「GIVEN NAME」Narah
「EPITHET」Vixen
「AGE」33
「HEIGHT」1,60m / 5”2,5’
「WEIGHT」51kg / 112.4lb
「D.O.B」Unknown
「P.O.B」Unknown
「ORIENTATION」Straight
「GENDER」Female
「STATUS」Single
「OCCUPATION」Cook
「CURRENT RESIDENCE」"The Silver Pearl"
「RACE」Human
「APPARENT AGE」Early Thirties
「EYE COLOR」Golden
「HAIR COLOR」Black
「SKIN COLOR」Dark Tan
「BUILD」Athletic & Fit

「DISCLAIMER」:PLEASE NOTE: INFORMATION PRESENT IN THIS DOCUMENT CANNOT BE USED IN-CHARACTER WITHOUT PERMISSION, WITH THE EXCEPTION OF THE APPEARANCE SECTION AND THE POTENTIAL OF THE RP HOOKS SECTION.
DISCORD TAG: thelittlefoxy

「Mysterious Origin」
Narah's sudden appearance on the "Floating Beef" sparks curiosity. Rumors swirl among the crew about her enigmatic past. Some speculate she might have ties to a notorious organization or possess hidden skills despite her lack of Devil Fruit or Haki...
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「Unmatched Culinary Skills」
Despite her enigmatic background, Narah's culinary talents are unparalleled. Her dishes enchant even the most discerning palates, earning her acclaim among the crew. However, her secret recipes and techniques are closely guarded, leading some to wonder about the origins of her exceptional skills...
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「Mysterious Connections」
Narah seems to have occasional secretive conversations or encounters with enigmatic figures visiting the ship's galley under the cover of darkness. Speculation runs rife among the crew about who these individuals might be and what their connection is to Narah's past...
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「The Missing Memory」
Narah appears to have gaps in her memory, occasionally experiencing brief flashes of forgotten moments or places. She seeks clues about her forgotten past, hoping to uncover her true identity and the reasons behind her lost memories. Crewmates who notice these lapses might offer assistance or become intrigued by her quest...
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「Rivalry with the Meat Maestro」
Despite being a talented chef herself, Narah occasionally clashes with Jon, the "Meat Maestro," over their differing culinary philosophies. Their friendly rivalry leads to competitions to showcase their skills, drawing attention from the crew and leading to spectacular culinary showdowns...
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「Potential themes to interest and explore」
♥ The exploration of Character ♥ Grotesque Scenes and Horror ♥
♥ Pleasure and Satisfaction ♥ Ethical Dillemmas ♥

Narah's enigmatic journey began amidst the chaos of a storm-laden night, the crashing waves masking the secrets of her origins... She awoke on a desolate shore, her memories scattered like fragments of a forgotten tapestry... With barely any recollection of her past, she wandered the coastlines, seeking answers that remained just beyond her grasp...Fortune led her to the "Floating Beef," a renowned vessel sailing the perilous seas of the Grand Line, famed for its gastronomic delights. Welcomed into the ship's galley by the enigmatic Jon, the "Meat Maestro," Narah found sanctuary among the clattering pots and sizzling pans, her culinary talents blossoming under his guidance...Despite her culinary prowess, Narah carried the weight of an unanswered yearning—to reconnect with her elder sister, whose memory lingered like a distant echo... Separated for almnost 2 decades, their last encounter shrouded in mystery, Narah's heart ached for the missing bond, fueling her desire to uncover the truth behind their separation...In rare moments of solitude, fragmented memories surfaced—a sun-kissed island adorned with exotic blooms, the laughter of two sisters intermingling with the symphony of waves crashing upon the shore... Yet, these fleeting visions remained a tantalizing enigma, leaving Narah with only glimpses of her past... Her pursuit of culinary excellence intertwined with a covert quest for answers... Narah embarked on clandestine voyages, venturing to remote islands in pursuit of rare ingredients rumored to unlock forgotten recollections...
Despite her unanswered questions, Narah remained an indispensable pillar of the "Floating Beef" crew, her culinary creations a beacon of comfort amid the perils of the Grand Line.. Yet, hidden within her skilled hands and elusive memories lay the untold tale of a sisterly bond severed by unknown forces, waiting to be unraveled amidst the unpredictable tides of destiny...

