{"name":"Lacer","overview":"Flames erupt as a female fire folk blasts onto the scene. Enemies flee from the out-of-control \r\nblaze, shielding their eyes to protect from  the  intense  heat.  There  is  a  swell  of  fire,  \r\ncatching  onto clothing, objects, structures. Creatures scatter to escape, making a  desperate  \r\nattempt  to  make  it  out  alive.  And  then,  when  one stands alone, the fires dissipate \r\ninstantly. She smirks, and dusts herself off.\r\n\r\nA roar of rushing wind fills the battlefield as a small, lightly- robed   air   monk   leaps   \r\namongst   his   enemies.   He's   a   blur   of motion amongst easily-deflected blows, as the power \r\nof a gale- force  hurricane  blasts  his  adversaries  in  every  direction.  One opponent  remains \r\n standing,  but  finds  that  it  cannot  touch  this new fighter, as he flits about the \r\nbattlefield with supreme ease, never fearing danger, laughing in its face.\r\nA sound of rushing water fills the room, as cool liquid quickly floods the floor. The water seems \r\nto move this way and that, not according to natural laws, but having a mind of its own. It grows \r\nhostile, seeking out enemies, slamming them into walls and then freezing them in place. Those who \r\ntry to run are pummeled, and then  pulled  back.  Creatures  who  are  already  frozen  struggle  \r\nto move,  but  it's  useless.  The  water  forms  a  large  wave,  and  all creatures are unfrozen \r\nfrom their prisons just as the tidal wave crashes down, crushing them under its power. Only then \r\ndoes a blue-robed water clan member confidently enter the room.\r\n\r\nThe   earth   rumbles   as   stone   and   rock   are   burst   asunder. Shockwaves  fill  the  air \r\n as  earthquakes  shake  enemies  in  their boots.  An  earth  kin  stands,  cutting  through  the  \r\nonslaught  with nothing but the power of the stone. It obeys his commands, and moves  as  an  \r\nextension  of  his  own  body.  The  earthlacer  never stands  aside  against  an  enemy.  The  \r\nlacer  is  as  powerful  and enduring as the mountain.\r\n\r\n[h2]Elemental Instinct[\/h2]\r\nLacers  usually  find  themselves  infused  with  abilities  that  they themselves   do   not   \r\nunderstand.   No   one   knows   where   these abilities    come    from.    Some    believe    \r\nthat    lacers    are    the reincarnations of lacers who have passed on to the Spirit World. \r\nOthers think that the power comes from spirits of the elements bonding   to   a   person   at   \r\nbirth.   Whatever   the   source,   lacers sometimes  find  themselves  bonding  more  closely  \r\nwith  other lacers,   even   those   of   other   elements,   than   with   their   own people.\r\n\r\n[h2]Martial Arts and Magic[\/h2]\r\nMost lacers learn to train in their abilities as best they can. Many seek  out  teachers,  learning \r\n many  different  styles  and  forms, becoming   versatile   elemental   warriors.   Others   live  \r\n in   more isolated   societies,   and   have   to   learn   to   lace   on   their   own. Whatever \r\n  the   case,   lacers   must   learn   patience   as   well   as confidence in wielding their \r\nelement abilities. Many lacers are at home  on  the  road,  using  their  elemental  abilities  to  \r\nenhance their journey, making friends or foes along the way.\r\n\r\n[h2]Creating a Lacer[\/h2]\r\nAs you create your lacer character, consider firstly your element. Some  stereotypes  exist  for  a \r\n reason,  and  your  character  can embrace or shun these conventions.\r\nFirelacers  are  often  seen  as  hot-headed.  Are  you  impulsive and  intimidating,  or  do  you  \r\nembrace  the  natural  beauty  and calmness of a soothing fire?\r\nAirlacers  can  be  flighty  and  aloof.  Do  earthly  things  concern you at all, or do you \r\ninstead form tight bonds with those around you?\r\nWaterlacers  are  supposed  to  be  adaptable  and  resilient.  