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:
- Good saves: Dex and Cha
Race: Custom
- Cha +1
- Immune to fire
- Wicked Witchcraft: (extreme vulnerability to water)
- Brief contact with water causes the loss of 1d4 Mana or the dispelling of any active spell on her person or that she is channeling
- Immersion in water causes the immediate dispelling of all spells on her person and those she is channeling, as well as 50% mana loss per round.
- Water damage that reduces her to 0 Mana causes her to lose consciousness along with all magical ability (even effects that don't cost Mana). To recover, she must complete a long rest, and she cannot begin this rest until completely dry and in a warm environment. Note: she cannot return to the phylactery when wet.
- Immune to disease, resist poison
- Ability to shed light of any intensity from candle to bonfire
- Phenomenal Cosmic Power: A mortal in possession of your phylactery is capable of giving you commands, which you must obey. This has several effects:
- If you encounter a significant barrier to fulfilling the order, you gain Inspiration; this can happen once per instance of the a significant barrier.
- If you attempt to resist fulfilling the order, including deliberately taking a course of action toward it that is unnecessarily slow or inefficient, you suffer disadvantage to Charisma checks until you get back on track.
- Fulfilling a command incurs a cost to the mortal demanding it: this will be explored more later.
- Itty Bitty Living Space: Your presence in the mortal world is tied to a phylactery: a magic item that stores your soul or life essence. You are not truly mortal while it exists, as your physical body is not the host of your soul. Thus:
- If you are reduced to 0 HP, you do not enter the dying state, nor do you start rolling death saving throws. Instead, you discorporate and enter the phylactery. After a long rest, you can regenerate your body.
- You may enter your phylactery as a free action if it is within movement range. Your body no longer physically exists and cannot be harmed, although you can't take physical actions. You may exit as a move action.
- The phylactery is extremely difficult to damage or destroy, requiring powerful magic to remove its enchantment before doing so.
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
- Entangling Roots: At-will, std, ranged, concentration; subject is immobilized by roots (Str ends). Can widen by 1 square for 1 mana, stackable.
- Gust of Wind: at-will, std, ranged; push 10, Str half. If striking hard surface, suffer medium bludgeoning damage. Can be used to dispel gas effects (opposed DC).
- Minor Flames: At-will, std, ranged; medium fire damage.
- Rejuvenation: at-will, swift, ranged; subject may, as an immediate action, expend a chosen number of unexpended Hit Dice to regain lost hit points.
Rank 1
- Control Wind: at-will, swift, em5, concentration; you control the winds within the area. Each round, you can choose one effect as a free action:
- Calm: no wind effects.
- Gale: a steady wind pushes in a chosen direction. Moving against the wind requires a Strength check (failure: half speed; flying and small creatures disadvantaged). Moving with the wind grants +50% movement speed. Ranged attacks are disadvantaged against the wind, and advantaged with it.
- Chaos: ranged attacks intersecting area are disadvantaged, flying creatures (medium or smaller) lose half movement speed.
- Cyclone: at-will, std, ranged; subject is unable to act and invulnerable (Str ends). Large creatures are advantaged, Huge are immune.
- Flames!: At-will, std, cone 3; medium fire damage. Or, at-will, std, ranged; heavy fire damage.
Rank 2
- Levitate: at-will, swift, concentration; you levitate on a column of air, gaining the ability to fly up to your walking speed, with a maximum altitude of 30 ft.
- Purge: at-will, swift, ranged; dispels a beneficial spell or ongoing effect, Con negates. Or, dispels a harmful spell or ongoing effect, Con avoid nauseated 1 rd.
- Wall of Fire: At-will, std, ranged, wall 1/level, concentration; wall blocks line of sight, and inflicts heavy fire damage to anyone who crosses it.
Rank 3
- Plasma Cutter: narrow beam so hot it can cut through metal. TBD
Synergy Effects
- By spending 1 Mana, your Entangling Roots becomes a fire effect which causes medium fire damage each round to targes.
- Also works on Briar Patch, Wall of Thorns, Tree Shape probably, etc
- Your Lifebloom causes fire damage to enemies
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:
- Immune to fire damage
- Anyone who touches you or strikes you in melee combat suffers medium retributive fire damage each time
- Your weapon attacks and fire spells gain bonus fire damage equal to your proficiency bonus.
- Each round, you gain 1 free point of Mana for the purposes of metamagic (widen, chain, enlarge, etc) when casting a fire spell.
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:
- You can merge with an existing volume of your element. You may stay in this state as long as you concentrate; it doesn't cost Mana, but you also lose the ability to take any actions other than movement (through the same element) or perception.
- As a bonus action, you can turn your body into a volume of your element, becoming incorporeal. This costs 1 Mana to initiate, and requires concentration to sustain. You may still move and perceive, but can take no other action. You need not remain within an existing volume of your element. Furthermore, any intersecting objects or creatures are affected by you:
- Fire: medium fire damage, duh.
- Water: ?
Gear
- 2 common
- 2 uncommon
- 600 gp
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