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Torin Stonebreaker

3 Level (0/2700 XP for level-up) Folk Hero Background Human Race / Species / Heritage Chaotic Good Alignment
Earth Bender (Path of the Metal Bender)
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
16
+3
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
16
+3
CHA
11
+0
27
Hit Points
+8
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30 ft
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Chi Points
Spellcasting ...
+5 Attack mod
CON Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+4 Dexterity
+5 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+0 Deception CHA
+2 History INT
+3 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Substance
  • Earth Bending draws upon substance. Earth, in the end, is just material, and Earth Benders take this to heart. Earth Bending forms are often simple and direct. What you see is what you get.


  • Raising and Training
  • Most Earth Benders come from the Earth Kingdom. The Earth Kingdom itself is very diverse, with many people from all nations living in it. The native people of the Earth Kingdom are strong and enduring, much like the earth itself.
  • The earliest Earth Benders were the badgermoles, who then went on to teach two lovers how to Earth Bend so that they could meet one another in secret. From then, Earth Bending spread far and wide.

    For an Earth Bender to become an adventurer, they would need some reason to go out and travel instead of living their life in the Earth Kingdom. Perhaps they don’t want to continue their family’s trade. Maybe they want to see every form of Earth Bending in the world.

    Earth Defense
  • Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

  • Elemental Arts
  • At 1st level, your practice of bending arts has earned you some special abilities.
  • You can use Dexterity instead of Strength for attack and damage rolls when making an attack you are proficient in.

    Knock Down When you hit an enemy in melee using the Attack action or an Advanced Technique of level 1 or higher that requires an attack roll, you can take a bonus action to attempt to knock your opponent prone. They must make a Dexterity Saving Throw against your Save DC, which is calculated further down the page. If they succeed, they avoid all effects. If they fail, they are knocked prone. The effects of failure grow more drastic as you level up, as seen in the Knock Down column of the Earth Bender table.

    Prone and Winded
    It costs all of your target’s movement to get up.
    Prone and Badly Winded
    It costs all of your target’s movement to get up and the target must succeed a Constitution Saving throw against your Save DC or not be able to use any reactions until the end of their next turn.
    Prone and Horribly Winded
    It costs all of your target’s movement to get up and the target must succeed a Constitution Saving throw against your Save DC or not be able to use any actions or reactions until the end of their next turn. A success results in them being able to use their actions, but not their reactions.

    Emergency Armor: When you are hit by a ranged attack, melee attack, or spell attack that you are aware of, you can attempt to block the attack without using an action or reaction by rolling your Emergency Armor die, found in the Emergency Armor column of the Earth Bender table. Whatever you roll increases your AC by that much against that one attack. You can use this ability a total number of times equal to your Constitution modifier, then you must complete a long rest before using this feature again.


    You know the Basic Technique mold earth, which does not count towards your Basic Technique limit shown in the Basic/Advanced column of the Earth Bender table.


    Chi
  • At 2nd level, you can start using more advanced Earth Bending techniques. The amount of energy that you have to bend is measured by your number of chi points. Your Earth Bender level determines the number of points you have, as shown in the Chi Points column of the Earth Bender table.
  • You can spend chi points to fuel various Earth Bending features. You start knowing three such features: Rumble, Rock Boots, and Earthen Armor. You learn more Earth Bending features as you level up.

    When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.

    Some of the Earth Bending features require you to make a ranged bending attack to hit your target or your target to make a saving throw to resist the feature’s effect. The bending attack bonus and save DC are calculated as follows:

    Bending Abilities
    Dexterity and Constitution are your bending abilities for your Earth Bender features and techniques. You must be able to move as swiftly as a rock slide, but stand firm like a mountain, unmoving against all opponents. You use Dexterity and Constitution whenever an Earth Bender feature or technique refers to your bending ability. In addition, you use your Dexterity and Constitution modifiers when setting the saving throw DC for an Earth Bender feature or technique you use and when making an attack roll with a feature.

    Bending Modifier
    Dexterity modifier divided by 2 (rounded down) + Constitution modifier divided by 2 (rounded up)

    Bending Attack Bonus
    Proficiency bonus + Bending Modifier

    Save DC
    Bending Attack Bonus + 8


    Here are your first three Earth Bending features:

    Rumble
    When you make a melee attack, as a bonus action you can spend 1 chi point to have your attack hit the ground to create a tremor. You can also do this as an action without making a melee attack. Every creature within a 20-foot radius of you must make a Dex saving throw or be knocked prone. You can expend extra chi points to increase the range of the rumble by 5-feet per chi point or cause certain creatures not to be affected by the rumble, 1 chi point per creature.

    Rock Boots
    As a bonus action, you can expend 1 chi point to bend the earth around your feet to create boots of rock. You can also use this on a willing creature, but it then acts as a concentration spell. The target of this ability has advantage against being knocked prone or shoved. Also, while on solid rock, the target’s movement speed increases by 10 feet. This buff lasts for 5 minutes.

