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Sohn

Character Sheet

Sohn

2 Level (350/900 XP for level-up) Hidden Background Human (Variant) Race / Species / Heritage Lawful Good Alignment
Air Samsari
Level 2
Hit Dice: 2/2
1d6+2 Class 1

STR
13
+1
DEX
8
-1
CON
14
+2
INT
13
+1
WIS
18
+4
CHA
10
+0
14
Hit Points
-1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Ki Points
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
-1 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+2 Charisma
saving throws
-1 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+0 Deception CHA
+1 History INT
+6 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+1 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
-1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Air Bolt +6 WIS 1d6
 Special, range 20/60
Kunai +1 DEX 1d4-1
 Finesse, thrown (20/60)
Quarterstaff +3 STR 1d6+1
 Versatile (1d8)
Attacks
Feat: Ki Mastery

Ki Mastery

Wisdom 13 or higher

Mastering your control over the flow of Ki circulating in your body, you discover new ways to manipulate it. You gain the following benefits:

  • You gain two ki points. This ki is used to fuel your ki features. A ki is expended when you use it. You regain your expended ki point when you finish a short or long rest.
  • When you roll a 20 on an attack roll against a hostile creature by making a melee attack with a weapon or an unarmed strike, you regain 1 ki point.
  • Whenever you make an attack roll, ability check, or saving throw, you can spend 1 ki point as a reaction to add your Wisdom modifier to the result of the roll. You must do so before you make the roll.

  • Feat: Become Wind

    Become Wind

    Prerequisites: Airlacer, 2 ki points

    You enter the void, empty, and become wind. You gain the following abilities:

  • Your jump distance is doubled.
  • You have advantage on saving throws made against traps or obstacles that are triggered by walking onto or placing your weight on them.
  • You can spend 2 ki points to gain a fly speed equal to your move speed for 10 minutes. While flying, you can hover.

  • Features & Traits

    • 2 kunai

    • a Quarterstaff

    • A musical instrument of your choice

    • a set of dark clothes

    • a cloak

    • a book to read

    • a set of playing cards

    • Explorer's Pack:


      • a Backpack

      • a Bedroll

      • a Mess kit

      • a Tinderbox

      • 10 torches

      • 10 days of Rations

      • a Waterskin

      • 50 feet of Hempen rope



    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money


    ™ & © 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

    Basic Air 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
    Elemental Strike: Air

    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 Bending Forms

    Wind Bolts

    Incarnate: The Last of the Lacers

    Wind Bolts

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You create three swirling bolts of wind. Each bolt hits a creature of your choice that you can see within range. A bolt deals 1d4 + 1 slashing damage to its target. The bolts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you initiate this form at a higher level, the form creates one more bolt for each level above 1st.
    Available for: Air Bender

    UP TO 2 MORE LEVEL 1 AIR BENDING FORMS


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