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Hato Aisuru

Seishin Kitsune Race
Courtier - Fandravana Origin
Peace Cleric 1 Class & Level
Chaotic Good Alignment
Inari Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 17
+3
constitution 12
+1
intelligence 10
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 1d8
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+1 Deception
+0 History
+5 Insight
+1 Intimidation
+2 Investigation
+3 Martial
+5 Medicine
+0 Nature
+3 Perception
+4 Performance
+3 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 

MV

Prestige
3
Attunement Slots
16
Armor Class
9
Hit Points
+3
Initiative
30
Speed
Attacks
Insight, Persuasion, Performance, Insight, Medicine, Investigation
Light armor, medium armor, shields
All simple weapons
Languages: Sylvan, Common, Dwarvish, Celestial
Proficiences
DC = 13
Mod = 5
4 Prepared

Cantrips (3):
Guidance
Sacred Flame
Toll the Dead

1st Level - 2 Slots:
Heroism
Sanctuary
Bless
Healing Word
Cure Wounds
Guiding Bolt
Spellcasting
Mace, scale mail, light crossbow and 20 bolts, priest's pack, A shield and a holy symbol A set of fine clothes,
5gp

Equipment
Darkvision - Accustomed to a nocturnal lifestyle, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Will-o-wisp - As a bonus action, you can call forth a mote of light to follow you, one for each tail you have. These motes occupy the same space as you and emit 20 ft. dim light. As an action, you can combine all motes together to make a target you can see within 30 ft. of you. This target must make a DC 14 Wisdom saving throw. Upon failure, the target takes 1d6 + your Charisma modifier of Radiant damage, and half as much on a successful one. Multiple motes do not increase damage. You must re-summon the motes after having made an attack with them. If you have multiple attacks within an attack action, this replaces one of them.

Clandestine - You are able to hide the fact that you are a Kitsune and Skinwalker, and instead appear Human. As an action, you can magically hide your ears, fur, and tail(s), and visually replace them with human equivalents. You may drop the illusion as a free action.

Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Emboldening Bond
Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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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