    Earthen Armor
    As an action, you can expend chi points to bend earth onto yourself, raising your AC by the number of chi points expended, but only up to half your Earth Bender level. This ability cannot raise your AC by more than 5. If you are wearing light armor when using this ability, your AC cannot be raised by more than 3. If you are wearing medium armor, your AC cannot be raised by more than 2. If you are wearing heavy armor, your AC can only be raised by 1. You can use this on a willing creature, but it then acts as a concentration spell. This armor lasts for 1 minute.


    Solid Footing
  • Starting at 2nd level, when walking on earth, (rocks, solid/normal ground, etc.) terrain cannot be difficult for you. You can use your bonus action to allow any ally within 15 feet to also have this benefit while walking through the difficult terrain.


  • Earth Bending Subelement
  • At 3rd level, you chose a subelement. Choose between Metal Bending, Lava Bending, and Sand Bending. All are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.
  • You will also get Advanced and Basic Earth Techniques at 3rd level. You start with 1 Basic Technique and 2 Advanced Techniques. You can only choose Advanced Techniques that have a level of 2 or lower. As your level increases, you will be able to learn higher level Earth Techniques, as shown in the Technique Level column of the Earth Bender table, as well as have more techniques prepared, as shown in the Basic/Advanced column of the Earth Bender table.

    To use any given Advanced Technique requires you to consume a number of chi points equal to the technique’s level. Basic Techniques do not require any chi points.

    To do techniques at higher levels, you simply expend the chi cost to use it at that level. However, you cannot do techniques at a higher level than you are capable of doing based on the Technique Level column. For example, as a 3rd level Earth Bender, you could increase a 1st level technique to a 2nd level, but you couldn't increase it to 3rd level technique.

    When you gain a level in this class, you can choose one of the Advanced or Basic Earth Techniques you know and replace it with another Advanced or Basic Technique from the Earth Technique list, which also must be of a level for which you are capable of.

    The only material you need is enough earth or rock that the DM deems necessary to do the technique. Every technique has the "S" component, and never has a "V" component.


    Seismic Senses
  • Starting at 3rd level, you have attuned your senses to feel vibrations in the earth caused by others. You gain 30 feet of tremorsense as long as you are touching the ground and the ground is made of earth or your subelement. You can pinpoint anything that is touching the ground within that range.



  • Metal Bending
  • Metalbending is a sub-skill of Earthbending developed by Toph Beifong. Most Earth Benders are unable to affect processed metals. Usually, the trace amount of earth still present in metal is so minuscule that it goes undetected even by the best Earth Benders, lending to it's use in detaining Earth Benders. However, due to her ability to "see" earth, Toph was able to locate the small fragments of earth in metal, target them, and utilize them to "bend" the metal portion. Thus Metalbending was invented.
  • Becoming a Metal Bender allows you to shape metal as per the shape water spell, but with metal instead of water. You can choose any of the Basic or Advanced Metal Bending Techniques listed near the end of the page as one of your character's known Earth Bending Techniques, as long as they are less than or equal to your character's current Technique Level. These still count towards your technique limit. You also gain the ability to use any of your Earth Bending features or techniques with metal, which may produce more damage, sturdier defenses, but may also be more difficult to do (DM's discretion).


    Weapon Enhancement
    Starting at 3rd level, you can bend metal around any weapon as a bonus action by expending 2 chi points to increase its damage rolls by 2. When applied to your elemental weapon or your hands, it increases the damage roll by 3 and the attack roll by 1. This buff lasts for 5 minutes.
    Bent Out of Shape
    Starting at 6th level, when attacked by someone using a metal weapon, you can use your reaction and 3 chi points to attempt to deform the weapon, making it useless. You must make a Constitution saving throw higher than the attacker’s accuracy. If you succeed, you take no damage and the weapon can now only be used as an improvised weapon that deals 1d4-1 bludgeoning damage. A failed saving throw results in you taking half damage, but the weapon is still intact. If the weapon is magical, you make the Constitution Saving Throw with disadvantage.
    You can also make any metal object or a weapon (as long as it's not being held, equipped or carried) fly to your side or to your hand, as a bonus action. It must be within 60 feet of you.




















    Features & Traits
    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:

    any melee bludgeoning weapon
    a dungeoneer's pack
    potter's tools
    (a) a vial of antitoxin, or (b) a vial of basic poison, or (c) a light hammer

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Magic Stone
    Transmutation cantrip
    Casting Time: 1 bonus action
    Range: Touch
    Components: V, S
    Duration: 1 minute

    You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

    If you cast this spell again, the spell ends early on any pebbles still affected by it.


    Stone Shield
    Transmutation cantrip
    Casting time: 1 reaction
    Range: Self
    Components: V, S, M (Three small stones)
    Duration: 1 minute

    You summon a shield of stone if someone attacks you. This shield lasts 1 minute, then crumbles to dust. The shield act as any other shield, granting the user +2 to AC, you are considered proficient with it. This does not stack. If the shield is removed from your hands it will crumble into dust.


    Elemental Blast
    Evocation cantrip
    Casting time: 1 action
    Range: 60 feet
    Duration: Instantaneous

    You form a ball of energy that gathers elemental energy around it and then sends that elemental blast at a creature or object. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type determined by rolling a d6.

    d6 Damage Type
    1 Cold
    2 Fire
    3 Lightning
    4 Acid
    5 Poison
    6 Thunder
    This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).



