-wolverineGulo
1 Level (0/300 XP for level-up) Background Race / Species / Heritage AlignmentLevel 1
Hit Dice: 1/1
1d8+1 Class 1
12
15
12
3
12
6
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+2 | Dexterity | |
+1 | Constitution | |
-4 | Intelligence | |
+1 | Wisdom | |
-2 | Charisma |
+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 |
+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 |
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. |
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages & Proficiencies
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
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 ).
Incarnate: The Last of the Lacers
Elemental Bolt
0-level (Cantrip) Transmutation
Incarnate: The Last of the Lacers
Basic Fire Bending
0-level (Cantrip) Transmutation
1st Level Bending Forms
Smoke CloudIncarnate: The Last of the Lacers
Smoke Cloud
1-level Transmutation
Incarnate: The Last of the Lacers
Flashbang
1-level Transmutation
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