「Warm and Approachable」
At first glance, Narah exudes warmth and approachability.. Her serene demeanor and affable nature invite camaraderie, making her a beloved presence among the crew of the "Floating Beef." She effortlessly connects with others, displaying genuine interest in their stories and forging bonds through shared experiences...
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「Trained Teaser and Diplomat」
Narah exudes an undeniable charisma, eloquence lacing every word she utters and grace defining her every gesture... Her adept navigation through social intricacies is a marvel to behold, often serving as a mediator in disputes or diffusing tensions among the crew... Her capacity for empathy and nuanced understanding of diverse perspectives endear her to many, cultivating trust and garnering profound respect from those around her...
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「Masked Determination」
Behind her pleasant facade lies an unwavering determination.. Narah guards her secrets with meticulous care, seldom revealing the depths of her emotions or the true extent of her goals... She conceals her inner turmoil and unanswered questions, choosing instead to focus on her culinary pursuits and the camaraderie of her companions..
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「Frosty Resolve」
However, when faced with defiance or situations that challenge her convictions, Narah's demeanor can swiftly shift.. Her smile fades into an icy resolve, her gaze piercing and direct.. She harbors little patience for nonsense or actions that oppose her principles, exhibiting a steely resolve and a razor-sharp tongue when confronting such obstacles...
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「Protective and Loyally Tenacious」
Despite her enigmatic aura, Narah is fiercely protective of those she considers her own.. She exhibits unwavering loyalty to the crew of the "Floating Beef," willing to go to great lengths to ensure their safety and well-being.. Her determination to unravel the mysteries of her past often intertwines with her commitment to safeguard her newfound family...

「Face」

「Face Shape」
Narah possesses a delicate yet defined oval-shaped face, accentuated by high cheekbones that add a touch of elegance to her overall visage. Her face bears a subtle symmetry that contributes to her captivating presence...
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「Eyes」
Her eyes are her most striking feature—almond-shaped and a rich, deep amber hue reminiscent of golden sunsets. They hold an enigmatic allure, often reflecting a sense of wisdom and depth beyond her years...
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「Eyebrows」
Narah's eyebrows are gracefully arched, framing her eyes with a natural elegance. They are finely sculpted, adding a subtle emphasis to her expressions without overpowering her features...
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「Nose」
Narah's nose is elegantly sculpted, It possesses a refined, slightly upturned bridge that adds a touch of regal poise to her features. The nose's silhouette complements her facial symmetry, bestowing an air of grace and subtlety that harmonizes with her overall captivating appearance...
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「Mouth and Lips」
Narah's lips bear a natural rosiness, curved into a gentle and welcoming smile that often graces her countenance. They hold a hint of mystery, occasionally forming into a subtle smirk that adds an enigmatic charm to her expressions...
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「Cheeks and Jawline」
Her cheekbones are elegantly sculpted, casting soft shadows that enhance her features. The gentle contours of her jawline lend an air of grace and sophistication to her appearance, reflecting both strength and femininity...
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「Skin」
Narah's skin emanates a luminous, light-tan hue reminiscent of the sun-kissed shores of Alabasta, embodying a soft, golden warmth akin to the gentle glow of honey in morning light... It carries a flawless and smooth texture, reflecting an ethereal radiance that seems to exude vitality and warmth, as if touched by the gentle caress of sunlight...

「Body」

Narah stands at a height of 1.6 meters (5 feet 3 inches), her stature exuding a compact yet agile frame that reflects her athleticism... Her body is lean and toned, sculpted through a balance of rigorous training and her active lifestyle aboard the "Floating Beef." Despite her petite stature, there's an undeniable strength in her form, a testament to her dedication to physical fitness...Weighing a lithe 48 kilograms, Narah's slender build showcases a harmonious blend of muscle and grace.. Her proportions are balanced, with defined musculature accentuating her limbs, sculpted abdomen, and a sleek back that hints at her agility and physical prowess...Her arms bear the sculpted definition of someone well-versed in both combat and culinary arts, the sinewy muscles serving as a testament to her disciplined training.. Her legs are toned and nimble, carrying her with a graceful swiftness as she moves about the ship's galley or engages in her secretive quests for rare ingredients...Narah's posture exudes confidence and grace, standing tall with an innate poise that belies her diminutive stature.. She moves with fluidity and purpose, her movements precise and controlled, a testament to her athleticism and agility honed through years of dedication and training...

「Body Language」

「Confident Posture」
She carries herself with a confident and upright posture, exuding an air of self-assuredness. Narah stands tall, shoulders squared, and head held high, projecting an aura of poise and capability...
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「Graceful Movements」
Her movements are a symphony of fluidity and precision.. Whether gliding through the ship's corridors or working in the galley, her gestures are deliberate, each movement purposeful and composed, reflecting a sense of practiced elegance...
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「Expressive Eyes」
Narah's eyes are a window to her thoughts and emotions.. They convey a depth of wisdom and understanding, shifting between warmth and an enigmatic mystery, hinting at hidden layers of her personality...
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「Subtle Gestures」
She communicates with subtle gestures and expressions, often using her hands to emphasize a point or convey nuanced emotions.. Her gestures are precise and controlled, adding depth to her conversations without being overly demonstrative..
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「Reserved Aura」
Despite her charismatic nature, Narah often maintains a reserved demeanor, choosing her words carefully and revealing only what she deems necessary.. Her restrained body language reflects a guardedness, hinting at layers of unspoken thoughts and emotions beneath the surface...
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「Assertive Stance when Challenged」
When faced with situations that oppose her principles or nonsense, Narah's body language transforms.. Her stance becomes more assertive, with a subtle shift in posture and a piercing gaze that conveys a no-nonsense attitude... Her movements might become more direct and purposeful, showcasing her unwavering determination..
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「Comfort in Silence」
There's a comfort in Narah's moments of silence.. She doesn't feel the need to fill gaps in conversation, often using non-verbal cues or expressions to communicate her thoughts, allowing her actions and presence to speak volumes...

