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Inari, Geneviere Reyland alias Mika in Dungeons & Dragons 2024 (D&D)

Inari, Geneviere Reyland alias Mika
Level 3
Background Merchant
Size Medium
Species Kitsune
Rogue
Subclass Arcane Trickster
Level 3
Hit dice 3/3
1d8+2

STR 13
+1
STR save: +1
DEX 18
+4
DEX save: +6
CON 14
+2
CON save: +2
INT 18
+4
INT save: +6
WIS 16
+3
WIS save: +3
CHA 17
+3
CHA save: +3

Initiative (DEX)
+4
Speed
30
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
15
Leather armor
Hit Points
29 / 29
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
INT
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
War Fan +6 DEX 1d6+4 Slashing
  Properties: finesse, light, special (see text), thrown R. 20/60 Nick
Shortbow +6 DEX 1d6+4 Piercing
  Properties: two-handed, R. 80/320 Vex
War Fan +6 DEX 1d6+4 Slashing
  Properties: finesse, light, special (see text), thrown R. 20/60 Nick
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather armor 15
Skills
P/E Bonus Skill Abi
+4 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+5 Deception CHA
+4 History INT
+3 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
+3 Medicine WIS
+4 Nature INT
+5 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+8 Sleight of Hand DEX
+8 Stealth DEX
+5 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand
+6
permanent?
 Notes:   Conjuration Cantrip Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds. (Mage Hand Legerdemain: When you cast Mage Hand, the spectral hand is invisible.) *Invisibility ends on nearly any action taken by the mage hand, and is only regained on short rests. Due to a bug, the Mage Hand's invisibility is also broken by any ally with See Invisibility See Invisibility if summoned within their vision range. To avoid this, summon it outside of their vision range. *This is probably the best tool to scout safely, as long are there are no creatures nearby with See Invisibility See Invisibility, which is fairly rare. *One can scout an entire area thanks to the Mage Hand's ability to fly which allows it to go to places otherwise very difficult to reach, as long as one can make the camera see the ground level of that place. *Letting the hand throw objects or potions in battle is very effective, because dropping an item on the ground for the hand to throw does not cost an action. *Even while invisible and out of combat, the hand is able to flank an opponent to activate a Rogue's Sneak Attack.
Prestidigitation
+6
 Notes:   Transmutation Cantrip Casting Time: Action Range: 10 feet Components: V, S Duration: 1 hour You create a magical effect within range.(flames she creates are pale blue) Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Minor Illusion
+6
 Notes:   at will (Race) llusion Cantrip Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Booming Blade
+6
 Notes:   Evocation Cantrip Casting Time: Action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Level 1 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Fog Cloud
+6
 Notes:   Level 1 Conjuration Casting Time: Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.
Chromatic Orb
+6
 Notes:   Level 1 Evocation Casting Time: Action Range: 90 feet Components: V, S, M (a diamond worth 50+ GP) Duration: Instantaneous You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell. (flames she creates are pale blue)
Charm Person
+6
 Notes:   once per day, no slot (race) Level 1 Enchantment Casting Time: Action Range: 30 feet Components: V, S Duration: 1 hour One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0
Treasure and Equipment

  • Dual Kitsune War Fans (Martial) Ranged Weapon Cost 10 gp; Damage 1d6 + Nick (second attack using action instead of bonus action) slashing; Range 20/60; Weight 1 lb.; Properties finesse, light, special (see text), thrown A kitsune war fan is a folding fan, often used to cool oneself on warm days. The spokes of the kitsune war fan are made from steel, giving them tremendous strength. Within half of the spokes are small, concealed blades that can be deployed at a moment’s notice, each with sharpened edges. When the fan is unfolded and the blades deployed, it is an effective means for parrying. Kitsune war fans are elaborately decorated with various images and themes appropriate to their culture, which further serves to hide their true, warlike, purpose. Once per round, as a reaction, you may use the war fan to deflect incoming blows. This raises your Armor Class by 2 against the next melee attack against you. This cannot be combined with a shield.
  • Navigator's tools, 2 pouches, Traveler's clothes, 2 daggers, shortbow, Burglar's pack,
  • Kitsune Star Gem Wondrous item, uncommon (requires attunement) Shaped like a star made of green sapphire, a kitsune star gem sheds a faint light that turns darkness into dim light (but never higher than dim light). It thrums with an inner pulse. By spending an action, the Star Gem allows you to recover 3 spent Hit Dice. This can only be used once per long rest.


Proficiencies, Languages, and Talents

Navigator's tools, Thief's tools, Simple weapons, Martial (finesse or light), light armor, Ship and wagon handling.


