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Character Sheet: https://www.dropbox.com/s/x1ydwi5qp1m3tmr/cs-azek-2017-04-30.zip?

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You will be Level 5 at the start.

Human Elementalist

You were born in the state of Zula, an island far to the west of the Sword Coast. These people were a
small, insular community until the Cataclysm occurred an explosion of unknown origin occurred far to
the west of Zula. The ensuing tidal wave caused incredible devastation, but a generation after this,
children began being born with the ability to control elements. Fire, Water, Earth, Air and other elements
were capable of being controlled beyond the capabilities of traditional magic. The community embraced
this power and used it to build up their island from a near-tribal clan to a thriving Metropolis.

Ability Score Increase Pick one:

Increase all Ability Scores by 1.

Increase two Ability Scores by 1 and select an additional skill proficiency and Feat.

Age: You live for roughly 130 years naturally.

Alignment: Those from Zula tend towards Lawful natures, but they are found all over the spectrum.

Size: Varied

Speed: 30ft

Languages: Common + 1 Extra Language


Starting Equipment
Light Cross and 20 Bolts or Any Simple Weapon
Family Talisman
Two Daggers
Class: Elementalist
Source: Fire

Elementalists began appearing in the genealogy of a southern tribe of humans about a century ago. Nobody knows
where the power source originated, but it appears to be passed down through families and has resulted in a complex
environment in the city of Vor, formerly a small tribal outpost but since the development of these abilities has risen
exponentially.

Fire elementalists find their power through their emotions and their bodily movements. Their tendency toward the
extremes results largely in alignments that are Good or Evil, Lawful or Chaotic. A fire shaper can be violent towards
either end, the Good or the Bad. Master fire shapers can even create lightning from their bodies, but the process is
very dangerous and is forbidden amongst normal citizens.

HP: 1d8 per Elementalist level


HP at 1st Level: 8 + your Constiution modifier
HP at Higher Levels: 1d8 (or 4) + your Constitution modifier

Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows


Saving Throws: Dexterity
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion

Spellcasting Ability
Charisma is your spellcasting ability modifier.
Your spellcasting resource is Stamina. You expend one point of stamina per spell level. You may regain stamina
during a short rest by expending an HP die (limit 1).
The Fire Elementalist utilizes Dexterity rolls as Damage rolls.
All attacks made by an Elementalist can effect areas, however it's total damage is distributed over the area and
calculated the same. For instance, you may deal 20 damage to one unit or 5 damage to 4 units.
Critical hits with fire are blue flame.

Attack: 1d20+CHA+PROF
Damage: 1d20+DEX

Unarmored Defense
While not wearing armor or a shield your AC equals 10 + DEX + CHA.

Fire Resistance
As a wielder of flame, you have 75% fire resistance.

Path of the Sentinel

Level 3 Improved Fire Daggers


Your fire dagger techniques base damage increases from 1d6 to 1d8. Increases to 1d10 at level 10.

Level 5 Inner Flame


You gain Cold Resistance (50%).
You may ready a technique as a defensive maneuver to be used as a reaction (i.e. ready a Wave attack in the face of
numerous ranged enemies, attempt to disintegrate all their arrows).

Level 7 Quickfire
When you land a close-range attack with a Dexterity roll above 17, you may attack again.

Level 10 Blazing Arcs (strikes extended from arms and legs)


Your unarmed attacks are greatly improved, lasing the enemy with bands of fire as you strike. Whenever you attack
with a melee attack, specify your attack source.
Feet: Chance to knock-down target.
Hands: Chance to dis-arm and burn target.

Level 15 Valorous Rage


When a friendly creature within 60ft falls below 20%HP you go into a fiery rage, casting Investiture of Flame. You
cannot use this ability again until finishing a long rest, and you use this ability automatically when triggered.

Level 18 Fists of Flame


You maintain fire around your fists without Concentration. All unarmed attacks deal 1d10 base damage and 1d10
fire damage.

Level 20 Hellfire Golem


At will once per day you may cast Hellfire Golem causing you to take on the same effects as Investiture of Flame, but
you are covered in blue flame instead. For the duration (1 minute) all attacks are critical hits.

Path of the Inferno

Level 3 Improved Concentration (maintain concentration while being able to cast an instant spell)

Level 5 Careful Spell (can shape your spells to avoid friendly fire)

Level 7 Scholars Rage (when a friendly creature falls beneath 20% HP, roll a D100. Based on roll you may be able
to cast a high level spell for free.