「Culinary Skills」

Narah possesses an innate understanding of flavors, effortlessly weaving together a symphony of tastes that dance across the palate... Narah's dishes are a harmonious blend of sweet, savory, spicy, and aromatic elements, each ingredient meticulously chosen to complement the others... Her culinary creations transcend conventional boundaries, showcasing a fearless creativity that challenges traditional recipes... Narah infuses her dishes with unexpected twists and inventive techniques, constantly pushing the boundaries of flavor combinations and presentation... Her kitchen finesse is impeccable, showcasing precision in every slice, dice, and stir... Narah's knife skills are a testament to her mastery, effortlessly maneuvering through ingredients with practiced ease, creating perfectly uniform cuts that enhance both aesthetics and taste. Each dish she crafts is a work of art—a masterpiece both in taste and presentation... Narah's meticulous attention to detail is evident in the plating, where vibrant colors, delicate arrangements, and elegant garnishes elevate the visual appeal of her creations... While she relies on culinary fundamentals, Narah's true strength lies in her intuitive approach... She possesses an almost instinctual sense of ingredient pairing and cooking methods, allowing her to adapt and innovate on the fly, effortlessly turning even the simplest of meals into exquisite delights... Narah's food carries an intrinsic warmth, a gift that extends beyond taste... Her dishes evoke emotions, offering comfort, nostalgia, or a sense of adventure, depending on the occasion or the mood she wishes to evoke... Despite her openness in sharing culinary knowledge, Narah holds a few secretive techniques close to her chest... There are methods and recipes she guards, hinting at a depth of culinary wisdom yet to be fully revealed... Overall, Narah's culinary skills are a testament to her passion, creativity, and dedication, elevating each meal she prepares to a sensory experience that leaves a lasting impression on those fortunate enough to taste her creations...

「Agile Artistry」

Known for her grace and nimble movements, Narah's agility is a spectacle to behold... Her finesse in acrobatics and swift dexterity mirrors her culinary artistry... She effortlessly traverses obstacles and maneuvers through challenging terrains with a poise that captivates observers... Narah's agility isn't just a physical attribute; it's a reflection of her adaptability and quick-thinking nature... Much like her approach to cooking, she embraces unpredictability, effortlessly blending fluidity with precision... Her acrobatic prowess extends beyond physicality; it's an expression of her intuitive instincts and her ability to innovate on the spot, turning hurdles into opportunities with an effortless, breathtaking charm...

Welcome to the OOC Section, in here you will find all the required information when it comes to classes, sub-classes, rolls and the Devilfruit!
Please note, that this section is primarily for the Play [myself] and the DM(s) to have a quick overview on what can and can't be done, as such I highly discourage the use/absue of it when it comes to Metagaming from other potential participants in the Dnd 5e Based One-Piece Pen and Paper Adventure.
[Please note that many of the spells listed have been re-flavoured to better fit the OC]

「Rogue Level 8」

「Attributes」「Stats」「Bonus」「Saving Throws」
Strength9-1-1
Dexterity20+5+8
Constitution15+2+2
Intelligence12+1+4
Wisdom14+2+2
Charisma16+3+3
「Maximum Hitpoints」43
「Current Hitpoints」43
「Temporary Hitpoints」0
「Human Determination」[X]
「Armor Class」18
「Initiative」+13
「Speed」30
「Hit Dice」7d8 +3
「Proficiency Bonus」+3
「Inspiration」1
「Death Saves」   
「Success」000
「Failures」000
「Skills」「Stats」「Proficiencies」
Acrobatics (Dex)+11Yes (E)
Animal Handling (Wis)+2No
Arcana (Int)+1No
Athletics (Str)-1No
Deception (Cha)+6Yes
History (Int)+1No
Insight (Wis)+5Yes
Intimidation (Cha)+3No
Investigation (Int)+1No
Medicine (Wis)+2No
Nature (Int)+1No
Perception (Wis)+5Yes
Performance (Cha)+3No
Persuasion (Cha)+6 +1d6Yes
Religion (Int)+1No
Sleight of Hand (Dex)+11Yes (E)
Stealth (Dex)+11Yes (E)
Survival (Wis)+2No