Languages: Common, Sylvan, Elvish, Thieves Cant, Dwarvish




Features & Traits

*Rogue expertise at lvl 1 and lvl 6, sneak attack 2d6 at lvl 1


*Weapon mastery (changeable on long rest) (Daggers (fans) Nick, shortbow Vex), Finesse, Cunning Action


*Mage Hand Legerdermain
*Cast Minor Illusion at will and Charm Person once per day


*One with the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
*Lucky - Luck Points = prof. bonus before rolls


*Darkvision 60ft


*Background: Merchant Ability Scores: Constitution, Intelligence, Charisma


>Feat: Lucky Skill Proficiencies: Animal Handling and Persuasion


*Merchant background = Tool Proficiency: Navigator's Tools - Equipment: Choose A or B: (A) Navigator's Tools, 2 Pouches, Traveler’s Clothes, 22 GP; or (B) 50 GP You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you earned a living by buying and selling the raw materials artisans need to practice their craft or finished works from such crafters. You might have transported goods from one place to another (by ship, wagon, or caravan) or bought them from traveling traders and sold them in your own shop.


*LUCKY Origin Feat You gain the following benefits. Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest. Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll. Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll. Proficient in handling a ship or wagon.



Spellcasting

  • Spellcasting focus is Father's necklace.
  • All flames she creates are pale blue.


Backstory

Adopted by Erik & Leena Reyland, owners of the Reyland Imports shipping, import/export company in Dockway in the Shore District of Magnimar. On a particularly important trip overseen by Erik himself, the ship was forced to stop at Riddleport where a small child with hair that looked oddly more grey than black and unusual amber eyes, was caught stealing from a member of the ship's crew when another happened by at the worst time and caught her. The crewmen were about to punish her for stowing away on their ship and for her thievery when Erik decided to step in. He took the girl into a room and questioned her. She was stubborn and uncooperative at first but she saw he seemed to be a good and kind man and she feared what the crew would do to her if he gave up talking to her and gave her back to them so she began to trust him. She eventually told him that she had no family and she was stealing because she was hungry. He took pity on the child and told her that if she promised not to steal anymore he would help her find a home. She was wary, people had made those kinds of promises before and they had always ended badly, but she trusted him somewhat and decided to give him a chance. She traveled with him for the rest of the trip and by the time they had returned to Magnimar Erik had grown quite fond of Inari as she called herself and decided he would speak to his wife and see if she would be willing to adopt her. It wasn't long before Leena grew to care for Inari too and they made her a Reyland officially with the new name Geneviere.


Her memories of her life before Riddleport contain only dreams of being in the woods as a cub with her mother Kuzunoha (named after the legend) and a few others who had given birth recently, along with their cubs. Wandering off to chase small animals and to play she lost track of time and when she returned to the den she found everyone gone. Smells of others she did not know lingered in the air so she hid and waited hoping that when it was safe they would return for her but after several days no one had. She finally had no choice but to leave and begin scrounging for food. Her search eventually led her to a human settlement, a rough dangerous city called Riddleport. She hoped since her father was human and since she knew nothing about him having seen him only twice, that maybe she would find him there and he would welcome her. She managed to blend in with the humans when necessary as she searched for any male human who might have a long lost daughter and might know her mother but was unsuccessful. She eventually gave up on finding him and spent most of her time hidden away from others, only coming out in disguise to steal food or things she could sell and had managed to get away with this for a while before a group of older human children found her. They noticed she was good at hiding, stealing and tricking people so they forced her to work for them. One in particular who went by Roan? who like horses of the same variety had dark hair (in his case brown) mixed with what looked like strands of white, led a smaller group who bullied her and was cruel at every opportunity which caused her to take the chance to escape when presented in the form of a ship that seemed less guarded than the ones she was used to seeing. She stowed away for several days before getting caught by a crewman who had woken up and passed by unexpectedly as she was grabbing some food from a sailors bag that he had squirreled away for snacking during late watch.


In the nine years that followed Gen flourished in her new home, her secret, (revealed when a jarring event frightened her into revealing it as she was still young and had only a small amount of control of her abilities,) safe with the parents who loved her dearly. Her 16th year however was plagued by sadness and difficulty for her with the death of her parents and the near total loss of her home and parents' company. She managed to salvage it after nearly a full year of struggle and with the "help" of an old friend from Riddleport. Well he had never been much of a friend back then. In fact he bullied her near incessantly, but he'd grown into quite an attractive man since and when he'd tracked her down (after hearing about Reyland Imports being run by a dark haired beauty with unusual, strikingly amber eyes which sounded awfully familiar), she couldn't help but be attracted to him.


In her naivete and due to her happy, safe life allowing her to let her guard down, she fell for his charm and his promises that he had changed and allowed him to talk her into using the company to help some of his friends who needed to ship some things but couldn't trust the other companies in Riddleport. She just needed to change a record here, a log there. She eventually came to realize however that she wasn't helping honest people avoid Riddleport's "bad guys", she was helping them smuggle things outside the reach of Avery Slyeg(?) who wanted control of their smuggling operation. She trusted her friend when he said he loved her and would keep her safe but others from Riddleport began to appear in Magnimar and her friend and his associates disappeared. She was left alone with threats being made against her and her company and no one she could turn to without paying a hefty price for her crimes or dragging an innocent person into her troubles, so at 18 she left with what she had saved, changed her name and set out on the run. She began her life anew yet again, this time as an adventurer, often turning to the skills she had learned in her early years and in the two years spent with Roan? to get by in difficult times or to save her life at others.


Father: Hanzo



Adventuring Motivation

Intense curiosity and vengeance.






™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" with a large format like A3.
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