Lacer
Hit Points
Hit Dice: d8 per Lacer level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Weaver level after 1st.
Proficiences
Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Strength & Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, and Survival
Overview & Creation
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
amongst his enemies. He's a blur of motion amongst 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.
Elemental Instinct
Lacers usually find themselves infused with abilities that they themselves do not
understand. No one knows where these abilities come from. Some believe
that lacers are the reincarnations of lacers who have passed on to the Spirit World.
Others think that the power comes from spirits of the elements bonding to a person at
birth. Whatever the source, lacers sometimes find themselves bonding more closely
with other lacers, even those of other elements, than with their own people.
Martial Arts and Magic
Most lacers learn to train in their abilities as best they can. Many seek out teachers, learning
many different styles and forms, becoming versatile elemental warriors. Others live
in more isolated societies, and have to learn to lace on their own. Whatever
the case, lacers must learn patience as well as confidence in wielding their
element abilities. Many lacers are at home on the road, using their elemental abilities to
enhance their journey, making friends or foes along the way.
Creating a Lacer
As you create your lacer character, consider firstly your element. Some stereotypes exist for a
reason, and your character can embrace or shun these conventions.
Firelacers are often seen as hot-headed. Are you impulsive and intimidating, or do you
embrace the natural beauty and calmness of a soothing fire?
Airlacers can be flighty and aloof. Do earthly things concern you at all, or do you
instead form tight bonds with those around you?
Waterlacers are supposed to be adaptable and resilient. Are you versatile, or do you
hold a strong set of beliefs that you never waver from?
Earthlacers are seen as unmoving and strong. Do you stand resolute against obstacles
and foes, or do you try to find the alternate solution?
Quick Build
You can make a lacer quickly by following these suggestions. First, choose your ability
scores according to your element. Make Strength or Dexterity your highest ability score,
followed by Wisdom (for airlacers and waterlacers) or Charisma (for firelacers and
earthlacers). Second, choose the urchin
background.
Class Features
Basic Lacing
You gain your element's Basic Lacing abilities (Firebending,
Airbending, Waterbending, Earthbending).
Elemental Strike
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 d6 for the damage of your elemental strike. This
die changes as you gain Bender levels, as shown in the
Elemental Strike column of the Bender table. Your elemental
strike 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 in, you can make an elemental strike as a bonus action.
Ki
Ki points represent the mystical energy that affords you power over your element. You begin with 1 ki point, and gain additional ki points as you gain lacer levels, as shown in
the Ki Points column of the Lacer table.
You can spend these points to fuel various ki features. You start knowing three such
features: Deflection, Power Blow, and Surprising Angle. You learn more ki features as you gain
levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the
end of which you draw all of your expended ki back into yourself. You must spend at
least 30 minutes of the rest quietly meditating to regain your ki points.
Some of your ki features require an attack modifier, or require your target to make a saving throw to resist the feature's effects. The ability modifier you use is different depending on
your element. Firelacers and earthlacers use their Charisma, since their ki is powered
by their strength of spirit and force of will. Airlacers and waterlacers use Wisdom,
as their power comes from intuition and insight.
Firelacers and Earthlacers
Ki Save DC = 8 + your proficiency bonus + your Charisma modifier
Ki attack modifier = your proficiency bonus + your Charisma modifier
Airlacers and Waterlacers
Ki Save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki attack modifier = your proficiency bonus + your Wisdom modifier
Deflection
You can spend 1 ki point as a reaction to deflect or dissipate an elemental strike, form attack,
or spell attack that would deal damage to you. When you do so, the damage you take from the
attack is reduced by 1d10 + your ki ability modifier + your lacer level.
Power Blow
When you hit an enemy with an elemental strike, you can spend 1 ki point to force the enemy to make
a Strength saving throw. On a failed save, the enemy is pushed 10 feet away from you.
Surprising Angle
When you make an attack against a creature with an elemental strike, you can spend 1 ki point to
hit the target from any angle, not simply in a straight line. This allows you to ignore the effects
of any amount of cover except for total cover.
Fighting Style
At 2nd level, you begin to develop your own fighting style. Choose one of the
following options. You can't take a Fighting Style option more than once, even if you
later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Power Strikes
When you roll a 1 or 2 on a damage die for your elemental strike, you can reroll the
die and must use the new roll, even if the new roll is a 1 or a 2.
Superior Range
The short range of your elemental strike is increased to 30 feet, and its long range is increased
to 90 feet.
Lacing
At 2nd level, you begin to wield absolute control and authority over your element. In
addition to basic effects, you learn amazing powers to drive your foes before you.