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「Personality Traits」
"Quick-witted and adaptable, Narah effortlessly navigates diverse social landscapes, blending charisma with a teasing playfulness to ease tensions and forge connections..."
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「Ideals」
"To keep your own secrets is wisdom; but to expect others to keep them is folly.."
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「Bonds」
- "Meat Maestro" - Father Figure
- Ron, 17-year old waiter - Like a Son
- "Mama Jong" - Teacher
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「Human Determination」
Once when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.
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「Strong Will」
When you fail a saving throw, you can roll a d4 and add it to the roll, possibly changing the outcome. You can do this a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.
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「Kitchen Artisan」
As a trained cook, you've learned to use every last bit and scrap of raw ingredients to create filling and satisfying meals. While on a ship, you and your crew require only half as many rations and half as much water as you normally would to gain enough nourishment for a day.
Additionally, knowing what constitutes for food also makes it easier for you to gather sustenance for allies. Given that game animals, vegetables or fruits are available, you can always find food for yourself and up to five people that will last the day if you're given the time to hunt or forage.Additionally, you can learn "attack cuisine" recipies, a secret form of cuisine taught in the Kamabakka kingdom. Secrets of it occasionally drift onto sea, but only those dedicated to culinary arts can hope to master this cuisine.
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「Dream」
Narah's fervent dream intertwines two profound aspirations across the expanse of the Grand Line... As she seeks to revive forgotten epicurean legends, her heart echoes with the yearning to uncover her sister's whereabouts, lost to her two decades ago... Driven by an insatiable hunger for both ancient flavors and familial reconnection, Narah's soulful ambition extends beyond culinary treasures...
Her quest is twofold—resurrecting forgotten tastes and techniques whispered by time's embrace, and seeking the elusive trail that might lead to her estranged sister... Each revived recipe carries within it the echoes of shared memories, a whisper of hope to bridge the chasm that separated them...Through her culinary pursuits, Narah endeavors to weave together the tapestry of flavors that captivated their childhood, hoping that these reimagined masterpieces might serve as a beacon, guiding her toward the reunion she fervently desires... In her dishes, she hopes to encapsulate the essence of shared moments, threading together the past and present, creating an indelible legacy that not only tantalizes the senses but also acts as an unspoken invitation—a silent call to her lost sister, inviting her to share once again in the stories, flavors, and memories they once cherished together...Mama Jong.. a name carved into her heart, early into her journey.. a woman who had passed on a treasure so dear to her to Narah.. to see it become used and to fullfil a Dream of cooking the worlds-greatest meals.. and one day.. Narah decides to come back to the Isle of Mist.. and to cook these very recipes for Mama Jong..

「Class」

LevelProficiency BonusSneak AttackFeatures
1st+22d6Expertise, Sneak Attack, Shadow Signaling
2nd+22d6Cunning Action
3rd+23d6Roguish Archetype, Steady Aim (Optional)
4th+23d6Ability Score Improvement
5th+34d6Uncanny Dodge, Cunning Strikes
6th+34d6Expertise
7th+35d6Evasion
8th+35d6Ability Score Improvement
9th+46d6Roguish Archetype feature
10th+46d6Ability Score Improvement, Rougish Flurry
11th+47d6Reliable Talent
12th+47d6Ability Score Improvement
13th+58d6Roguish Archetype feature
14th+58d6Blindsense, Devious Strikes
15th+59d6Slippery Mind
16th+510d6Ability Score Improvement
17th+610d6Roguish Archetype feature
18th+611d6Elusive
19th+611d6Ability Score Improvement
20th+612d6Stroke of Luck

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「Class Features」
Hit Dice: 1d8 per rogue level
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, pistols and revolvers
Tools: Thieves' tools
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「Sneak Attack」
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
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「Shadow Signaling」
A rogue gains the ability to communicate using a subtle system of gestures.. faint body movements.. and minute shifts in posture that are imperceptible to most observers..
Can communicate silently with allies within 30 feet as long as they can see each other.. This communication is unintelligible to others unless they succeed on a DC 12 Insight check..This form of communication can convey simple ideas like warnings.. directions.. or basic plans..
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「Cunning Action」
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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「Steady Aim」
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
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「Uncanny Dodge」
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
「Cunning Strike」
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.To use this effect, you must have a Poisoner's Kit on your person.Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
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「Evasion」
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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「Roguish Flurry」
Beginning at 10th level, you learn how to make the most of your limited time to strike. When you use your bonus action to Steady Aim, rather than gaining advantage, you can instead make an additional weapon attack as part of your Attack action, still following the movement restriction.
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「Reliable Talent」
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
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「Blindsense」
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
「Devious Strikes」
Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
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「Slippery Mind」
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
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「Elusive」
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
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「Stroke of Luck」
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.