Level 10 Charge (spend a turn to charge up a spell, increasing its power. Power increases exponentially, CON saves
required to hold for longer)

Level 15 Fire Storm (raining fire)

Level 18 Superior Lightning Control (no possibility for self-harm with lightning)

Level 20 Enrage (for the duration all fire attacks are criticals (blue), move 2x when moving toward an enemy,
invulnerable to psychic attacks)
Techniques
Level Proficiency Stamina 0 Level 1st Level 2nd Level 3rd Level 4th Level 5th Level
1 2 2 3 1 - - - -
2 2 3 3 2 - - - -
3 2 4 3 2 1 - - -
4 2 5 3 2 2 - - -
5 3 6 4 3 2 1 - -
6 3 7 4 3 2 2 - -
7 3 8 4 4 3 2 - -
8 3 9 4 4 4 3 - -
9 4 10 4 4 4 3 1 -
10 4 11 5 4 4 4 1 -
11 4 12 5 5 4 4 2 -
12 4 13 5 5 5 4 2 -
13 5 14 5 5 5 4 3 1
14 5 15 5 5 5 4 4 1
15 5 16 6 5 5 4 4 2
16 5 17 6 5 5 5 4 3
17 6 18 6 5 5 5 4 3
18 6 19 6 5 5 5 5 4
19 6 20 6 5 5 5 5 4
20 6 20 7 5 5 5 5 5
Techniques

Cantrips:
(increased ability per 5 levels, Cantrips all use their damage and abilities as if under a normal class)
Control Flames
Produce Flame
Fire Bolt
Purify Food and Drink
Hand of Radiance
Virtue
Absorb Heat

First Level: (damage Dexterity Roll)


Enflame A 15ft cone emanating from the caster. Enemies must make a DEX saving throw.
Burst A 30ft shockwave originating from the caster. Enemies must make a CON saving throw.
Melt Make a melee spell attack. This spell crits on 19.
Whip Make a melee spell attack. On hit, choose either: pull the enemy 10ft closer or restrain the enemy.
Daggers (Concentration) Create two daggers of fire in hand. These can be thrown or used as melee weapons.
Throwing one dagger is an action, and a new dagger will appear in hand after being thrown. This spell only costs
stamina to begin, so this spell can be used when low on resources.

Second Level: (damage 1 Dexterity Roll)


Ring Creates a 10ft diameter ring of fire around a target creature. Damage is calculated any time a creature enters
or begins its turn inside the ring.
Sphere A 5ft diameter sphere appears in an unoccupied space. You may use another action to move the sphere, if
it collides with a creature or if a creature moves into the spheres space they make a DEX saving throw.
Rebuke As a reaction, when struck, you may counter-strike with a flaming jab.
Scorch A line 30ft long and 5ft wide originating from the caster.
Heat (Concentration) You may subtly raise the temperature of an object or area. For a creature to tell you are the
source of this change will require a DC18 Arcana check. Temperature raises by 25degrees per turn with no limit.

Third Level: (damage 1.5x Dexterity Roll)


Jets (Concentration) You utilize combustion to propel your bodily movements. Your next melee attack will be
considered a critical hit, or your movement speed is doubled. You make this choice at the beginning of your turn
while this technique is active.
Wall Create a 10ft high, 20ft long wall of fire.
Ball Creates a ball of fire which explodes causing damage in a 30ft radius.
Wave Create a 6ft high, 30ft long wave of fire that originates at the caster and travels 60ft.
Trap (Concentration) Create a glyph on the ground which when triggered either manually or by a set condition
explodes, causing fire damage in a 10ft radius.

Fourth Level: (damage 2x Dexterity Roll)


Lightning A bolt of lightning is channeled through the caster to a single creature or point. When using lightning, if
your Dexterity roll is less than 10 you will take half damage from the spell.
Wildfire Cause an existing flame to greatly expand or explode with violent force. Can cause fire damage in a radius
up to 30ft, controlled by the caster to the square.
Propulsion (Concentration) Casting Propulsion at level 4 allows you to fly at your normal movement speed. If you
are hit by an enemy or are attempting to land you must make an Acrobatics check that determines if you take falling
damage.
Scatter Shot Attack up to 3 separate targets and apply full damage to each individual hit instead of spreading
damage.
Dragon Breath Caster emanates a 15ft cone of fire forward from their mouth, applying full damage to each
individual hit instead of spreading damage.
Fifth Level: (Damage 3x Dexterity Roll)
Lightning Ball Caster hurls a ball of lightning at a destination. Once hit, the lightning ball explodes. Creatures in the
area must make a Dexterity saving throw or take full damage. After taking damage, they must continue to attempt
Dexterity saving throws until they escape or perish.
Propulsion Expert (Concentration) Allows perfect flying at standard movement speed. Can be combined with Jets
spell for double movement, but must make a Concentration save each turn active.
Delayed Fire Ball Create a small ball of concentrated fire, appearing to be light, at target destination. After two
turns it will explode dealing damage in a 30ft radius.
Vortex (Concentration) A cyclone of fire starting 15 ft in diameter. Every turn the cyclone expands 10ft and
eliminates oxygen from the interior area, possibly causing incapacitation.
Hellzone Grenade Three fireballs each delayed by one turn causing full damage to all targets hit. Explodes in 15ft
radii.
Building Your Character

What sort of background does your character have? Was he a merchant, a soldier, a noble, a
mercenary? How did he make a living prior to traveling to the Sword Coast?

Why did you leave your island?

Youve been in the Sword Coast for a bit now, what did you seek out? What did you do?

For what ultimate purpose do you want to hone your Fire Bending skills?

Do you act altruistically? Or do you require a motivation to assist those in trouble?

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