+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+4 | Dexterity | |
+0 | Constitution | |
+4 | Intelligence | |
+1 | Wisdom | |
+1 | Charisma |
+7 | Acrobatics | DEX | |
-2 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+0 | Athletics | STR | |
+1 | Deception | CHA | |
+4 | History | INT | |
-2 | Insight | WIS | |
+1 | Intimidation | CHA | |
+4 | Investigation | INT | |
+1 | Elemental mastery | WIS |
-2 | Medicine | WIS | |
+4 | Nature | INT | |
+1 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+4 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
rapier | +4 | DEX | 1d8+4 | Piercing | |
Offhand dagger | +4 | DEX | 1d4+4 | Piercing or slash | |
Throw dragger | +0 | STR | 1d4 | Pierce | |
Wind boost dash into a slash | +4 | DEX | 2d12+4 | Slashing | |
Wind boost to dodge or dash | +4 | DEX | |||
Double peirce when thrusting rapier | +4 | DEX | 1d8+1d12+4 | Piercing | |
Anomes form around the blade to peirce again | |||||
ult,forms anome blades around each weapon letting me shoot them off as projectiles | +4 | DEX | 4d10+4 | Slashing |
Celer Latro TRAVERSER OF ROOF AND TREE When you acquire this constellation at level 3, your experience exploring and common need for a quick exit has taught you the skills required to effortlessly maneuver across most any landscape. Your speed increases by 10 feet, and you gain both a climbing and a swimming speed, both of which are equal to your walking speed. Additionally, your long and high jump distances both increase by a number of feet equal to twice your Dexterity modifier. SWIFTNESS UNMATCHED Additionally at 3rd level, you gain the ability to escape from a grapple, take the Disarm action, or take the Dash action as a bonus action on your turn. RETURN TO SENDER Beginning at 6th level, when you are hit with a ranged attack you may use your reaction to reflect the attack if you are wielding a weapon. Roll to hit against an AC equal to the original to hit result of the attack. If you hit the projectile, it is reflected back at the attacker using the to hit result you used to attack the deflected projectile. This attack deals the damage it would have originally dealt to you plus an additional 2d6 elemental damage.If you miss the projectile the attack hits you as it would have, and you become vulnerable to the damage dealt.
BOUNCE BACK When you reach 10th level, your understanding of not only your own movements but the technical application of your elemental abilities has allowed you to take risks others wouldn’t even dream of. When you would begin to fall, you can use your reaction to expend an elemental burst to fly a number of feet up to twice your movement speed. Any creature you move within 5 feet of during this movement must succeed a Dexterity saving throw against your Elemental Save DC or suffer 1d6 of elemental damage for every 5 feet of movement you had left at the time you passed them. UNRELIABLERELIABLEINSTINCTS At level 14 your elemental abilities have become as wild as you are. When you would expend your reaction, you can choose to roll a d20. On a result of 10 or higher you regain the use of your reaction. If the result is 9 or lower, you take 2d6 elemental damage plus an additional 1d6 elemental damage for every elemental burst you have expended since your last long rest. You cannot resist this damage, and it applies elemental effects as normal. EXPLOSIVE DELIVERY When you reach 17th level, your ability to control your movements has reached its peak. As a bonus action on your turn, you can expend an elemental burst to move up to five times your movement speed, over the course of which you cannot turn more than once, and it cannot be more than a 90°turn. When you stop moving you can immediately use your action to make a weapon attack. This attack deals an additional 1d6 elemental damage for every 10 feet you moved as a part of this feature.
Light armor ,13000 mora ,anemo vision,
TWO WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.