Lhudi Nostredamus Ifrit
Lhudi Nostredamus Ifrit
STEALTH DISADVANTAGE
+1 Charisma
10 1d8 make.
CONDITIONAL
Sneak Attack. Once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack
+3 if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.You don’t
CURRENT HIT POINTS need advantage on the attack roll if another enemy
CONSTITUTION DEATH SAVING THROWS
of the target is within 5 feet of it, that enemy isn’t
SAVING THROWS
incapacitated, and you don’t have disadvantage on
15 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
the attack roll.
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION Thieves’ Cant. A secret mix of dialect, jargon, and
+0 Animal Handling (Wis)
code that allows you to hide messages in seemingly
+2 -1 Arcana (Int) normal conversation. Only another creature that
knows thieves’ cant understands such messages. It
✘ +3 Athletics (Str)
takes four times longer to convey such a message
INTELLIGENCE +1 Deception (Cha) than it does to speak the same idea plainly.In
addition, you understand a set of secret signs and
8 -1 History (Int)
+0 Insight (Wis)
symbols used to convey short, simple messages,
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS or whether the people in an area are easy marks or
-1 -1 Investigation (Int) will provide a safe house for thieves on the run.
+0 Medicine (Wis)
WISDOM -1 Nature (Int)
10 ✘ +2 Perception (Wis)
+1 Performance (Cha)
✘ +3 Persuasion (Cha)
+0 -1 Religion (Int)
✘ +5 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)
12 +0 Survival (Wis)
SKILLS
+1 12 PASSIVE PERCEPTION
ADVANTAGE
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Born from a rich family, Ludhi Nostredamus dons the family name Ifrit he's sent to the school due to his misbehaviour of
stealing his whole neighbourhood's panties and sometimes jewelry and store them in a closet he calls "Heaven" whether
its a girl's or a boy's underwear he'll steal them all and hoard it, sometimes sell it to some people for a quick buck, after
I feel most at peace during physical exertion, be it getting caught his parents sent him to a school faraway from them so he would behave, even though he's already rich,
exercise or battle. he stole just for the fun of it and always just gave back the jewelry while keeping the panties. A huge pervert and an
Obstacles exist to be overcome. outgoing guy, not all people know about this, but he actually has Schizophrenia that somehow boost his performance
tremendously if used correctly, he has a "girlfriend" he calls jalter, its just a part of his schizo
PERSONALITY TRAITS
IDEAL
BOND
Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Clothes, Traveler’s 1 4 Boon of Peerless Aim 1 —
[Rapier] 1 2
[Breastplate] 1 20
Flute 1 1
Cook’s Utensils 1 8
Thieves’ Tools 1 1
Burglar’s Pack 1 10
Grappling Hook 1 4
Backpack 1 5
Oil (flask) 1 1
Crossbow, Light 1 5
Case, Crossbow Bolt 1 1
0 0 0 0 150
65 lb / 195 lb 390 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Clothes, Traveler’s Rapier Boon of Peerless Aim
Adventuring Gear Weapons Supernatural Gifts
This armor consists of a fitted metal chest piece worn with If you have proficiency with the flute, you can add your Adventuring is a hard life. With a cook along on the journey,
supple leather. Although it leaves the legs and arms proficiency bonus to any ability checks you make to play your meals will be much better than the typical mix of hardtack
relatively unprotected, this armor provides good protection music with the instrument. A bard can use a musical and dried fruit.
for the wearer’s vital organs while leaving the wearer instrument as a spellcasting focus. Components. Cook’s utensils include a metal pot, knives,
relatively unencumbered. forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques al— lows you
to assess the social patterns involved in a cultures eating
habits.
Medicine. When administering treatment, you can transform
medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food, you can make do with
ingredients you scavenge that others would be unable to
transform into nourishing meals.
Prepare Meals. As part of a short rest, you can pre— pare a
tasty meal that helps your companions regain their strength.
You and up to five creatures of your choice regain 1 extra hit
point per Hit Die spent during a short rest, provided you have
access to your cook’s utensils and sufficient food.
COOK’S UTENSILS
Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15
Perhaps the most common tools used by adventurers, thieves’ Includes a backpack, a bag of 1,000 ball bearings, 10 feet of
tools are designed for picking locks and foiling traps. string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a
Proficiency with the tools also grants you a general knowledge hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox,
of traps and locks. and a waterskin. The pack also has 50 feet of hempen rope
Components. Thieves’ tools include a small file, a set Of lock strapped to the side of it.
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
A backpack is a leather pack carried on the back, typically Oil usually comes in a clay flask that holds 1 pint. As an
with straps to secure it. A backpack can hold 1 cubic foot/ action, you can splash the oil in this flask onto a creature
30 pounds of gear. within 5 feet of you or throw it up to 20 feet, shattering it
You can also strap items, such as a bedroll or a coil of on impact. Make a ranged attack against a target creature
rope, to the outside of a backpack. or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.