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Ykumo

Character Sheet

Ykumo

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

STR
13
+1
DEX
8
-1
CON
14
+2
INT
13
+1
WIS
10
+0
CHA
18
+4
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
+2 Wisdom
+6 Charisma
saving throws
-1 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+4 Deception CHA
+1 History INT
+2 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+1 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fire Bolt +3 STR 1d6+1
 Special, range 20/60
Quarterstaff +3 STR 1d6+1
 Versatile (1d8)
Kunai +1 DEX 1d4-1
 Finesse, thrown (range 20/60)
Attacks
Feat: Spell Sniper

Spell Sniper

Prerequisites: The ability to cast at least one spell   You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

 


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.


  • 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

    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

    Blazing Missile

    Incarnate: The Last of the Lacers

    Blazing Missile

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You create three glowing darts of burning flame. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 fire damage to its target. The darts 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 dart for each level above 1st.
    Available for: Fire Bender
    Flametongue Arrow

    Incarnate: The Last of the Lacers

    Flametongue Arrow

    1-level Transmutation

    Casting Time: 1 reaction, which you take when a creature within 60 feet of you is hit by an arrow or crossbow bolt
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You cause fire to burst from an arrow or bolt in flight, erupting it in flame. The creature struck by this arrow or bolt takes an additional 2d6 fire damage from the attack.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st
    Available for: Fire Bender
    Shield of Flame

    Incarnate: The Last of the Lacers

    Shield of Flame

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 10 minutes
    A burning tongue of fire hovers around a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Fire Bender

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