Are you  versatile,  or  do  you  \r\nhold  a  strong  set  of  beliefs  that  you never waver from?\r\nEarthlacers  are  seen  as  unmoving  and  strong.  Do  you  stand resolute  against  obstacles  \r\nand  foes,  or  do  you  try  to  find  the alternate solution?\r\n\r\n[h2]Quick Build[\/h2]\r\nYou  can  make  a  lacer  quickly  by  following  these  suggestions. First,  choose  your  ability \r\n scores  according  to  your  element. Make Strength or Dexterity your highest ability score, \r\nfollowed by  Wisdom  (for  airlacers  and  waterlacers)  or  Charisma  (for firelacers     and     \r\nearthlacers).     Second,     choose     the     urchin\r\nbackground.\r\n","hitdice":"d8","hitpointsfirstlevel":"8+your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per Weaver level after 1st.","armorproficiencies":"Light Armor, Medium Armor, and Shields","weaponproficiences":"Simple Weapons","tools":"None","savingthrows":"Strength & Dexterity","skills":"Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, and Survival","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n\r\n(a) leather armor or (b) scale mail\r\n\r\n(a) a scimitar, (b) a quarterstaff, (c) a mace, or (d) a rapier\r\n\r\n(a) a dungeoneer's pack or (b) an explorer's pack\r\n\r\nAlternately, you can purchase your own starting equipment.\r\nAt level 1, a lacer begins with 4d4 x 10 gp.","spellcasting":"","features":"[h2]Basic Lacing[\/h2]\r\nYou gain your element's Basic Lacing abilities (Firebending,\r\nAirbending, Waterbending, Earthbending).\r\n\r\n[h2]Elemental Strike[\/h2]\r\nAt 1st level, your practice with lacing allows you to blast an\r\nopponent with an elemental strike. You can use your elemental\r\nstrike when you make an attack. Your elemental strike has the\r\nfollowing properties:\r\n\r\nYou roll a d6 for the damage of your elemental strike. This\r\ndie changes as you gain Bender levels, as shown in the\r\nElemental Strike column of the Bender table. Your elemental\r\nstrike deals bludgeoning damage.\r\n\r\nYour elemental strike is a ranged weapon with a normal\r\nrange of 20 feet, or a long range of 60 feet. When attacking a\r\ntarget beyond normal range, you have disadvantage on the\r\nattack roll. You can't attack a target beyond the strike's long\r\nrange.\r\n\r\nDespite being a ranged weapon, you do not have\r\ndisadvantage on attack rolls with your elemental strike when\r\na hostile creature is within 5 feet of you, nor when attacking\r\na creature that is prone within 20 feet of you.\r\n\r\nYou can use Strength instead of Dexterity for the attack and\r\ndamage rolls of your elemental strike.\r\n\r\nWhen you reduce a creature to 0 hit points, you can choose\r\nto avoid killing them with your elemental strike, leaving\r\nthem unconscious.\r\n\r\nWhen you take the Attack action with a weapon with which\r\nyou have proficiency in, you can make an elemental strike as a bonus action.\r\n\r\n[h2]Ki[\/h2]\r\nKi 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 \r\nthe Ki Points column of the Lacer table.\r\nYou  can  spend  these  points  to  fuel  various  ki  features.  You start knowing three such \r\nfeatures: Deflection, Power Blow, and Surprising Angle. You learn more ki features as you gain \r\nlevels in this class.\r\n\r\nWhen you spend a ki point, it is unavailable until you finish a short  or  long  rest,  at  the  \r\nend  of  which  you  draw  all  of  your expended  ki  back  into  yourself.  You  must  spend  at  \r\nleast  30 minutes of the rest quietly meditating to regain your ki points.\r\nSome 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  \r\nyour element.  Firelacers  and  earthlacers  use  their  Charisma,  since their  ki  is  powered  \r\nby  their  strength  of  spirit  and  force  of  will. Airlacers  and  waterlacers  use  Wisdom,  \r\nas  their  power  comes from intuition and insight.