    Elemental Blow
    Evocation cantrip
    Casting time: 1 action
    Range: self (10ft cone)
    Components: V, S
    Duration: Instantaneous
    You cast a 10 foot cone of elemental damage against creatures. When you cast this spell you decide which type of damage it deals. If it deals Acid, Poison, or Cold damage then the targets must succeed on a Constitution saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn. If the the damage type that is dealt is Fire or Lightning, then the targets must succeed on a Dexterity saving throw (against your spell save DC) or take 1d6 of the specified damage and cannot take reactions until the start of their next turn.
    You chose between fire, cold, lightning, acid, or poison damage

    At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)


    Elemental Edge
    Transmutation cantrip
    Casting time: 1 Bonus Action
    Range: Touch
    Components: V
    Duration: 1 Minute
    Your spell sends traces of your magic into the edge of a weapon and causes its physical properties to be changed in some way. Upon casting this spell, the damage type of the current weapon you're wielding instantly changes based on your chosen edge. The weapon must be capable of dealing damage and able to be placed in your inventory. You may dismiss this cantrip as a bonus action during your turn. When this cantrip is cast on a different weapon, it will immediately end the effects on the previous weapon.

    Flame Edge: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage.
    Cold Edge: The weapon frosts over and becomes ice cold to the touch. The damage type of the weapon is now Cold damage.
    Shocking Edge: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage.
    Air Edge: The weapon vibrates with a low hum. The damage type of the weapon is now Thunder damage.
    Forceful Edge: The weapon pulsates with an unseen energy. The damage type of the weapon is now Force damage.
    Toxic Edge: The weapon glows with a sickly green light and smells faintly of almonds. The damage type of the weapon is now Poison damage.
    Biting Edge: The weapon's surface becomes caustic, reacting violently with other substances. The damage type of the weapon is now Acid damage.
    Psionic Edge: The weapon begins to produce an unnerving aura. The damage type of the weapon is now Psychic damage.
    Holy Edge: The weapon glows with the light of a shooting star. The damage type of the weapon is now Radiant damage.
    Evil Edge: The weapon begins to produce a deathly aura. The damage type of the weapon is now Necrotic damage.
    Regardless of what edge is cast when you attack with this weapon, you can use your spellcasting ability modifier, instead of Strength or Dexterity, to attack and damage rolls. The weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage (if it already isn't), and the weapon's damage die will increase by one step (ex: If the weapon affected by this spell is a shortsword, the damage die will increase from 1d6 to 1d8).

    At higher levels the damage die increase by an additional step at 5th level, 11th level, and 17th level.

    One-handed: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10
    Two-handed: 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10

    LEVEL 1 SPELLS

    Gorgath's Rock-Volver
  • 1st-level evocation
  • Casting time: 1 action
    Range: 60 feet
    Components: V, S, M (six stones, or more at higher levels)
    Duration: Instantaneous

    You make six stones hover around your wrist and then shoot them at creatures within range. You shoot six stones, and can either have them all shoot at a single creature or spread them out across different creatures (six stones for one person, three stones for one and three stones for another, etc.). Make a single ranged spell attack roll against all targets. Each stone that hits a creature deals 1d4 bludgeoning damage.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell shoots two more stones for each slot level above 1st. The material component changes to reflect the new amount of stones.

    Earth Tremor
  • 1st-level evocation
  • Casting Time: 1 action
    Range: Self (10-foot radius)
    Components: V, S
    Duration: Instantaneous

    You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Stone Bolt
  • Stone Bolt
  • 1st-level evocation
    Casting time: 1 action
    Range: 30 feet
    Components: V, S, M (a small rock, which the spell consumes)
    Duration: Instantaneous

    You fire a piece of stone at an enemy, much harder than normally possible. Make a ranged spell attack against a target within range, dealing 3d8 bludgeoning damage on a hit. The bolt deals double damage to objects and structures.

    At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the increases by damage by 1d8 for each slot level above 1st.

    LEVEL 2 SPELLS

    Maximillian's Earthen Grasp
  • 2nd-level transmutation
  • Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a miniature hand sculpted from clay)
    Duration: Concentration, up to 1 minute

    You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

    As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

    To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

    As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

    Metal Armor: Basically Earthen Armor, but it adds an additional 3 to your AC.
    Spellcasting
    Proficiencies
    Armor: Light, Medium, and Heavy
    Weapons: Simple weapons, bludgeoning Martial weapons
    Tools: Potter's Tools
    Saving Throws: Constitution, Strength
    Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Perception, and Survival
    Language: Common, Midani

    Languages & Proficiencies
    I stole from a corrupt merchant to help the poor.

    When I set my mind to something, I follow through no matter what gets in my way.
    I have a strong sense of fair play and always try to find the most equitable solution to arguments.

    Personality Traits
    Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)

    Ideals
    I have a family, but I have no idea where they are. One day, I hope to see them again.

    Bonds
    I have a weakness for the vices of the city, especially hard drink

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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