「Rogue Sub-Class」

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「Fancy Footwork」
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
In addition, your mastery of swordplay empowers your ability to dodge. As a reaction to being hit by an attack, you can add your proficiency bonus to your AC. When you gain your Uncanny Dodge feature, you can use both in the same reaction.
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「Rakish Audacity」
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other enemy is within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
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「Panache」
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
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「Elegant Maneuver」
At 13th level, as long as you are conscious, you always have advantage on Dexterity (Acrobatics) or Strength (Athletics) checks you make.
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「Master Duelist」
At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. You can use this feature only once per turn.
You can use this feature a number of times equal to 1 + your Charisma modifier, regaining all expended uses when you finish a short or long rest.

「Twin-Kama's」

1d6 Slashing, Finesse, Light
You gain +1 to all attack roles and damage roles made with these weapons..

「Throwing Knives」

1d4 Slashing, Finesse, Light
Thrown Property (30/90 Feet)
Narah is a master of the silent and deadly art of throwing knives... Concealed at all times, her collection of knives serves as both her defense and a symbol of her expertise... With precision honed through years of practice, mostly that of dodging knives and cleavers flung through the kitchen on the floating beef and indeed.. throwing them back... she wields these hidden weapons as an extension of herself, weaving them effortlessly into her movements if deemed necessary...Almost jokingly, it's said that Narah needs more time to take inventory of her weapons than any other person... Even when thoroughly frisked, not every knife in her possession is discovered...

「Feats」

「Expressionist」

You learn the Allure spell and Charm Person Spell.¬ You gain an Unarmored AC equal to 10 + your Charisma modifier + your Dexterity modifier. You lose this AC if you are wearing armor or holding a shield.

「Allure」

Cost: 0
Casting Time: 1 Action
Range: Self
Duration: Concentration up to 1 Minute
Description:
You are able to put your best foot forwards with charm and a bit of make up. For the duration, you have a 1d6 bonus to all persuasion checks against creatures that are not hostile towards you.

「Charm Person」

Cost: 0 [1 Charge]
Casting Time: 1 Action
Range: 30ft
Duration: 1 hour
Description:
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the creation ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the creation ends, the creature knows it was charmed by you.

「Alert」

Always on the lookout for danger, you gain the following benefits:¬ You gain a +5 bonus to initiative..¬ You can't be surprised while you are conscious..¬ Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you..

「Short Blade Master」

¬ You gain a +1 bonus to attack rolls made with daggers and shortswords.¬ When you take the attack action with a dagger or shortsword, you can make an additional attack with it as part of the Attack action. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest.¬ You have advantage on attack rolls against a creature you are grappling with, as well as against creatures that are grappling you.¬ When you have advantage on an attack roll using a dagger or shortsword, and you hit, you deal an additional 1d4 damage.

Inu-Inu no Mi, Mythical Type, Model: Kitsune

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「Appearance & Description」
This mythical Zoan Devil Fruit resembles a crimson-orange persimmon with golden flecks adorning its surface
A mystical entity resembling a humanoid fox spirit, melding essence with the ethereal nature of the Kitsune. The user gains control over illusions and mystical trickery, able to manipulate perceptions and create complex deceptions.
As Kitsune of folklore are renowned for their mesmerizing charm and shapeshifting abilities. The Kitsune of legend are exclusively female spirits possessing great beauty, the fruit's zoan form is always that of a woman. If the fruit user is a man, the hybrid form takes on an androgynous appearence, while if the user is a woman it enhances her feminine characteristics further. Due to this peculiar nature, the fruit is highly sought after by the Kamabakka kingdom.
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「Devil-Fruit Ability」
- Fruit Attack Modifier = Your proficiency bonus + your Charisma modifier
- Fruit Save DC = 8 + your Proficiency bonus + your Charisma modifier¬ Immediately when you eat this fruit, your current hit points and hit point maximum permanently increase by a number equal to twice your level, and increases by an additional 2 hit points each time you gain a character level.¬ As a bonus action on your turn, you can transform into a zoan or hybrid form, or back to your normal form.
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「Curse」
When you eat a devil fruit, you permanently gain the following negative effects:
¬ You are Immortal.
¬ You permanently lose any swimming speed you have, and cannot benefit from any creation or effect that would grant you a swimming speed.
¬ If you're partially submerged in running water or come into contact with sea-prism stone, you suffer disadvantage on all attack rolls and ability checks until contact is broken, and for the duration your speed is halved. Additionally, you must succeed on a DC 15 Constitution saving throw or become incapacitated for the duration. You can repeat this saving throw at most once every hour, ending the incapacitated effect on a successful save.
¬ If completely submerged in water, you become paralyzed until removed from the water, in addition to suffering all the penalties for partial submersion.

The devil fruit has 7 charges and regains all charges at dawn.