\r\n\r\n[h3]Firelacers and Earthlacers[\/h3]\r\n\r\nKi Save DC = 8 + your proficiency bonus + your Charisma modifier\r\n\r\nKi attack modifier = your proficiency bonus + your Charisma modifier\r\n\r\n[h3]Airlacers and Waterlacers\r\n[\/h3]\r\nKi Save DC = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\nKi attack modifier = your proficiency bonus + your Wisdom modifier\r\n\r\n\r\n[h3]Deflection[\/h3]\r\nYou can spend 1 ki point as a reaction to deflect or dissipate an elemental  strike,  form  attack, \r\n or  spell  attack  that  would  deal damage to you. When you do so, the damage you take from the \r\nattack is reduced by 1d10 + your ki ability modifier + your lacer level.\r\n\r\n[h3]Power Blow[\/h3]\r\nWhen you hit an enemy with an elemental strike, you can spend 1 ki point to force the enemy to make \r\na Strength saving throw. On a failed save, the enemy is pushed 10 feet away from you.\r\n\r\n[h3]Surprising Angle[\/h3]\r\nWhen you make an attack against a creature with an elemental strike, you can spend 1 ki point to \r\nhit the target from any angle, not simply in a straight line. This allows you to ignore the effects\r\nof any amount of cover except for total cover.\r\n\r\n\r\n[h2]Fighting Style[\/h2]\r\nAt  2nd  level,  you  begin  to  develop  your  own  fighting  style. Choose  one  of  the  \r\nfollowing  options.  You  can't  take  a  Fighting Style  option  more  than  once,  even  if  you  \r\nlater  get  to  choose again.\r\n\r\n[h3]Archery[\/h3]\r\nYou  gain  a  +2  bonus  to  attack  rolls  you  make  with  ranged weapons.\r\n\r\n[h3]Defense[\/h3]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\n[h3]Power Strikes[\/h3]\r\nWhen  you  roll  a  1  or  2  on  a  damage  die  for  your  elemental strike, you can reroll the \r\ndie and must use the new roll, even if the new roll is a 1 or a 2.\r\n\r\n[h3]Superior Range[\/h3]\r\nThe short range of your elemental strike is increased to 30 feet, and its long range is increased \r\nto 90 feet.\r\n\r\n[h2]Lacing[\/h2]\r\nAt 2nd level, you begin to wield absolute control and authority over   your   element.   In   \r\naddition   to   basic   effects,   you   learn amazing powers to drive your foes before you.\r\nForm Levels\r\n                                       \r\nForm LEVEL|NAME|Ki COST|MEANING\r\n1ST|SHO|2|NOVICE  FORMS\r\n2ND|GA|3|INTERMEDIATE  FORMS\r\n3RD|DE|4|ADVANCED  FORMS\r\n4TH|YOI|5|EXPERT  FORMS\r\n5TH|SEN|6|MASTERY  FORMS\r\n\r\n[h2]Forms Known[\/h2]\r\nYou   know   three   1st-level   forms   of   your   choice   from   your element's form list.\r\nThe 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.\r\nAdditionally,  when  you  gain  a  level  in  this  class,  you  can choose  one  of  the  forms  \r\nyou  know  and  replace  it  with  another form  from  your  element's  form  list,  which  also  \r\nmust  be  no higher than your maximum form level.\r\n\r\n[h2]Initiating Forms[\/h2]\r\nYour  forms  are  ki  features,  and  so  you  must  spend  ki  points  to initiate  these  forms.  \r\nYou  spend  the  number  of  ki  points  shown on the Form Levels table in order to initiate a \r\nform.\r\nMost  forms  have  enhanced  effects,  which  you  can  initiate  by spending  additional  ki  \r\npoints  when  you  initiate  the  form.  Each additional ki point you spend increases the form's \r\nlevel by 1. You cannot  spend  ki  to  initiate  a  form  at  a  higher  level  than  your maximum  \r\nform  level,  as  shown  in  the  Maximum  Form  Level column of the Lacer table.\r\n\r\n[h2]Prana Burst[\/h2]\r\nStarting at 2nd level, when you hit a creature with an elemental strike,  you  can  expend  1  ki  \r\npoint  to  deal  an  additional  1d8 damage to the target.\r\nYou can spend 1 additional ki point on this ability at 5th, 11th, and   17th   level.   For   each  \r\n ki   point   you   spend,   you   deal   an additional 1d8 damage on the attack.\r\n\r\n[h2]Elemental Arts[\/h2]\r\nAt 3rd level, you begin to follow a style of lacing, mastering the forms  of  those  who  have  \r\ncome  before  you.  