Ember

Level 8 Elementalist (Channeler)

Basics

Level Class Traits Path
1 Elementalist 6 hp, 2 Mana
2 Elementalist 4 hp, 2 Mana Flameborn
3 Elementalist 4 hp, 2 Mana
4 Elementalist 4 hp, 2 Mana
5 Elementalist 4 hp, 2 Mana
6 Elementalist 4 hp, 2 Mana Flameborn
7 Elementalist 4 hp, 2 Mana
8 Elementalist 4 hp, 2 Mana
9 Elementalist 4 hp, 2 Mana
10 Elementalist 4 hp, 2 Mana
11 Elementalist 4 hp, 2 Mana
Attribute Value Explanation
Strength 1
Dexterity 3
Constitution 0
Intelligence 2
Wisdom 2
Charisma 6 (1 stat add, 1 race)
Attribute Value Explanation
Hit Points 46 46
Armor Class 13 (10 + Dex + armor)
Proficiency Bonus +4 floor( (level-1) / 4 ) + 2
Melee Attack +5/+7
Ranged Attack +7

Notes:

Race: Custom

Skills

Skill Roll Special
Acrobatics +7
Dominance +9
Intimidation +10
Persuasion +10
Sleight of Hand +7
Stealth +7

Spells/Powers

Spells

Attribute Value Explanation
Spellcasting skill +10 (Cha plus proficiency bonus)
Spell save DC 18 (8 + Cha + proficiency bonus)
Mana 18 (determined by classes)
Light damage 2d4+3 (1d4 per rank + half Cha)
Medium damage 2d8+6 (1d8 per rank + Cha)
Heavy damage 2d12+12 (1d12 per rank + 2x Cha)

Spells known: 18 plus 4 cantrips

Cantrips

Rank 1

Rank 2

Rank 3

Synergy Effects

Class Abilities

Flameborn

Flame On!

At will, as a free action, you are engulfed in flames that do not harm you. In this state, you gain substantial benefits:

However, you must spend 1 point of Mana per round to sustain this effect.

Elemental Discorporation

You may discorporate your body into a pure elemental form, becoming indistinguishable from that element. This can be used in two ways:

Gear

Dust of Dryness

Uncommon magic item

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-­‐‑sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

Ring of Water-Walking

Uncommon magic item

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Drybrooch

Wondrous item, common

While holding or wearing a drybrooch, you can use an action to summon or dismiss a dome of energy that manifests just above your head. This energy repels moderate quantities of frozen and liquid water, such as rain, snow, bird droppings, or other similar nuisances, but can’t be used to protect against harsh environmental hazards or attacks.

Typically, a drybrooch field is silvery and translucent. More expensive models have illusions woven into the field; one popular drybrooch creates the image of a sunny blue sky overhead.

Mundane Items

Special Powers unrelated to class, race, or gear

Aberrant Dragonmark

Takes the form of TBD

Powers: TBD

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