Beskonchy Klinok | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Beskonchy Klinok

Water Lacer 3 Class & Level
Polar Clan Background
Water Clan, Polar Race
Chaotic Evil Alignment

Strength 13
+1
Dexterity 10
+0
constitution 11
+0
intelligence 10
+0
wisdom 13
+1
charisma 11
+0
Total Hit Dice 2
Hit Die
1d8+0
+2 proficiency bonus
+3 Strength
+4 Dexterity
+0 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+3 Insight
+2 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+1 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Medicine, proficiencies

 
13
Armor Class
22
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageType
Rapier 1d20+2 11d8 Piercing
Elemental Strike 1d20+3 1d6+1
Attacks
Armor: Light, Medium, Shields
Weapons: Simple, Rapier, Whip
Tools: Leather worker's tools, vehicles (water)
Proficiences
Echoing Strike
Healing Waters
Water Whip
Grasping Ice
Spellcasting
Leather Armor
Rapier
A hunting trap, a grappling hook, 50 feet of hempen rope, a trophy from your most memorable hunt (such as a fang or claw), a set of winter's clothes, and a belt pouch containing 10 GP
Equipment
Cold Endurance
Extreme Environment
Deflection
Power Blow
Surprising Angle
Power Strikes
Prana Burst
Survival

Matter Skandha
Pigmonkey Swing
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD

Hunting Trap

Adventuring Gear Common

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Cost: 5gp Weight: 25lbs


 

dnd 5e

Grappling hook

Tool Common

When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion

Cost: 2gp Weight: 4lb


 

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

Belt Pouch

Adventuring Gear Common

A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.

Cost: 5 sp Weight: 1 lb


 

DnD 5e SRD

Clothes, Common

Adventuring Gear Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5sp Weight: 3lb


 

The statblocks of your class features

Lacer


Hit Points

Hit Dice: d8 per Lacer level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + your Constitution Modifier per lacer level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine and Survival

Overview & Creation

"Power in firelacing comes from the breath, not the muscles. The breath becomes energy in the body. The energy extends past your limbs and becomes fire!" - General Ichiro

  Flames erupt as a female fire folk blasts onto the scene. Enemies flee from the out-of-control blaze, shielding their eyes to protect from the intense heat. There is a swell of fire, catching onto clothing, objects, structures. Creatures scatter to escape, making a desperate attempt to make it out alive. And then, when one stands alone, the fires dissipate instantly. She smirks, and dusts herself off.
  A roar of rushing wind fills the battlefield as a small, lightly- robed air monk leaps among his enemies. He's a blur of motion among easily-deflected blows, as the power of a gale- force hurricane blasts his adversaries in every direction. One opponent remains standing, but finds that it cannot touch this new fighter, as he flits about the battlefield with supreme ease, never fearing danger, laughing in its face.
  A sound of rushing water fills the room, as cool liquid quickly floods the floor. The water seems to move this way and that, not according to natural laws, but having a mind of its own. It grows hostile, seeking out enemies, slamming them into walls and then freezing them in place. Those who try to run are pummeled, and then pulled back. Creatures who are already frozen struggle to move, but it's useless. The water forms a large wave, and all creatures are unfrozen from their prisons just as the tidal wave crashes down, crushing them under its power. Only then does a blue-robed water clan member confidently enter the room.
  The earth rumbles as stone and rock are burst asunder. Shockwaves fill the air as earthquakes shake enemies in their boots. An earth kin stands, cutting through the onslaught with nothing but the power of the stone. It obeys his commands, and moves as an extension of his own body. The earthlacer never stands aside against an enemy. The lacer is as powerful and enduring as the mountain.


Class Features

Chosen Element

As a lacer, you have the supernatural ability to manipulate your element. When you take your 1st level in this class, you must choose an element: fire, air, water, or earth. From that point on, you are a firelacer, airlacer, waterlacer, or earthlacer. You can't choose another element, even if you later get to choose again.

Bonus Proficiencies

You gain several bonus proficiencies, which vary depending on your element:
Element | Weapons | Skills
Fire | SCIMITAR, SHORTSWORD | Acrobatics
Air | BLOWGUN, SHANZI | Acrobatics
Water | RAPIER, WHIP | Athletics
Earth | MAUL, WARHAMMER | Athletics

Basic Lacing

You gain your element's Basic Lacing abilities (Firelacing, Airlacing, Waterlacing, Earthlacing).

