{"name":"Hulgor","class":"Fighter","level":"3","background":"heroic Lineage","race":"Earth Genasi","alignment":"CG","proficiency_bonus":"2","strength":"18","dexterity":"12","constitution":"18","intelligence":"16","wisdom":"10","charisma":"8","str_save":"6","dex_save":"1","con_save":"6","int_save":"3","wis_save":"0","cha_save":"-1","hit_die":"10","total_hit_dice":"3","acrobatics":"3","animal_handling":"0","arcana":"7","athletics":"6","deception":"-1","history":"5","insight":"0","intimidation":"-1","investigation":"3","medicine":"0","nature":"3","perception":"0","performance":"-1","persuasion":"-1","religion":"5","sleight_of_hands":"1","stealth":"1","survival":"0","proficiencies":"Languages\r\nCommon, Infernal, Primordial\r\n\r\nTools\r\nVehicles (Land)","armor_class":"19","hit_points":"34","initiative":"1","speed":"30","proficiences_and_languages":"Armor\r\nHeavy Armor, Light Armor, Medium Armor, Shields\r\n\r\nWeapons\r\nMartial Weapons, Simple Weapons\r\n","attacks":"Weapon | Attack | Damage\r\nLongsword | [roll:1d20+6] | [roll:1d8+4] ","spellcasting":"","equipment":"Chain Mail.\r\nLongsword \r\nShield \r\nExplorer pack\r\nPouch with 15 Gold pieces","personality_trait":"I am quiet in public and don't enjoy being noticed.\r\nI am attracted to people who don't fawn over me right away","ideal":"Individuality. I am not my family's name and will make my own legend.\r\nAspiration. I want to make the people who believe in me proud. ","bond":"I wield the same weapon my ancestor used.","flaw":"I can only handle so much fawning before I explode in anger.","features_and_traits":"Master Runes\r\nWhen you choose this archetype at 3rd level, you learn                                               \r\nfive master runes; Ild (fire), Kalt (frost), Ond (spirit), Stein\r\n(Stone), and Vind (wind). While these names are known\r\nto you as the basis for empowering your equipment, their\r\napplication continues to require diligent study, constant\r\ntrial, and repeated error to evoke the unique properties\r\nfrom each variant invocation.\r\n\r\n\r\nRunecraft\r\nAt 3rd level, you learn augmentations that utilize the\r\nmaster runes to enhance your martial prowess. Their\r\neffects are based on how you invoke them, generating\r\ndefensive properties to thwart your foes\u2019 advance or deal\r\ndecisive blows.\r\n\r\n\r\nRunescript\r\nAt 3rd level, you gain proficiency in the Arcana and\r\nReligion skills. Additionally, you double your proficiency\r\nbonus when making Intelligence checks that involve\r\nidentifying anything that's magical\r\n\r\n\r\nRunic Augmentations. You learn three runic\r\naugmentations of your choice, which are detailed under\r\n\u201cRunic Augmentations\u201d below. Each augmentation is\r\nspecific to its master rune; for instance, if you learn the\r\nSokn augmentation of the Ild master rune, you don\u2019t\r\ngain the ability to use the Sokn augmentation with\r\nother master runes unless you also learn that specific\r\ncombination.\r\n\r\n\r\nRitual Crafting. Each runic combination (such as Sokn-\r\nIld) must be inscribed and empowered into your equipment\r\nover the course of 8 hours, which can be done during a\r\nlong rest. Each piece of equipment must be within your\r\nreach throughout the ritual, at the conclusion of which, you\r\ninfuse a part of your being into the runes, causing them to\r\nglow slightly with your own spiritual essence.\r\nThe rune\u2019s power fades if it moves more than 100 feet\r\naway from you and can\u2019t be used by anyone other than you.\r\n\r\n\r\nAugmentation Activation. During your turn, you\r\ncan activate a single runic augmentation by focusing\r\non the rune\u2019s power. You can activate one of these\r\naugmentations on your turn using your bonus action to\r\nempower your attacks (Sokn), your reaction to entrench\r\nyour defenses (Vard), or your action to enhance your\r\nskills (Hagr).\r\nActivating a rune requires concentration (as if\r\nconcentrating on a spell), which lasts a number\r\nof rounds equal to your proficiency bonus + your\r\nConstitution modifier (minimum of 3) and you can end\r\nyour concentration at any time (no action required). You\r\ngain the ability to concentrate on two runes at once at\r\n10th level.\r\n\r\nSaving Throws. Some of your runic augmentations\r\nrequire your target to make a saving throw to resist the\r\neffects. The saving throw DC is calculated as follows:\r\nRunic save DC = 8 + proficiency bonus +\r\nyour Constitution modifier\r\n\r\n\r\nRunic Augmentations\r\nBelow are the runic augmentations for each of the five\r\nmaster runes. In the ancient tongues, the augmentation\r\ncan be said before or after the rune.\r\n\r\nSokn\r\nAttack Augmentation\r\nYou can activate a rune with the Sokn augmentation as a\r\nbonus action. A rune\u2019s power only affects the weapon it is\r\ninscribed on.