Form Levels
Form LEVEL|NAME|Ki COST|MEANING
1ST|SHO|2|NOVICE FORMS
2ND|GA|3|INTERMEDIATE FORMS
3RD|DE|4|ADVANCED FORMS
4TH|YOI|5|EXPERT FORMS
5TH|SEN|6|MASTERY FORMS
Forms Known
You know three 1st-level forms of your choice from your element's form list.
The Forms Known column of the Lacer table shows when you learn more forms of your choice. Each of these forms must be of a level that you know. For instance, when you reach 5th level in this class, you can learn one new form of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the forms
you know and replace it with another form from your element's form list, which also
must be no higher than your maximum form level.
Initiating Forms
Your forms are ki features, and so you must spend ki points to initiate these forms.
You spend the number of ki points shown on the Form Levels table in order to initiate a
form.
Most forms have enhanced effects, which you can initiate by spending additional ki
points when you initiate the form. Each additional ki point you spend increases the form's
level by 1. You cannot spend ki to initiate a form at a higher level than your maximum
form level, as shown in the Maximum Form Level column of the Lacer table.
Prana Burst
Starting at 2nd level, when you hit a creature with an elemental strike, you can expend 1 ki
point to deal an additional 1d8 damage to the target.
You can spend 1 additional ki point on this ability at 5th, 11th, and 17th level. For each
ki point you spend, you deal an additional 1d8 damage on the attack.
Elemental Arts
At 3rd level, you begin to follow a style of lacing, mastering the forms of those who have
come before you. Many lacers choose Ten Animal style, mimicking animal movements
with their lacing forms. Lacers of each element have also studied styles unique to their
element. Eastern Shaolin (fire), Eight Palms (air), Moon (water), and Western Mantis (earth) style are available to lacers of the appropriate element. Your choice grants you features
at 3rd level and again at 6th, 10th, 14th, and 18th level.
Matter Skandha
As you gain levels, you begin to unlock features that vary depending on your
element. These features follow the skandha, the five aspects that constitute a person's being. At
3rd level you gain the first of these, the skandha of matter.
Fire
. When you successfully attack an enemy, you can spend 2 ki points to force the enemy to make a Dexterity saving throw. On a failed save, the enemy is knocked prone.
Whenever a target is knocked prone in this way, the target has disadvantage on the first attack it makes before the end of its next turn.
Air
. You can spend 2 ki points as a reaction whenever you are subject to a melee weapon attack to take the Disengage action and move up to half your speed, avoiding the attack.
Water
. You can spend 1 ki point to use waterlacing to perform a grapple against
a target within 20 feet of you so long as you have at least one hand free. You may substitute a
Wisdom (Athletics) for your Strength (Athletics) rolls to grapple until the grapple ends.
While grappling a target in this way, you can substitute any amount of your own
movement to move your target anywhere within range on your turn. You are still limited
to half of your normal movement for grappling a creature.
Earth
. You can spend 1 ki point as a bonus action to gain a number of temporary
hit points equal to your Constitution modifier.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Push It
Starting at 7th level, you are able to push yourself past your normal limits. As a bonus
action, you can regain 2 ki points, up to your maximum number of ki points. When you use
this feature, you must make a DC 10 Constitution saving throw. On a failed save, you suffer one
level of exhaustion.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.
Sensation Skandha
At 7th level you gain the skandha of sensation for your element.
Fire. When you make your first elemental attack on your turn, you can choose to
attack recklessly. Until he end of your turn, you have advantage on elemental attack
rolls, but attack rolls against you have advantage.
Air. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you fail.
Water. You gain a swim speed of 30 feet, and have advantage on all Athletics (Swim) checks made to
swim. Ice and snow are no longer difficult terrain for you.
In addition, you have advantage on elemental strike attacks made while both you and your
target are underwater.
Earth. When an attacker that you can see hits you with an attack, you can use your
reaction to halve the attack's damage against you.
Cognition Skandha
At 11th level, you gain the skandha of cognition for your element.
Fire
. You can use your reaction to make an opportunity attack with your elemental strike
against any creature that strikes an ally within 20 feet of you.
Additionally, you have advantage on saving throws against the effects of extremely hot
environments.
Air
. If you are able to hear, you are aware of the location of any hidden or invisible
creature within 60 feet of you.
Additionally, you are acclimated to altitudes up to 20,000 feet.
Water
. You can spend 1 ki point to take the Help action as a bonus action. You can take the Help action to aid a
friendly creature in attacking a target within 20 feet of you which does
not have total cover from you.
Additionally, you have advantage on saving throws against the effects of extremely cold
environments.