Elemental Strike


 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail
  • (a) a scimitar, (b) a quarterstaff, (c) a mace, or (d) a rapier
  • (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you can purchase your own starting equipment. At level 1, a lacer begins with 4d4 x 10 gp.
 


LevelProficiency BonusElemental StrikeKI PointsFeaturesForms KnownMaximum Form Level
1st+21D61CHOSEN ELEMENT, ELEMENTAL STRIKE, KI--
2nd+21D62FIGHTING STYLE, LACING, PRANA BURST31st
3rd+21D63ELEMENTAL ARTS, MATTER SKANDHA41st
4th+21D64ABILITY SCORE IMPROVEMENT51st
5th+31D85EXTRA ATTACK62nd
6th+31D86ELEMENTAL ARTS FEATURE72nd
7th+31D86PUSH IT, SENSATION SKANDHA82nd
8th+31D87ABILITY SCORE IMPROVEMENT92nd
9th+41D88-103rd
10th+41D89ELEMENTAL ARTS FEATURE113rd
11th+41D109COGNITION SKANDHA123rd
12th+41D1010ABILITY SCORE IMPROVEMENT123rd
13th+51D1011-134th
14th+51D1012ELEMENTAL ARTS FEATURE134th
15th+51D1012VOLITION SKANDHA144th
16th+51D1013ABILITY SCORE IMPROVEMENT144th
17th+61D1214-155th
18th+61D1215ELEMENTAL ARTS FEATURE155th
19th+61D1215ABILITY SCORE IMPROVEMENT165th
20th+61D1216DISCERNMENT SKANDHA165th

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Water Clan

Ability Score Increase CON + 2 & STR +1 for Polar Clan or WIS +1 for Swamp People
Size Medium
Speed 30 ft.

Age: A water clan member reaches adulthood at the age of 18 and typically lives for less than a century.   Alignment: Water clan members are adaptable, and capable of change. Water clan members tend towards neutrality.   Natural Healer: If you roll a 1 when healing hit points (such as when resting or initiating a form that heals hit points), you can re-roll the die and must use the new roll.   Traditional Remedies: You gain proficiency in the Medicine skill.   Waterborne: You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made while underwater.   Sub-race: The two main groups of the water clan, the Pole clan and the swamp people, are mainly separated by geography. The Pole clan is used to enduring harsh and biting winters, while the swamp people are more familiar with muggy, humid bayous.  

Polar Clan

While water is seen as the element of adaptability, polar water clan members have rituals and traditions that they strictly adhere to. The northern polar clan typically separates the division of labor along gender lines, with men working as hunters, fishermen, and warriors, and women serving as homemakers, healers, or teachers. As the Great Glacier continues to retreat, the polar clan clings to these traditions in an attempt to keep their culture from disappearing as quickly as their home does. Both groups are still accepting of change, however, and do share common characteristics with one another.
  Cold Endurance: You gain resistance to cold damage.
Extreme Environment: The first time you would be required to make a saving throw against exhaustion in a day due to environmental effects (such as extreme cold, hunger, or loss of sleep), you can shrug off the effect, automatically succeeding on the saving throw. Once you use this trait, you must complete a long rest before you can do so again.  

Swamp People

The swamp people don’t have much contact with their polar brethren, but still see them as family just the same. Members of the water clan always have a friend in the swamps and bayous of the world, anywhere they can find a swamp person. The largest concentration of swamp people live in the Vast Swamp. Naturally gregarious, the swamp people have learned to use the swamp’s flora and fauna to serve their needs, and don’t usually venture beyond their home unless spurred to do so by some outside force.
  Plant Familiarity: You have advantage on Intelligence (Nature) checks made to identify and understand the properties of plants and plant creatures.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Common and Imiq.

Polar Clan

The people of the water clan who live at the Great Glacier follow strict tradition in their lives. The ways and customs of the clan come before everything else. Of all the nations, gender roles are more likely to be enforced on the Great Glacier, with men being hunters, gatherers, fishermen, and warriors, and women typically becoming homemakers and healers. In recent times, a rift of sorts has begun to form among the water clan, with younger members engaging in more revelry and fun, forgetting the proud traditions and spiritual customs of their forebears. But a member of the water clan is always recognized as kin by another, except in very extreme cases. The people of the Great Glacier must be able to rely on each other above all else, due to the extremity of the environment in which they live.

