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Yuki

Harengon Race
Origin
cleric balnace/fate 2 Class & Level
NG Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 14
+2
constitution 14
+2
intelligence 13
+1
wisdom 16
+3
charisma 12
+1
Total Hit Dice
Hit Die
1d+2
+0 proficiency bonus
+1 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+1 Arcana
+1 Athletics
+1 Deception
+1 History
+5 Insight
+1 Intimidation
+1 Investigation
+3 Martial
+5 Medicine
+1 Nature
+3 Perception
+1 Performance
+1 Persuasion
+1 Religion
+2 Sleight of Hands
+4 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
12
Armor Class
17
Hit Points
+0
Initiative
30
Speed
Attacks
Insight, Medicne, stealth

Proficiences
cantrips: guidence, Light, Mending, Sacred Flame
1st - Bane, Bless, Heroism, Silent Image
Bonus Proficiency and Cantrip
The providence of fate allows you to spin the threads in your favor and see the truth of others. You gain proficiency in the Insight skill and gain the Guidance spell as a cantrip known.

Spellcasting
demi
Stat Array
languages: common, Sylvan
Hare-Trigger.

You can add your proficiency bonus to your initiative rolls.
Leporine Senses.

You have proficiency in the Perception skill.
Lucky Footwork.

When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop.

As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages.

Balanced Scales
(remains the same)
Balancing Surge
Whenever you would normally have advantage or disadvantage on an attack roll or ability check that you make, you may grant that advantage or disadvantage to another creature within 60 feet of you as a bonus action. That creature has advantage or disadvantage on the next attack roll or ability check they make within one minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Wrath
At 2nd level you can use your channel divinity class feature to unleash the wrath of natural forces against those that would seek to control them. As an action, You can unleash a wave of either fire, cold, lightning, or acid damage that affects all creatures of your choice within 60 feet. These creatures cannot gain the benefits of advantage from any source until the start of your next turn. Additionally, all creatures affected by this ability must make a Wisdom saving throw, taking 4d4 damage on a failed save, plus an additional 2d4 per every second level after 2. Affected creatures take half as much damage on a successful save.

(Remains the Same)
Not Today
You know when it is your time to die, even if it remains hauntingly hazy. Still, it gives you some ability to endure deadly blows. When the damage from a single instance of damage would cause you to go unconscious or die, you may use your reaction to reduce the damage you suffer by an amount equal to 4 + double your proficiency modifier + double your wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Fateful Girding
Starting at 2nd level you can channel the forces of fate to allow your allies the power to better shape the tapestry.

As an action, you present your holy symbol and cause you and all allies that you can see to gain temporary hit points equal to 2d8+ Double Your Wisdom Modifier+ Double Your Proficiency Bonus. These temporary hit points remain until you successfully complete a short rest.

Additionally, whenever they roll a d20 they roll with advantage. This effect fades at the end of your next turn.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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