\r\n\r\nIld. Once per turn, when you hit a creature with a\r\nweapon attack, you burn the target. While this rune\r\nis active, each creature you\u2019ve burned takes 1d4 fire\r\ndamage at the start of its turn for each time you\u2019ve burned\r\nit, and it can then make a Constitution saving throw,\r\nending the effect of all such burns on itself on a success.\r\nAlternatively, the burned creature, or a creature within 5\r\nfeet of it, can use an action to make a Wisdom (Medicine)\r\ncheck against your runic save DC, ending the effect of all\r\nburns on it on a success.\r\n\r\nKalt. When you hit a creature with a weapon attack, it\r\ncan't take reactions until the start of its next turn.\r\n\r\nOnd. when you hit a creature with\r\na weapon attack, you deal an additional 1d4 necrotic\r\ndamage and you recover hit points equal to the necrotic\r\ndamage dealt.\r\n\r\nStein. When you hit a Large or smaller creature with\r\na weapon attack, it must make a Strength saving throw,\r\nfalling prone on a failed save.\r\n\r\nVind. When a creature hits you with a melee attack,\r\nyou can use your reaction to make a melee weapon attack\r\nagainst that creature.\r\n\r\nVard\r\nDefense Augmentation\r\nYou can activate a rune with the Vard augmentation as a\r\nreaction. A rune\u2019s power can only be used while wearing\r\nthe armor or holding the shield it is inscribed on.\r\n\r\nIld. When you are hit by a melee attack, the attacker\r\ntakes fire damage equal to your proficiency bonus.\r\n\r\nKalt. When you are hit by a melee attack, the damage\r\nyou take from the attack is reduced an amount equal to\r\nyour proficiency bonus.\r\n\r\nOnd. You gain a bonus to saving throws made to resist\r\nbeing frightened equal to your Constitution modifier.\r\n\r\nStein. You have advantage on saving throws made to\r\nresist being moved against your will.\r\n\r\nVind. Ranged attacks made against you have\r\ndisadvantage as wind whips around you.\r\n\r\nHagr\r\n\r\nAbility Augmentation\r\nYou can activate a rune with the Hagr augmentation as\r\nan action. This rune must be inscribed on your body to be\r\nactivated.\r\nIld. You can add your Constitution modifier to your\r\nStrength (Athletics) and Dexterity (Acrobatics) ability\r\nchecks.\r\n\r\nKalt. You ignore difficult terrain and can walk safely\r\nacross still or gently moving water.\r\nOnd. When you receive healing from any source,\r\nyou also gain temporary hit points equal to 5 + your\r\nproficiency bonus.\r\n\r\nStein. You have resistance to poison damage\r\nand Constitution saving throws made to maintain\r\nconcentration.\r\n\r\nVind. Your movement speed increases by a number\r\nof feet equal to 5 times your Constitution modifier\r\n(minimum 5 feet).\r\n\r\nTal\r\nReckoning\r\n\r\nOnce you gain the Sentinel\u2019s Reckoning feature at 10th\r\nlevel, you can activate a rune with the Tal command word\r\nas an action. This rune manifests in the air around you\r\nwhen activated.\r\n\r\nIld. Each creature within a 5-foot-radius of you must\r\nmake a Dexterity saving throw, taking fire damage equal\r\nto 2d6 \u00d7 the number of runes you have active on a failed\r\nsave, or half as much damage on a successful one.\r\n\r\nKalt. An eruption of magical frost blasts from you in a\r\nradius equal to 10 feet \u00d7 the number of runes you have\r\nactive. All creatures of your choice within the area must\r\nsucceed on a Strength saving throw or be restrained for a\r\nnumber of rounds equal to the number of active runes. At\r\nthe end of each of their turns, they can repeat the saving\r\nthrow to break free.\r\n\r\nOnd. Life spirits swirl about you in a 5-foot-radius.\r\nAll creatures of your choice within that radius regain\r\nhit points equal to 1d6 \u00d7 the number of runes you have\r\nactive.\r\n\r\nStein. You release your runic power in an arc before\r\nyou, creating a cone of difficult terrain as jagged earth\r\nerupts equal to 5 feet \u00d7 the number of runes you have\r\nactive. When a creature enters this area for the first time\r\non a turn or starts its turn there, it takes 2d4 slashing\r\ndamage.\r\n\r\nVind. A furious cyclone whips up a strong wind around\r\nyou. All creatures within a 10-foot-radius must succeed\r\non a Strength saving throw or take 1d10 bludgeoning\r\ndamage, be pushed a number of feet equal to 5 \u00d7 the\r\nnumber of runes you have active (minimum of 5 feet), and\r\nfall prone. On a success, a creature takes half as much\r\ndamage and isn\u2019t knocked prone.\r\n\r\nRacial Traits\r\nEarth Walk\r\nYou can move across difficult terrain made of earth or stone without expending extra movement.\r\n\r\nMerge with Stone\r\nYou can cast pass without trace (w\/o material components) once per long rest. CON is your spellcasting ability.","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"96261","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"16329","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"34","temporary_hit_points":"","hit_dice_used":"3","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"Earth Genasi","isShared":"1","templateId":"404","blockId":"222547"}