Skill Proficiencies Athletics, Survival
Tool Proficiencies Leatherworker's tools, vehicles (water)
Equipment A hunting trap, a grappling hook, 50 feet of hempen rope, a trophy from your most memorable hunt (such as a fang or claw), a set of winter's clothes, and a belt pouch containing 10 GP

Features

Survivor

Being from a violently cold and harsh environment, others look to you for strength in times of crisis. You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. You can find food and water for yourself and five other people each day even in the most extreme of environments.

Suggested Characteristics

Those water clan members who live at the poles take pride in their ability to live in the most extreme environments in the world. They are a proud people, but with a strong sense of community and family that binds them together.

Traits

PersonalityD8 1d8
1My ability to survive at the poles makes me stronger than others
2I put on a brave face when confronted with danger
3I often get lost in my own thoughts and contemplation, becoming oblivious of my surrounding
4I believe that anything worth doing is worth doing right
5I like to talk at length about surviving in the frozen wilderness
6I judge people by their actions, not their words
7If someone is in trouble, I'm always ready to lend help
8I'm confident in my own abilities, and do what I can to instill confidence to others

Ideal

IdealsD6 1d6
1Community:The clan and its welfare is my highest priority. (Lawful)
2Family:Anyone I consider family, through blood or through friendship, is a member of the clan. (Good)
3Honor:The water clan is the most noble of peoples, and our traditions are important to uphold. (Neutral)
4Might:We are the most powerful nation in the world, and everyone should know it. (Evil)
5Independence: The traditions of the water clan aren't more important than personal freedom. (Chaotic)
6Destiny:There must be more than this provincial life. (Any)

Bond

BondsD6 1d6
1I've lived off the land, I respect the land, and I will protect the land
2A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter
3I wish my childhood sweetheart had come with me to pursue my destiny
4A monster killed a family member, so now I will take revenge on any threatening beast
5I idolize a hero of the old tales and measure my deeds against theirs
6I would do anything for the members of the water clan

Flaw

FlawsD6 1d6
1I don't much care for nobility, sometimes making people above my station angry
2I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble
3I would hurl myself into danger to protect others, even when they wouldn't do the same for me
4I am too beholden to my customs
5I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure
6I would kill to acquire a noble title

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Incarnate the Last of Lacers

Elemental Strike

0-level (Cantrip) Evocation

Casting Time 1 action
Range 20ft normal 60 ft long
Duration Instantaneous
Components none

At 1st level, your practice with lacing allows you to blast an opponent with an elemental strike. You can use your elemental strike when you make an attack. Your elemental strike has the following properties: You roll a 1d6 for the damage of your elemental strike and it deals bludgeoning damage.

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: This die changes as you gain lacer levels, at the 5th level it deals 1d8 , at 11th level 1d10 and at 17th level it deals 1d12 .

Class(es): Lacer

Level 1 Spells

Incarnate: The Last of the Lacers

Echoing Strike

0-level (Cantrip) Abjuration

Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60 feet
Duration Instantaneous
Components None
Materials None

You whip your hand, and the creature that damaged you is smashed by a bolt of water. Make a ranged ki attack against the creature. On a successful hit, the creature takes 2d10 piercing damage and is pushed 5 feet.
At higher levels: When you initiate this form at a higher level, the damage increases by 1d10 for each level above 1st.

Class(es): Samsari, Lacer, Barbarian, Fighter, Monk, Rogue

Incarnate the Last of Lacers

Healing Waters

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components None

You slowly pool water over a creature's injuries. A creature in range regains a number of hit points equal to 1d8 + your ki ability modiier. This form has no effect on undead or constructs.
 
At higher levels: The healing increases by 1d8 for each level above 1st.

Class(es): Water; Lacer

Incarnate the Last of Lacers

Grasping Ice

1-level Evocation

Casting Time 1 Bonus action
Range Self
Duration Concentration, up to 1 minute
Components None

The next time you hit a creature with an elemental attack before this form ends, a burst of water latches onto the creature's feet and freezes, holding them to the ground. The target must succeed on a Strength saving throw or be restrained by the ice until the form ends. If the target succeeds on the save, they destroy the ice and break free. While restrained by this form, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by your ice or one that can touch the creature can use its action to make a Strength check against your ki save DC. On a success, the target is freed.
 
At higher levels: the damage increases by 1d6 for each level above 1st.

Class(es): Water; Lacer

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Tiago327.

Statblock Type

Character Sheet (Legacy)

Link/Embed