Many  lacers  choose Ten   Animal   style,   mimicking   animal   movements   \r\nwith   their lacing  forms.  Lacers  of  each  element  have  also  studied  styles unique to their \r\nelement. 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 \r\nat 3rd level and again at 6th, 10th, 14th, and 18th level.\r\n\r\n[h2]Matter Skandha[\/h2]\r\nAs   you   gain   levels,   you   begin   to   unlock   features   that   vary depending on your \r\nelement. These features follow the skandha, the five aspects that constitute a person's being. At \r\n3rd level you gain the first of these, the skandha of matter.\r\n\r\n[h3]Fire[\/h3]. 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.\r\nWhenever 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.\r\n\r\n[h3]Air[\/h3]. 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.\r\n\r\n[h3]Water[\/h3].   You   can   spend   1   ki   point   to   use   waterlacing   to perform a grapple against \r\na target within 20 feet of you so long as you have at least one hand free. You may substitute a \r\nWisdom (Athletics) for your Strength (Athletics) rolls to grapple until the grapple ends.\r\nWhile  grappling  a  target  in  this  way,  you  can  substitute  any amount  of  your  own  \r\nmovement  to  move  your  target  anywhere within  range  on  your  turn.  You  are  still  limited \r\n to  half  of  your normal movement for grappling a creature.\r\n\r\n[h3]Earth[\/h3].  You  can  spend  1  ki  point  as  a  bonus  action  to  gain  a number   of   temporary   \r\nhit   points   equal   to   your   Constitution modifier.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one \r\nability score of your choice by 2, or you  can  increase  two  ability  scores  of  your  choice  \r\nby  1.  As normal,  you  can't  increase  an  ability  score  above  20  using  this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning  at  5th  level,  you  can  attack  twice,  instead  of  once,\r\nwhenever you take the Attack action on your turn.\r\n\r\n[h2]Push It[\/h2]\r\nStarting  at  7th  level,  you  are  able  to  push  yourself  past  your normal limits. As a bonus \r\naction, you can regain 2 ki points, up to  your  maximum  number  of  ki  points.  When  you  use  \r\nthis feature, you must make a DC 10 Constitution saving throw. On a failed save, you suffer one \r\nlevel of exhaustion.\r\n\r\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or \r\nlong rest, the DC resets to 10.\r\n\r\n[h2]Sensation Skandha[\/h2]\r\nAt 7th level you gain the skandha of sensation for your element.\r\n\r\nFire.  When  you  make  your  first  elemental  attack  on  your turn,  you  can  choose  to  \r\nattack  recklessly.  Until  he  end  of  your turn,  you  have  advantage  on  elemental  attack  \r\nrolls,  but  attack rolls against you have advantage.\r\n\r\nAir.  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 \r\nsucceed on the saving throw, and only half damage if you fail.\r\n\r\nWater. You gain a swim speed of 30 feet, and have advantage on all Athletics (Swim) checks made to \r\nswim. Ice and snow are no longer difficult terrain for you.\r\nIn  addition,  you  have  advantage  on  elemental  strike  attacks made while both you and your \r\ntarget are underwater.\r\n\r\nEarth.  When  an  attacker  that  you  can  see  hits  you  with  an attack,  you  can  use  your  \r\nreaction  to  halve  the  attack's  damage against you.\r\n\r\n[h2]Cognition Skandha[\/h2]\r\nAt   11th   level,   you   gain   the   skandha   of   cognition   for   your element.\r\n\r\n[h3]Fire[\/h3]. You can use your reaction to make an opportunity attack with  your  elemental  strike  \r\nagainst  any  creature  that  strikes  an ally within 20 feet of you.\r\nAdditionally, you have advantage on saving throws against the effects of extremely hot \r\nenvironments.\r\n\r\n[h3]Air[\/h3].  If  you  are  able  to  hear,  you  are  aware  of  the  location  of any hidden or invisible \r\ncreature within 60 feet of you.