Earth
. You cannot be surprised by creatures which are touching the ground within 30
feet of you.
Additionally, you are unaffected by heavy precipitation, and can make Wisdom
(Perception) checks normally in such conditions.
Volition Skandha
At 15th level, you gain the skandha of volition for your element.
Fire
. When you are prone, you can stand up using only 5 feet of movement.
Air
. Your ki sustains your body so that you suffer none of the frailty of old age, and you
can't be aged magically. You can still die of old age, however.
Water
. Your knowledge of how to read people allows you to use Wisdom in place of
Charisma when making Deception, Intimidation, Performance, and Persuasion checks.
Earth
. Whenever you make an Arcana, History, Nature, or Religion check related to
stonework, earthlacing effects, or spells which alter the earth, you are considered
proficient in the skill and add double your proficiency bonus to the check.
Discernment Skandha
At 20th level, you gain the skandha of discernment for your element.
Fire
. The power of fire burns within you. When you make an elemental strike as a bonus action, you can spend 1 ki point to immediately make another elemental strike as part of the same bonus action.
Air
A swirling wind surrounds you at all times. When an attacker that you can see hits
you with a ranged attack, you can use your reaction to force the attacker to roll the
attack again. The creature must use the second result.
Water
. You can feel the water and ki which flows through all living things. Any time you would be
surprised, you can spend 1 ki point to not be surprised. You have advantage on attack rolls you
make in any round of combat during which at least one creature is surprised, and
targets have disadvantage on saving throws against you.
Earth
. The earth builds strength in your body. You gain immunity to nonmagical
bludgeoning damage, and resistance to
magical bludgeoning damage.
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
Alternately, you can purchase your own starting equipment.
At level 1, a lacer begins with 4d4 x 10 gp.
Subclass Options
Elemental Arts
Many lacing styles arose in various combative sporting arenas around the world.
Different lacers began to develop their own styles, and then copy one another, until
some similar fighting styles emerged. The most popular style is called the Ten
Animals, so named because practitioners of this style learn various powers that mimic
animal movements and abilities.
Other styles have been developed by those who follow only certain elements. Firelacers
developed the Eastern Shaolin style, modeled on draconic might and power. Airlacers formed the Eight Palms style, meant to keep those who practice it out of harm's way. Waterlacers created Moon style, which follows the push and pull of battle. Earthlacers developed Western Mantis, which is all about waiting and listening to one's opponents.
Ten Animal Arts
Ten Animal style lacing shares a long history of tradition and practice, and is the most
common form of lacing taught to new students. The style copies the powers of animals,
mimicking their dangerous and impressive abilities and turning them into power for the lacer.
Animal Style
At 3rd level, you gain one of the following features of your choice.
Pigmonkey Swing
. You can move through the spaces of hostile creatures, regardless
of size.
Tapirat in the Grass
. You can use the Hide action as a bonus action on your turn.
Turtleduck Shell
. Your base AC becomes 13 + your Dexterity modifier if you are not wearing armor.
Wing of the Peacrane. You can use your Deflection ki feature without needing to
spend ki points.
Bestial Strike
At 6th level, you gain one of the following features of your choice.
Dragon Breath
. You can spend 1 ki point on your turn when you make a successful elemental
strike. Each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature an amount of damage equal to your ki ability modifier (minimum 1).
Fangs of the Snakamander
. You can spend 1 ki point on your turn when you make a
successful elemental strike. The target must make a Constitution saving throw. On a failed save, the target takes the strike's damage again at the beginning of its next turn.
Talpatian Venom
. You can spend 2 ki points when you make a successful elemental strike.
The target must make a Constitution saving throw. On a failed save, the
creature is incapacitated until the beginning of your next turn.
Savage Fighter
At 10th level, you can choose a second option from the Fighting Style class feature.
Animalian Arts
At 14th level, you learn to focus, allowing you to perform incredible feats.
Whenever you make an ability check that lets you add your proficiency bonus and you
roll a 9 or lower, you can spend 1 ki point to treat the roll as a 10.
Beast Mastery
At 18th level, you gain one of the following features of your choice.
Armor of the Liondillo
. You can spend 1 ki point as a reaction whenever you are
attacked. Until the beginning of your next turn, you have resistance against the type of
damage that harmed you, including against the triggering attack.
If the triggering attack deals more than one damage type, you gain resistance to both types of
damage until the beginning of your next turn.
Jaws of the Whiskergator
. You can spend 3 ki points on your turn. Until the beginning of
your next turn, the damage of your elemental strike (but not any additional features, such
as Prana Burst) deal their maximum damage.