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「Hybrid Form」
When you're transformed into your hybrid form, you take a form of breathtaking beauty, and the following rules apply to you:

¬ Your Charisma score is set to 17 unless it's already higher, and cannot be lower.
¬ You have advantage on Charisma (Deception) and Charisma (Persuasion) checks you make towards humanoids.
¬ When you make a Charisma ability check using Persuasion or Deception, you are considered proficient in the skill, and can double your proficiency bonus to the check.
¬ +1 to perceptionchecks that rely on hearing.
¬ You appear as comely as you could possibly be. Additionally, no effects can cause you to gain unsightly blemishes or disfiguration, including diseases and creations.
¬ Your height increases to 213cm / 7ft

___________________________________________________________________
「Zoan Form」
When you're transformed into your zoan form, you take the form of a Kitsune, and the following rules apply to you:

¬ You are considered tiny in size.
¬ You have darkvision 30 ft
¬ Your creature type is beast, rather than humanoid.
¬ You have a base walking speed of 35ft
¬ You have a base burrowing speed of 5ft
¬ You have natural weapons: Bite / Claw | Finesse, Piercing | 1 Damage
¬ You have advantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks you make.
¬ +1 to perceptionchecks that rely on hearing.
¬ When you use creations granted by this fruit, you do not need to provide any verbal components.
¬ You have resistance to fire damage, but vulnerability to cold damage.

___________________________________________________________________
「Creations」
While in your hybrid or zoan form, you can expend charges to use the following creations, using your devil fruit ability as your creative ability for them and requiring no material components:

「Cantrips」

「Guidance」
Cost: 0
Casting Time: 1 Action
Range: Touch
Duration:
Concentration, up to 1 minute
Description:
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.
_______________________________
「Show Off」
Cost: 0
Casting Time: 1 Action
Range: 30 feet
Duration: Up to 1 hour
Description:
¬ Your voice booms up to three times as loud as normal for up to 1 hour.
¬ You cause flames to flicker, brighten, dim, or change color for up to.¬ You cause harmless tremors in the ground within range for up to 1 hour.¬ You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.¬ You instantaneously cause an unlocked door or window to fly open or slam shut.¬ You alter the appearance of your eyes for up to 1 hour.If you use this trick multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect, no action required.

「Level-1 Spells」

「Command」
Cost: 1 Charge
Casting Time: 1 Action
Range: 60ft
Duration: 1 Round
Description:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach:
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop:
The target drops whatever it is holding and then ends its turn.
Flee:
The target spends its turn moving away from you by the fastest available means.
Grovel:
The target falls prone and then ends its turn.
Halt:
The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

「Level-2 Spells」

「Pass Without Trace」
Cost: 2 Charges
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Description:
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
_______________________________
「Suggestion」
Cost: 2 Charges
Casting Time: 1 Action
Range: 30ft
Duration: Concentration, up to 8 hours
Description:
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.If you or any of your companions damage the target, the spell ends.

The devil fruit has 14 charges and regains all charges at dawn.

___________________________________________________________________
「Enhanced Hybrid Form」
When you're transformed into your hybrid form, you take a form of breathtaking beauty, and the following rules apply to you:

¬ Your Charisma score is set to 19 unless it's already higher, and cannot be lower.
¬ You have advantage on Charisma (Deception) and Charisma (Persuasion) checks you make towards humanoids.
¬ When you make a Charisma ability check using Persuasion or Deception, you are considered proficient in the skill, and can double your proficiency bonus to the check.
¬ +1 to perceptionchecks that rely on hearing.
¬ You appear as comely as you could possibly be. Additionally, no effects can cause you to gain unsightly blemishes or disfiguration, including diseases and creations.
¬ Your height increases to 213cm / 7ft

___________________________________________________________________
「Enhanced Zoan Form」
When you're transformed into your zoan form, you take the form of a Kitsune, and the following rules apply to you:

¬ You are considered tiny in size.
¬ You have darkvision 30 ft
¬ Your creature type is beast, rather than humanoid.
¬ You have a base walking speed of 40ft
¬ You have a base burrowing speed of 5ft
¬ You have natural weapons: Bite / Claw | Finesse, Piercing | 1 Damage
¬ You have advantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks you make.
¬ +1 to perceptionchecks that rely on hearing.
¬ When you use creations granted by this fruit, you do not need to provide any verbal components.
¬ You have resistance to fire damage, but vulnerability to cold damage.

___________________________________________________________________
「Creations」
While in your hybrid or zoan form, you can expend charges to use the following creations, using your devil fruit ability as your creative ability for them and requiring no material components:

「Cantrips」

「Guidance」
Cost: 0
Casting Time: 1 Action
Range: Touch
Duration:
Concentration, up to 1 minute
Description:
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.
_______________________________
「Show Off」
Cost: 0
Casting Time: 1 Action
Range: 30 feet
Duration: Up to 1 hour
Description:
¬ Your voice booms up to three times as loud as normal for up to 1 hour.
¬ You cause flames to flicker, brighten, dim, or change color for up to.¬ You cause harmless tremors in the ground within range for up to 1 hour.¬ You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.¬ You instantaneously cause an unlocked door or window to fly open or slam shut.¬ You alter the appearance of your eyes for up to 1 hour.If you use this trick multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect, no action required.

