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Airi Naukri

Rogue + Cleric 5 Class & Level
Nobel Background
AAsimar (protector) (Medium) Race
Neutral Chaotic Alignment

Strength
0
Dexterity
0
constitution
0
intelligence
0
wisdom 1
-5
charisma 2
-4
Total Hit Dice
Hit Die
0
+0 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills Armor: light armor Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: thieves' tools Saving Throws: Dexterity, Intelligence   Arcana Perception (EXPERT) Insight Stealth (EXPERT) Acrobatics Investigation History Persuasion proficiencies

 

Armor Class

Hit Points
+0
Initiative
30
Speed
Attacks
(race ability) Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

(cantrip) Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

(cantrip) Spare of the dyeing: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

(cantrip) Booming blade: As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
--This spell's damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

(cantrip) Mending: This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
--This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

(cantrip) Poisin spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)

(cantrip)Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Proficiences
Spells:

Cure wounds
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.

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


Healing word
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
the healing increases by 1d4 for each slot level above 1st.
Spellcasting
shortsword

a shortbow and quiver of 20 arrows

burglar's pack

Leather armor, two daggers, and thieves' tools

Dragonchess Set

A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Equipment
Age: 45
Personality Traits
Languages: Elvish, Common, Celestial
Ideals
Darkvision 60ft

Celestial Resistance. You have resistance to necrotic damage and radiant damage.


Features & Traits

Heroes Enabled

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.

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Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Hentai_Killer.

Statblock Type

Character Sheet (Legacy)

Link/Embed