\r\n\r\nAdditionally, you are acclimated to altitudes up to 20,000 feet. \r\n\r\n[h3]Water[\/h3].  You can spend 1 ki point to take the Help action as a bonus  action.  You  can  take  the  Help  action  to  aid  a  \r\nfriendly creature  in  attacking  a  target  within  20  feet  of  you  which  does\r\nnot have total cover from you.\r\n\r\nAdditionally, you have advantage on saving throws against the effects of extremely cold \r\nenvironments.\r\n\r\n[h3]Earth[\/h3].   You   cannot   be   surprised   by   creatures   which   are touching the ground within 30 \r\nfeet of you.\r\n\r\nAdditionally,  you  are  unaffected  by  heavy  precipitation,  and can   make   Wisdom   \r\n(Perception)   checks   normally   in   such conditions.\r\n\r\n[h2]Volition Skandha[\/h2]\r\n    At 15th level, you gain the skandha of volition for your element.\r\n\r\n[h3]Fire[\/h3]. When you are prone, you can stand up using only 5 feet of movement.\r\n\r\n[h3]Air[\/h3]. Your ki sustains your body so that you suffer none of the frailty  of  old  age,  and  you  \r\ncan't  be  aged  magically.  You  can  still die of old age, however.\r\n\r\n[h3]Water[\/h3].  Your knowledge of how to read people allows you to use   Wisdom   in   place   of   \r\nCharisma   when   making   Deception, Intimidation, Performance, and Persuasion checks.\r\n\r\n[h3]Earth[\/h3].  Whenever  you  make  an  Arcana,  History,  Nature,  or Religion   check   related   to   \r\nstonework,   earthlacing   effects,   or spells which alter the earth, you are considered \r\nproficient in the skill and add double your proficiency bonus to the check.\r\n\r\n[h2]Discernment Skandha[\/h2]\r\nAt  20th  level,  you  gain  the  skandha  of  discernment  for  your element.\r\n\r\n[h3]Fire[\/h3]. 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.\r\n\r\n[h3]Air[\/h3] A  swirling  wind  surrounds  you  at  all  times.  When  an attacker that you can see hits \r\nyou with a ranged attack, you can use  your  reaction  to  force  the  attacker  to  roll  the  \r\nattack  again. The creature must use the second result.\r\n\r\n[h3]Water[\/h3]. You can feel the water and ki which flows through all living things. Any time you would be \r\nsurprised, you can spend 1 ki point to not be surprised. You have advantage on attack rolls you  \r\nmake  in  any  round  of  combat  during  which  at  least  one creature  is  surprised,  and  \r\ntargets  have  disadvantage  on  saving throws against you.\r\n\r\n[h3]Earth[\/h3].   The   earth   builds   strength   in   your   body.   You   gain immunity to nonmagical \r\nbludgeoning damage, and resistance to\r\nmagical bludgeoning damage.\r\n\r\n\r\n\r\n\r\n","subclasses":"[h1]Elemental Arts[\/h1]\r\nMany  lacing  styles  arose  in  various  combative  sporting  arenas around  the  world.  \r\nDifferent  lacers  began  to  develop  their  own styles,  and  then  copy  one  another,  until  \r\nsome  similar  fighting styles   emerged.   The   most   popular   style   is   called   the   Ten \r\nAnimals,  so  named  because  practitioners  of  this  style  learn various powers that mimic \r\nanimal movements and abilities.\r\n\r\nOther  styles  have  been  developed  by  those  who  follow  only certain elements. Firelacers \r\ndeveloped 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.\r\n\r\n[h1]Ten Animal Arts[\/h1]\r\nTen  Animal  style  lacing  shares  a  long  history  of  tradition  and practice, and is the most \r\ncommon form of lacing taught to new students.  The  style  copies  the  powers  of  animals,  \r\nmimicking their dangerous and impressive abilities and turning them into power for the lacer.\r\n\r\n[h2]Animal Style[\/h2]\r\nAt  3rd  level,  you  gain  one  of  the  following  features  of  your choice.\r\n\r\n[h3]Pigmonkey   Swing[\/h3].   You   can   move   through   the   spaces   of hostile creatures, regardless \r\nof size.