「Level-1 Spells」

「Command」
Cost: 1 Charge
Casting Time: 1 Action
Range: 60ft
Duration: 1 Round
Description:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach:
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop:
The target drops whatever it is holding and then ends its turn.
Flee:
The target spends its turn moving away from you by the fastest available means.
Grovel:
The target falls prone and then ends its turn.
Halt:
The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

「Level-2 Spells」

「Pass Without Trace」
Cost: 2 Charges
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Description:
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
_______________________________
「Suggestion」
Cost: 2 Charges
Casting Time: 1 Action
Range: 30ft
Duration: Concentration, up to 8 hours
Description:
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.If you or any of your companions damage the target, the spell ends.

「Level-3 Spells」

「Haste」
Cost: 3 Charges
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 Minute
Description:
Choose a willing creature that you can see within range. Until the creation ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the creation ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

「Level-4 Spells」

「Freedom of Movement」
Cost: 4 Charges
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Description:
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, is increased by 10ft, and creation and other effects can neither reduce the target’s speed nor cause the target to be stunned, paralyzed, or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

The devil fruit has 20 charges and regains all charges at dawn.

___________________________________________________________________
「Enhanced Hybrid Form」
When you're transformed into your hybrid form, you take a form of breathtaking beauty, and the following rules apply to you:

¬ Your Charisma score is set to 20 unless it's already higher, and cannot be lower.
¬ You have advantage on Charisma (Deception) and Charisma (Persuasion) checks you make towards humanoids.
¬ When you make a Charisma ability check using Persuasion or Deception, you are considered proficient in the skill, and can double your proficiency bonus to the check.
¬ +1 to perceptionchecks that rely on hearing.
¬ You appear as comely as you could possibly be. Additionally, no effects can cause you to gain unsightly blemishes or disfiguration, including diseases and creations.
¬ Your height increases to 213cm / 7ft

___________________________________________________________________
「Enhanced Zoan Form」
When you're transformed into your zoan form, you take the form of a Kitsune, and the following rules apply to you:

¬ You are considered tiny in size.
¬ You have darkvision 30 ft
¬ Your creature type is beast, rather than humanoid.
¬ You have a base walking speed of 40ft
¬ You have a base burrowing speed of 5ft
¬ You have natural weapons: Bite / Claw | Finesse, Piercing | 1 Damage
¬ You have advantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks you make.
¬ +1 to perceptionchecks that rely on hearing.
¬ When you use creations granted by this fruit, you do not need to provide any verbal components.
¬ You have resistance to fire damage, but vulnerability to cold damage.

___________________________________________________________________
「Awakened Form」
When you take on your hybrid form, you can choose to enter an awakened form instead:

¬ Your creature type is fey, rather than humanoid.
¬ Your Charisma score is set to 22 unless it's already higher, and cannot be lower.
¬ You have advantage on Charisma (Deception) and Charisma (Persuasion) checks you make towards humanoids.
¬ When you make a Charisma ability check using Persuasion, you are considered proficient in the skill, and can double your proficiency bonus to the check.
¬ You appear as comely as you could possibly be. Additionally, no effects can cause you to gain unsightly blemishes or disfiguration, including diseases and creations.
¬ You have advantage on Charisma (Persuasion) and Dexterity (Acrobatics) checks you make.
¬ +1 to perceptionchecks that rely on hearing.
¬ When you use creations granted by this fruit, you do not need to provide any verbal components.
¬ You have resistance to fire damage.
¬ You regain a number of hit points equal to 5 + your Constitution modifier at the start of your turn as long as you have half your hit points remaining or less. You do not regain hit points like this if you have 0 hit points.
¬ You have advantage on death saving throws. Additionally when you are stabilized, you regain 1 hit point.
¬ When the awakened form ends, you gain one level of exhaustion. You gain one additional level of exhaustion for every 10 minutes you spent in this form without transforming back.

___________________________________________________________________
「Creations」
While in your hybrid or zoan form, you can expend charges to use the following creations, using your devil fruit ability as your creative ability for them and requiring no material components:

「Cantrips」

「Guidance」
Cost: 0
Casting Time: 1 Action
Range: Touch
Duration:
Concentration, up to 1 minute
Description:
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.
_______________________________
「Show Off」
Cost: 0
Casting Time: 1 Action
Range: 30 feet
Duration: Up to 1 hour
Description:
¬ Your voice booms up to three times as loud as normal for up to 1 hour.
¬ You cause flames to flicker, brighten, dim, or change color for up to.¬ You cause harmless tremors in the ground within range for up to 1 hour.¬ You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.¬ You instantaneously cause an unlocked door or window to fly open or slam shut.¬ You alter the appearance of your eyes for up to 1 hour.If you use this trick multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect, no action required.