Rise of the Phoenix
. You can spend 1 ki point any time you are reduced to 0 hit points
but not killed outright to drop to 1 hit point instead.
Each time you use this ability, it costs 1 additional ki point.
When you complete a long rest, the cost resets to 1 ki point.
Eastern Shaolin Arts
Eastern Shaolin is an art exclusive to firelacers. The style looks to dragons for form and
function, but also seeks to evoke the mighty presence and powerful awe of being
in draconic presence. Eastern Shaolin practitioners move quickly between stances, keeping
one step ahead of their enemies, and taking advantage of any momentary weakness.
Dancing Dragon
Eastern Shaolin firelacers study the forms of mighty dragons. Beginning when you choose this style at 3rd level, you learn a new ability called the Dancing Dragon. The
Dancing Dragon is composed of three kinds of stances. You can enter a stance as a bonus action
on your turn, which lasts until the beginning of your next turn. You cannot enter the same
stance on consecutive turns. Each stance empowers you in different ways.
Low Stance
. In low stance, you have advantage on attack rolls against targets which are
prone.
High Stance
. In high stance, you make Dexterity saving throws with advantage.
Power Stance
. In power stance, any time you attempt to shove or push a target, you make
your check with advantage.
Draconic Power
Starting at 6th level, you can spend 1 ki point when you make an opportunity attack against a
creature to deal additional fire damage equal to your Charisma modifier on a hit.
Draconic Presence
Beginning at 10th level, if you fail a saving throw which causes you to become charmed or
frightened, you can choose to succeed instead. Once you use this feature, you can't use it
again until you finish a short or long rest.
Wreathed in Flame
Starting at 14th level, you gain resistance to fire damage.
True Fire
At 18th level, you unlock the true meaning of firelacing. All fire damage you initiate deals
normal damage to any creature that possesses fire resistance, and half damage to any creature
with fire immunity.
Eight Palms Arts
Eight Palms is an art exclusive to airlacers. The style seeks to remain safely away from
danger, even in the middle of combat. Circle walking is a fundamental technique of eight Palms, as
the airlacer attempts to remain in range of a combatant, and at the same time, completely out of
reach.
Fancy Dancer
Starting when you choose this style at 3rd level, you can keep out of harm’s way
with a technique known as circle walking. Whenever an enemy makes a melee attack against you,
you can spend 1 ki point to activate your Deflection ki feature against it, reducing the damage of
the attack.
If you reduce the damage to 0, you can circle walk around your target. While circle
walking, your target has disadvantage on attack rolls made against you, and you can use your
reaction to move up to your speed so long as you remain within 5 feet of your target. Circle
walking ends immediately if you are not within 5 feet of the target for any reason.
Leaf in the Wind
Beginning at 6th level, your speed increases by 10 feet, and your jump distance is doubled.
Blind Monk
Starting at 10th level, the blinded condition has no effect on you unless you are also deafened.
Additionally, you can spend 2 ki points as a reaction any time you would be grappled or restrained
to escape from the effect.
Twinkle Toes
Beginning at 14th level, you gain proficiency in all Dexterity ability checks (including
initiative rolls). If you already have proficiency in any of these abilities, your
proficiency bonus is doubled for those ability checks.
Air Master
Starting at 18th level, you do not take damage from falling from any height, so long as you
are not incapacitated or otherwise restrained.
You also gain a fly speed equal to your movement speed. You can spend 2 ki points to double your flying speed for 1 minute.
Moon Arts
This art is exclusive to waterlacers. Moon style waterlacing focuses less on direct
combat than many other lacing styles, instead focusing on reacting to what others do. The moon is the original waterlacer, pushing and pulling the tides. A moon style waterlacer attempts to emulate the moon, pushing enemies down, and pulling allies up to achieve victory.
Push and Pull
Beginning when you choose this style at 3rd level, you can spend 2 ki points as a reaction when you or an ally within 5 feet are targeted with a
melee weapon attack. The attacking creature must succeed on a Dexterity saving throw (DC equal to your ki save DC). On a failed save, you choose a target within 5 feet of the
attacking creature as the new target of its attack. The creature resolves its
attack normally against the new target. You can choose to have the attack target no creatures.
Sink and Float
Starting at 6th level, you have the ability to make two reactions each round. You regain both
reactions at the beginning of your turn.