\r\n\r\n[h3]Tapirat in the Grass[\/h3]. You can use the Hide action as a bonus action on your turn.\r\n\r\n[h3]Turtleduck Shell[\/h3]. Your base AC becomes 13 + your Dexterity modifier if you are not wearing armor.\r\nWing   of   the   Peacrane.   You   can   use   your   Deflection   ki feature without needing to \r\nspend ki points.\r\n\r\n[h2]Bestial Strike[\/h2]\r\nAt  6th  level,  you  gain  one  of  the  following  features  of  your choice.\r\n\r\n[h3]Dragon Breath[\/h3]. You can spend 1 ki point on your turn when you  make  a  successful  elemental  \r\nstrike.  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).\r\n\r\n[h3]Fangs  of  the  Snakamander[\/h3].  You  can  spend  1  ki  point  on your  turn  when  you  make  a  \r\nsuccessful  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.\r\n\r\n[h3]Talpatian Venom[\/h3]. You can spend 2 ki points when you make a    successful    elemental    strike.    \r\nThe    target    must    make    a Constitution   saving   throw.   On   a   failed   save,   the   \r\ncreature   is incapacitated until the beginning of your next turn.\r\n\r\n[h2]Savage Fighter[\/h2]\r\nAt 10th level, you can choose a second option from the Fighting Style class feature.\r\n\r\n[h2]Animalian Arts[\/h2]\r\nAt   14th   level,   you   learn   to   focus,   allowing   you   to   perform incredible  feats.  \r\nWhenever  you  make  an  ability  check  that  lets you  add  your  proficiency  bonus  and  you  \r\nroll  a  9  or  lower,  you can spend 1 ki point to treat the roll as a 10.\r\n\r\n[h2]Beast Mastery[\/h2]\r\nAt  18th  level,  you  gain  one  of  the  following  features  of  your choice.\r\n\r\n[h3]Armor   of   the   Liondillo[\/h3].   You  can  spend  1  ki  point  as  a reaction whenever you are \r\nattacked. Until the beginning of your next  turn,  you  have  resistance  against  the  type  of  \r\ndamage  that harmed you, including against the triggering attack.\r\nIf the triggering attack deals more than one damage type, you gain  resistance  to  both  types  of \r\n damage  until  the  beginning  of your next turn.\r\n\r\n[h3]Jaws  of  the  Whiskergator[\/h3].  You  can  spend  3  ki  points  on your turn. Until the beginning of \r\nyour next turn, the damage of your  elemental  strike  (but  not  any  additional  features,  such  \r\nas Prana Burst) deal their maximum damage.\r\n\r\n[h3]Rise  of  the  Phoenix[\/h3].  You can spend 1 ki point any time you are  reduced  to  0  hit  points  \r\nbut  not  killed  outright  to  drop  to  1 hit point instead.\r\nEach  time  you  use  this  ability,  it  costs  1  additional  ki  point.\r\nWhen you complete a long rest, the cost resets to 1 ki point.\r\n\r\n\r\n\r\n[h1]Eastern Shaolin Arts[\/h1]\r\nEastern Shaolin is an art exclusive to firelacers. The style looks to  dragons  for  form  and  \r\nfunction,  but  also  seeks  to  evoke  the mighty   presence   and   powerful   awe   of   being   \r\nin   draconic presence.  Eastern  Shaolin  practitioners  move  quickly  between stances,  keeping  \r\none  step  ahead  of  their  enemies,  and  taking advantage of any momentary weakness.\r\n\r\n[h2]Dancing Dragon[\/h2]\r\nEastern  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  \r\nDancing  Dragon  is composed of three kinds of stances. You can enter a stance as a bonus  action  \r\non  your  turn,  which  lasts  until  the  beginning  of your next turn. You cannot enter the same \r\nstance on consecutive turns. Each stance empowers you in different ways.\r\n\r\n[h3]Low  Stance[\/h3].  In  low  stance,  you  have  advantage  on  attack rolls against targets which are \r\nprone.\r\n\r\n[h3]High   Stance[\/h3].   In   high   stance,   you   make   Dexterity   saving throws with advantage.\r\n\r\n[h3]Power  Stance[\/h3].  In  power  stance,  any  time  you  attempt  to shove or push a target, you make \r\nyour check with advantage.