「Level-1 Spells」

「Command」
Cost: 1 Charge
Casting Time: 1 Action
Range: 60ft
Duration: 1 Round
Description:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach:
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop:
The target drops whatever it is holding and then ends its turn.
Flee:
The target spends its turn moving away from you by the fastest available means.
Grovel:
The target falls prone and then ends its turn.
Halt:
The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

「Level-2 Spells」

「Pass Without Trace」
Cost: 2 Charges
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Description:
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
_______________________________
「Suggestion」
Cost: 2 Charges
Casting Time: 1 Action
Range: 30ft
Duration: Concentration, up to 8 hours
Description:
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.If you or any of your companions damage the target, the spell ends.

「Level-3 Spells」

「Haste」
Cost: 3 Charges
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 Minute
Description:
Choose a willing creature that you can see within range. Until the creation ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the creation ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

「Level-4 Spells」

「Freedom of Movement」
Cost: 4 Charges
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Description:
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

「Level-5 Spells」

「Seeming」
Cost: 5 Charges
Casting Time: 1 Action
Range: 30 feet
Duration: 8 hours
Description:
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

「Level-6 Spells」

「Mass Suggestion」
Cost: 6 Charges
Casting Time: 1 Action
Range: 60 feet
Duration: 24 hour
Description:
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

「Shapeshifting」

Cost: 0
Casting Time: 1 Action
Range: Self
Duration:
D (1 hour)
S (6 hours)
A (Indefinite)
Resets at the end of a long rest
Catalog
D 5+3
S 15+3
A 50+3
Description:
¬ Physical Form:
You can alter your physical appearance, including your height, weight, facial features, race, scent and body type, to that of any humanoid or beastial creature, that you have both touched and attuned to during a short or long rest.
¬ Voice:
You can change your voice to mimic any creature or individual whose voice you have heard.
¬ Clothing:
Your clothing and equipment transform seamlessly with your new form, altering to match the appearance and style appropriate to the chosen form. These changes are physical and tangible, providing the necessary covering or protection without altering their functionality. However, any magical properties or specific benefits tied to your original clothing or equipment are temporarily suppressed while in this altered form.

「Image」

[Placeholder]

「Description」

[Placeholder]

「Haki」

___________________________________________________________________

「The Cheat-Sheet」

___________________________________________________________________
「Initiative Roll」
¬ 1d20 + 5 + 3 + 5 [Charisma modifier: 「Rakish Audacity」+ 「Alert」]
___________________________________________________________________
「Attack Roll」
[Kama]
¬ 1d20 + Dex modifier (+5 currently) + Proficiency Bonus (+3 currently) + 1 (From the Dagger +1) + 1 (From Feat)
OR 1d20 + 10
[Throwing Knife]
¬ 1d20 + Dex modifier (+5 currently) + Proficiency Bonus (+3 currently)
OR 1d20 + 8
___________________________________________________________________
「Damage Roll」
[Dagger +1]
¬ 1d4 + Dex modifier (+5 currently) + 1 (From the Dagger +1) +
OR 1d4 + 6
[Throwing Knife]
¬ 1d4 + Dex modifier (+5 currently)
OR 1d4 + 5
[Advantage]
+ 1d4 Damage
___________________________________________________________________
「Sneak Attack」
¬ 5d6
¬ with no disadvantage and no other creature within 5ft of you, other than your target.
___________________________________________________________________
「Reaction」
1. ¬ Half the Damage
2. ¬ Add Proficiency to AC
___________________________________________________________________
「Evasion」
Dex saving throw:
Fail ¬ Half Damage
Success ¬ No Damage
___________________________________________________________________
「Short Blade Master」
- If I use an attack, I can do another attack, whether I had hit or miss!
[0][0][X]
「Strong Will」
- If I lose a saving throw, I can add a 1d4!
[0][0][0]
___________________________________________________________________
「Cunning Strikes」
- Poison -> Disadvantage on Attackrolls and Ability Checks -> 1 Minute
Cost: 1d6
CON-SAVE
- Small/Large -> Trip -> Prone
Cost: 1d6
DEX-SAVE
「Devious Strikes」(LEVEL 14)- Only 1 action OR Bonus action OR movement -> Dazed
Cost: 2d6
CON-SAVE
- Knock Unconscious
Cost: 6d6
CON-SAVE
- Blinded
Cost: 3d6
DEX-SAVE
DC TO BEAT: 8 + DEX + Prof. Mod. = 16
___________________________________________________________________
「Assassinate」
- Advantage on Attack rolls against surprised enemies
-> If hitting a surprised enemy -> Instant Crit