Life and Death
Beginning at 10th level, any healing you are subject to while in the presence of a natural body of water large enough to completely submerge your body in (such as a river, lake, or sea) is automatically maximized. For example, if you took a short rest and used a d8 Hit Die to heal and had a Constitution of 16, you would regain 11 hit points (1d8 + 3), without
needing to roll. The distance from such a location that qualifies you to be in its presence is
subject to your DM's discretion, but you should be near enough to the location
that you can feel the natural energies of the water flowing through you.
Moon and Ocean
Starting at 14th level, whenever you initiate a form on your turn, you can protect some creatures
in the area. To do so, you spend 1 ki point and choose a number of creatures up to your
Wisdom modifier (minimum of one creature). A chosen creature is completely protected
from the form and suffers none of its effects.
Eternal Dance
Beginning at 18th level, choose two 1st-level forms and one 2nd-level form that you
know. Whenever you initiate these forms, they are automatically initiated one level
higher than normal without you needing to spend additional ki points, up to your maximum form
level.
Western Mantis Arts
Western Mantis is an art exclusive to earthlacers. This style focuses on precise steps,
hearing, and listening to opponents. Western Mantis style seeks to “read” the slight movements
and variations in an enemy’s form in order to detect where an attack may be coming from, in order
to avoid, neutralize, or counter it.
Neutral Jing
Western Mantis style places emphasis on waiting, and listening. Beginning when you choose this art
at 3rd level, your ability to ready yourself for danger is unmatched. Whenever you take the Ready
action, you are also under the effect of the Dodge action until you use your reaction or
until the beginning of your next turn.
Sure-Footed
Starting at 6th level, you can spend 1 ki point as a reaction any time you would be moved from your
space or knocked prone to negate the movement. You still suffer any other effects of the
action as normal.
Earth’s Embrace
Your experience in being connected with the earth heightens your senses. Beginning at 10th
level, you gain tremorsense to a range of 20 feet.
Badger Glide
By 14th level, your connection with the earth is unparalleled. You can spend 1 ki
point as a bonus action to gain a burrow speed equal to your movement speed. You can burrow
through solid rock at this speed. This burrowing ability lasts for 1 minute.
Precise Step
Starting at 18th level, you are immune to the effects of critical hits. Any critical hit
against you is treated as a normal attack.
In addition, when you score a critical hit, you can roll one of the damage dice one additional
time and add it to the extra
damage of the critical hit.
LEVEL | PROFICIENCY BONUS | ELEMENTAL STRIKE | KI POINTS | FEATURES | FORMS KNOWN | MAXIMUM FORM LEVEL | |
---|
1ST | +2 | 1D6 | 1 | CHOSEN ELEMENT, ELEMENTAL STRIKE, KI | — | — | |
2ND | +2 | 1D6 | 2 | FIGHTING STYLE, LACING, PRANA BURST | 3 | 1ST |
3RD | +2 | 1D6 | 3 | ELEMENTAL ARTS, MATTER SKANDHA | 4 | 1ST |
4TH | +2 | 1D6 | 4 | ABILITY SCORE IMPROVEMENT | 5 | 1ST |
5TH | +3 | 1D8 | 5 | EXTRA ATTACK | 6 | 2ND |
6TH | +3 | 1D8 | 6 | ELEMENTAL ARTS FEATURE | 7 | 2ND |
7TH | +3 | 1D8 | 6 | PUSH IT, SENSATION SKANDHA | 8 | 2ND |
8TH | +3 | 1D8 | 7 | ABILITY SCORE IMPROVEMENT | 9 | 2ND |
9TH | +4 | 1D8 | 8 | — | 10 | 3RD |
10TH | +4 | 1D8 | 9 | ELEMENTAL ARTS FEATURE | 11 | 3RD |
11TH | +4 | 1D10 | 9 | COGNITION SKANDHA | 12 | 3RD |
12TH | +4 | 1D10 | 10 | ABILITY SCORE IMPROVEMENT | 12 | 3RD |
13TH | +5 | 1D10 | 11 | — | 13 | 4TH |
14TH | +5 | 1D10 | 12 | ELEMENTAL ARTS FEATURE | 13 | 4TH |
15TH | +5 | 1D10 | 12 | VOLITION SKANDHA | 14 | 4TH |
16TH | +5 | 1D10 | 13 | ABILITY SCORE IMPROVEMENT | 14 | 4TH |
17TH | +6 | 1D12 | 14 | — | 15 | 5TH |
18TH | +6 | 1D12 | 15 | ELEMENTAL ARTS FEATURE | 15 | 5TH |
19TH | +6 | 1D12 | 15 | ABILITY SCORE IMPROVEMENT | 16 | 5TH |
20TH | +6 | 1D12 | 16 | DISCERNMENT SKANDHA | 16 | 5TH |