+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+8 | Strength | |
+2 | Dexterity | |
+0 | Constitution | |
+2 | Intelligence | |
+7 | Wisdom | |
-1 | Charisma |
+5 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+11 | Athletics | STR | |
-1 | Deception | CHA | |
+2 | History | INT | |
+4 | Insight | WIS | |
-1 | Intimidation | CHA | |
+2 | Investigation | INT | |
+8 | DEMOLISH | STR | |
+2 | FLIGHT CONTROL | DEX | |
+0 | ENDURANCE | CON | |
+0 | RESISTANCE | CON | |
+2 | ELEMENTAL CONTROL | INT |
+4 | Medicine | WIS | |
+2 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+2 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+4 | Survival | WIS | |
-1 | MANIPULATION | CHA | |
-1 | CONVICTION | CHA | |
+2 | ELEMENTAL FORCE | INT |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
kick | +8 | STR | 2d6+5 | geo | |
rapid kick | +8 | STR | 3d8+5 | ||
kick three times in quick succession | |||||
sky shatter kick | +8 | STR | 4d12+5 | ||
MUST BE USED HIGHER THANNN 60 FEET UP fall down with high speed shattering the sky its self with geo as you kick into an person/object | |||||
Kaze Style Martial Arts | +8 | STR | 1d8+5 | geo | |
Kaze Point | +5 | STR | |||
At 1st level, When you start learning Kaze Style Martial Arts, you will begin to understand the origin of the wind, it is both gentle and fierce at the same time. So what's the best way to feel the wind? It's running through it. You get 1 kaze point for every 20 feet you move in your turn. Additionally you can use the dash or disengage action as a bonus action. Some abilitys requires their target to make a saving throw to resist the application effects. The Saving Throw DC is calculated as follow: Kaze Style save DC = 8 + your proficiency bonus + your Dexterity modifier Kaze Style attack roll = your proficiency bonus + your Dexterity modifier | |||||
Kaze Strike | +5 | STR | 1d6+5 | ||
You will gather the wind into your arm to increase your attack power. You can increase attack damage by spending 1 Kaze point for an additional 1d6 Force damage and this die increases as shown in the Kaze Style Martial Arts table. This attack counts as a wind elemental attack. | |||||
Kaze Swing | +5 | STR | |||
You will gather the wind into your leg to increase your attack power. By spending 1 Kaze point You can force the creature to make a Strength saving throw, on a failure the creature is thrown 5 feets away from you, if there is a wall behind it, it gets stunned until the start of their next turn. | |||||
Kaze Slash | +5 | STR | |||
Your speed is your best weapon, but that doesn't mean you have to be close to your enemy. When you take the attack action you can spend 1 kaze point to replace your attack with a Kaze Slash, make a Kaze Style attack roll against a creature within 60 feet of you, on a hit the target takes your unarmed damage. If you can make multiple attacks, then you can replace one or more to use Kaze Slash spending kaze points accordingly. | |||||
Kaze Release | +5 | STR | |||
This technique will only work if you used at least 2 rounds of Kaze Strike and Swing. You gather wind from your arms and legs to release the true Gale. Your unarmed strikes have advantage and deals an additional 15 force Damage until the start of your next turn, however, enemies attacks have advantage against you until the start of your next turn. At 4th level the damage changes to 20, 8th level the damage changes to 25, 12th level the damage changes to 30, 16th level the damage changes to 35, 20th level the damage changes to 40 and will deal 3x the total damage. |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
8-level Enchantment
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
SRD
8-level Enchantment
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
SRD
8-level Enchantment
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Statblocks for your Trinkets, businesses, building, castles, empires.