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Arugula a raiju

6 Level (0/23000 XP for level-up) Background Kemonomini Race / Species / Heritage Electro Alignment
Great weapon fighting
Level 6
Hit Dice: 6/6
1d8+0 Class 1

STR
17
+3
DEX
11
+0
CON
10
+0
INT
20
+5
WIS
19
+4
CHA
2
-4
33
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+0 Dexterity
+0 Constitution
+8 Intelligence
+7 Wisdom
-4 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+5 Arcana INT
+9 Athletics STR
-4 Deception CHA
+5 History INT
+4 Insight WIS
-4 Intimidation CHA
+5 Investigation INT
+0 Resistance CON
+0 Endurance CON
+5 Elemental control INT
skills
+4 Medicine WIS
+5 Nature INT
+4 Perception WIS
-4 Performance CHA
-4 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+11 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
LIGHTNING BLADE +3 STR
 As an action you fire three dancing bursts of electro forward. Target up to three creatures of your choice within 30 feet of you. Make an elemental attack at each targeted creature, dealing 1d6 electro damage. This damage increases by 1d6 for every other target of this talent within 10 feet of a creature. The number of creature you can target with this feature increases as you rise in level. At 5th level you can target an additional creature (4), gaining an additional target as well at both 11th (5) and 17th (6).
STORM PILLAR CREATION +3 STR
 As an action you can create a 10-foot tall and 5-foot wide pillar of dark storm clouds. A creature that begins their turn within 5-feet of one of these pillars they suffer 1d4 electro damage. When you create a storm pillar and are at your maximum made, the least recently made pillar is destroyed. You can have a number of storm pillars present at a time equal to 1 + your Mastery modifier. This damage increases to 2d4 at 5th level, to 3d4 at 11th level, and finally to 4d4 at 17th level.
ELECTRIFIED STEEL CONSTRUCTION +3 STR
 When you craft a metal weapon or piece of ammunition, it becomes imbued inherently with electro.It deals an additional 1d4 electro, but because of its electro imbuement, it takes reactions as normal, and imbues its wielder with electro at the beginning of each turn. Attacks with this weaponhave advantage on creatures wearing armor made of or that are comprised primarily of metal.
ENERGIZED BLADE +3 STR
 Whenever you hit a creature with an attack, you gain a stack of Energized. Energized lasts for 1 minute or until expended. When you make an attack with 2 stacks of Energized, this third attack deals an additional 2d10 electro damage. The electricity then leaps to a random creature within 10 feet of them that has not already been targeted by this talent during this instance, then again from that creature, dealing 1d10 electro damage to each creature the lightning leapt to. The lightning stops once it’s leapt to 7 creatures or there are no more eligible targets.
BOLT OF RETRIBUTION +3 STR
 As an action you can expend a burst to let out a bolt of lightning in a 100-foot line beginning from your location. Creatures in this line must succeed a Dexterity saving throw or suffer 8d6 electro damage on a failed save, taking half as much damage on a successful save.
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


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