\r\n\r\n[h2]Draconic Power[\/h2]\r\nStarting at 6th level, you can spend 1 ki point when you make an opportunity  attack  against  a  \r\ncreature  to  deal  additional  fire damage equal to your Charisma modifier on a hit.\r\n\r\n[h2]Draconic Presence[\/h2]\r\nBeginning at 10th level, if you fail a saving throw which causes you   to   become   charmed   or   \r\nfrightened,   you   can   choose   to succeed instead. Once you use this feature, you can't use it \r\nagain until you finish a short or long rest.\r\n\r\n[h2]Wreathed in Flame[\/h2]\r\nStarting at 14th level, you gain resistance to fire damage.\r\n\r\n[h2]True Fire[\/h2]\r\nAt 18th level, you unlock the true meaning of firelacing. All fire damage  you  initiate  deals  \r\nnormal  damage  to  any  creature  that possesses fire resistance, and half damage to any creature \r\nwith fire immunity.\r\n\r\n[h1]Eight Palms Arts[\/h1]\r\nEight  Palms  is  an  art  exclusive  to  airlacers.  The  style  seeks  to remain safely away from \r\ndanger, even in the middle of combat. Circle walking is a fundamental technique of eight Palms, as \r\nthe airlacer attempts to remain in range of a combatant, and at the same time, completely out of \r\nreach.\r\n\r\n[h2]Fancy Dancer[\/h2]\r\nStarting  when  you  choose  this  style  at  3rd  level,  you  can  keep out  of  harm\u2019s  way  \r\nwith  a  technique  known  as  circle  walking. Whenever an enemy makes a melee attack against you, \r\nyou can spend 1 ki point to activate your Deflection ki feature against it, reducing the damage of \r\nthe attack.\r\nIf  you  reduce  the  damage  to  0,  you  can  circle  walk  around your  target.  While  circle  \r\nwalking,  your  target  has  disadvantage on attack rolls made against you, and you can use your \r\nreaction to move up to your speed so long as you remain within 5 feet of your  target.  Circle  \r\nwalking  ends  immediately  if  you  are  not within 5 feet of the target for any reason.\r\n\r\n[h2]Leaf in the Wind[\/h2]\r\nBeginning at 6th level, your speed increases by 10 feet, and your jump distance is doubled.\r\n\r\n[h2]Blind Monk[\/h2]\r\nStarting at 10th level, the blinded condition has no effect on you unless you are also deafened.\r\nAdditionally, you can spend 2 ki points as a reaction any time you would be grappled or restrained \r\nto escape from the effect.\r\n\r\n[h2]Twinkle Toes[\/h2]\r\nBeginning  at  14th  level,  you  gain  proficiency  in  all  Dexterity ability  checks  (including \r\n initiative  rolls).  If  you  already  have proficiency  in  any  of  these  abilities,  your  \r\nproficiency  bonus  is doubled for those ability checks.\r\n\r\n[h2]Air Master[\/h2]\r\nStarting at 18th level, you do not take damage from falling from any  height,  so  long  as  you  \r\nare  not  incapacitated  or  otherwise restrained.\r\nYou also gain a fly speed equal to your movement speed. You can spend 2 ki points to double your flying speed for 1 minute.\r\n\r\n\r\n\r\n[h1]Moon Arts[\/h1]\r\nThis  art  is  exclusive  to  waterlacers.  Moon  style  waterlacing focuses  less  on  direct  \r\ncombat  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.\r\n\r\n[h2]Push and Pull[\/h2]\r\nBeginning 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  \r\nmelee  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   \r\nattacking   creature   as   the   new   target   of   its   attack.   The creature resolves its \r\nattack normally against the new target. You can choose to have the attack target no creatures.\r\n\r\n[h2]Sink and Float[\/h2]\r\nStarting at 6th level, you have the ability to make two reactions each  round.  You  regain  both  \r\nreactions  at  the  beginning  of  your turn.\r\n\r\n[h2]Life and Death[\/h2]\r\nBeginning 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  \r\nneeding  to  roll. The distance from such a location that qualifies you to be in its presence  is  \r\nsubject  to  your  DM's  discretion,  but  you  should  be near   enough   to   the   location   \r\nthat   you   can   feel   the   natural energies of the water flowing through you.\r\n\r\n[h2]Moon and Ocean[\/h2]\r\nStarting at 14th level, whenever you initiate a form on your turn, you can protect some creatures \r\nin the area. To do so, you spend 1 ki point and choose a number of creatures up to your \r\n\r\nWisdom modifier   (minimum   of   one   creature).   A   chosen   creature   is completely  protected  \r\nfrom  the  form  and  suffers  none  of  its effects.\r\n\r\n[h2]Eternal Dance[\/h2]\r\nBeginning  at  18th  level,  choose  two  1st-level  forms  and  one 2nd-level   form   that   you  \r\n know.   Whenever   you   initiate   these forms,  they  are  automatically  initiated  one  level  \r\nhigher  than normal without you needing to spend additional ki points, up to your maximum form \r\nlevel.\r\n\r\n\r\n[h1]Western Mantis Arts[\/h1]\r\nWestern  Mantis  is  an  art  exclusive  to  earthlacers.  This  style focuses  on  precise  steps, \r\n hearing,  and  listening  to  opponents. Western Mantis style seeks to \u201cread\u201d the slight movements \r\nand variations in an enemy\u2019s form in order to detect where an attack may be coming from, in order \r\nto avoid, neutralize, or counter it.\r\n[h2]Neutral Jing[\/h2]\r\nWestern Mantis style places emphasis on waiting, and listening. Beginning when you choose this art \r\nat 3rd level, your ability to ready yourself for danger is unmatched. Whenever you take the Ready \r\naction, you are also under the effect of the Dodge action until  you  use  your  reaction  or  \r\nuntil  the  beginning  of  your  next turn.\r\n[h2]Sure-Footed[\/h2]\r\nStarting at 6th level, you can spend 1 ki point as a reaction any time you would be moved from your \r\nspace or knocked prone to negate  the  movement.  You  still  suffer  any  other  effects  of  the \r\naction as normal.\r\n[h2]Earth\u2019s Embrace[\/h2]\r\nYour  experience  in  being  connected  with  the  earth  heightens your senses. Beginning at 10th \r\nlevel, you gain tremorsense to a range of 20 feet.\r\n[h2]Badger Glide[\/h2]\r\nBy  14th  level,  your  connection  with  the  earth  is  unparalleled. You  can  spend  1  ki  \r\npoint  as  a  bonus  action  to  gain  a  burrow speed equal to your movement speed. You can burrow \r\nthrough solid   rock   at   this   speed.   This   burrowing   ability   lasts   for   1 minute.\r\n[h2]Precise Step[\/h2]\r\nStarting  at  18th  level,  you  are  immune  to  the  effects  of  critical hits. Any critical hit \r\nagainst you is treated as a normal attack.\r\nIn addition, when you score a critical hit, you can roll one of the  damage  dice  one  additional  \r\ntime  and  add  it  to  the  extra\r\ndamage of the critical hit.\r\n","tabledata":"LEVEL|PROFICIENCY BONUS|ELEMENTAL STRIKE| KI POINTS |FEATURES|FORMS KNOWN| MAXIMUM FORM LEVEL|\r\n1ST| +2 |1D6 |1 |CHOSEN ELEMENT, ELEMENTAL STRIKE, KI| \u2014| \u2014|\r\n2ND| +2 |1D6 |2 |FIGHTING STYLE, LACING, PRANA BURST| 3| 1ST\r\n3RD |+2 |1D6 |3 |ELEMENTAL ARTS, MATTER SKANDHA |4 |1ST\r\n4TH| +2 |1D6 |4 |ABILITY SCORE IMPROVEMENT |5 |1ST\r\n5TH |+3 |1D8 |5 |EXTRA ATTACK |6 |2ND\r\n6TH |+3 |1D8 |6 |ELEMENTAL ARTS FEATURE| 7| 2ND\r\n7TH| +3 |1D8 |6 |PUSH IT, SENSATION SKANDHA| 8| 2ND\r\n8TH |+3 |1D8 |7 |ABILITY SCORE IMPROVEMENT |9 |2ND\r\n9TH |+4 |1D8 |8 |\u2014 |10| 3RD\r\n10TH| +4 |1D8| 9 |ELEMENTAL ARTS FEATURE |11| 3RD\r\n11TH |+4 |1D10| 9 |COGNITION SKANDHA |12| 3RD\r\n12TH |+4 |1D10 |10 |ABILITY SCORE IMPROVEMENT| 12| 3RD\r\n13TH |+5 |1D10 |11 |\u2014 |13 |4TH\r\n14TH |+5 |1D10 |12 |ELEMENTAL ARTS FEATURE |13| 4TH\r\n15TH |+5 |1D10 |12 |VOLITION SKANDHA |14| 4TH\r\n16TH |+5 |1D10 |13 |ABILITY SCORE IMPROVEMENT |14| 4TH\r\n17TH |+6 |1D12 |14 |\u2014 |15 |5TH\r\n18TH |+6 |1D12 |15 |ELEMENTAL ARTS FEATURE |15| 5TH\r\n19TH |+6 |1D12 |15 |ABILITY SCORE IMPROVEMENT |16| 5TH\r\n20TH |+6 |1D12 |16| DISCERNMENT SKANDHA |16 |5TH","tags":"Inkarnate,","isShared":"1","templateId":"25","blockId":"220457"}