{"name":"Meara","class":"Ivor's Huntsman","level":"9","background":"Outlander","race":"Aasimar","alignment":"Any","ac":"16","initiative":"","speed":"30","hitpoints":"70","hitdice":"10","hitdicenumber":"9","strength":"23","dexterity":"16","constitution":"14","intelligence":"15","wisdom":"16","charisma":"11","passivewisdom":"15","proficiencybonus":"4","str_save":"10","dex_save":"3","con_save":"5","int_save":"2","wis_save":"3","cha_save":"0","acrobatics":"6","animalhandling":"3","arcana":"5","athletics":"10","deception":"0","history":"2","insight":"3","intimidation":"0","investigation":"2","medicine":"3","nature":"2","perception":"6","performance":"0","persuasion":"0","religion":"2","sleightofhands":"3","stealth":"3","survival":"2","proficiences":"Light and medium armor, all weapons, herbalism kit, dark vision, celestial language, resistance to necrotic and radiant damage, sylvan language.","features":"-silver tell\r\n-fighting style great weapon fighting\r\n-second wind\r\n-action surge\r\n-beastiary\r\n-favored prey: monstrosities\r\n-Darkvision:60 ft\r\n- +10 stealth on natural terrain\r\n-Extra Attack\r\n\r\n-combat superiority- 5 D8s","attackstable":"Longsword 1H | [roll: 1d20+8] | [roll: 1d8+4] | Slashing\r\nLongsword 2H | [roll: 1d20+8] | [roll: 1d10+4] | Slashing\r\nLight Crossbow | [roll: 1d20+6] | [roll: 1d8+3] | piercing","attacks":"Blade of Hellige Riddere: 3 charges when not at full health. Additional 1d8 radiant damage.","spellcasting":"Spell save DC= 14\r\nSpell attack bonus= +6\r\nBreeze\r\n(Cantrip)\r\nCasting time: 1 Action\r\nRange: 60 feet\r\nComponents: S\r\nDuration: Concentration\r\n________________________________________\r\nYou conjure a minor breeze which might rustle some bushes or lift a small\r\nuntended object up into the air for a moment. Maintaining the breeze requires concentration.\r\n\r\nTelekinetic Blast\r\nCasting time: Bonus Action\r\nRange: 15 feet\r\nComponents: S\r\nDuration: Instantaneous\r\n________________________________________\r\nEach creature in a 15 foot cone originating from you or all creatures within 5\r\nfeet of you (your choice) must make a Dexterity saving throw. If they succeed, they are\r\nunaffected. If they fail, the creature is pushed 15 feet away from you and are knocked prone, if they are a large or smaller creature. If they are a huge or larger creature, they have disadvantage on attack rolls till the end of their next turn.\r\ncrumbling walls may be broken.\r\nAt higher level\r\nAt 7th level: Creatures that fail their saving throw also are incapacitated until the end\r\nof their next turn.\r\n\r\nIgnite\r\n(cantrip)\r\nCasting time: Bonus Action\r\nRange: 30 feet\r\nComponents: S\r\nDuration: Instantaneous\r\n________________________________________\r\nYou light or snuff up to 3 candles, torches, or small campfires within 30 feet.\r\nAt higher level: At 7th level: range increases to 60 feet, and up to 6 targeted objects\r\nFirebolt\r\n(cantrip)\r\nCasting time: 1 Action\r\nRange: 120 feet\r\nComponents: S\r\nDuration: Instantaneous\r\n________________________________________\r\nYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn\u2019t being worn or carried. At higher levels, a critical hit will result in damage to any artificial armor being worn by the target, reducing their AC by half.\r\nAt higher level: This spell\u2019s damage increases by 1d10 when you reach 7th level (2d10), 10th level (3d10), and 15th level (4d10).\r\n\r\n\r\nShield\r\n(Cantrip)\r\nCasting time: Reaction\r\nRange: Self\r\nComponents: S\r\nDuration: 1 round\r\n________________________________________\r\nAs a reaction, you surround yourself with a shimmering force barrier that grants you a +2 AC and makes you resistant to non-magic attacks, and non-magic weapons. Spell ends at the end of your next turn or if hit by a critical attack. Can\u2019t be used again till after 1 round.\r\nAt Higher levels: At Level 10: Shield adds +5 AC\r\n\r\nEthereal Trap\r\nCasting time: 1 Action\r\nRange: Self\r\nComponents: S\r\nDuration: Instantaneous\r\n________________________________________\r\nYou create a fixed 30-foot diameter trap that slows creatures in range at that time to half speed. While in this trap, creatures can\u2019t take reactions or attacks of opportunity and have disadvantage on dexterity saving throws. Once the creatures that were affected by the trap when it was activated have left the trap, it is dispelled. Any undead creature in this trap is restrained until the end of their next turn, and until they can complete a successful wisdom saving throw, which dispels the trap.\r\nAt higher level: At level 10: Creatures take 1d6 radiant damage x half your huntsman level rounded down every turn they start within the trap.\r\n\r\nCharm Creature\r\n(cantrip)\r\nCasting time: 1 Action\r\nRange: 30 feet\r\nComponents: S\r\nDuration: 1 hour\r\n________________________________________\r\nA Creature you can see must succeed on a Wisdom saving throw, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends. Spell can only be used once between short rests.\r\nAt Higher Levels: 10th level you can target 2 creatures, 15th level 3, 18th level 4.\r\n\r\n\r\n\u2022 Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.\r\nYour transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.\r\n\r\nOnce you use this trait, you can't use it again until you finish a long rest.\r\n\r\nHealing Hands.\r\nAs an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.\r\n\r\nLight\r\nCantrip Evocation\r\n\r\n Casting Time: 1 action\r\nRange: Touch\r\nComponents: V M (A firefly or phosphorescent moss)\r\nDuration: 1 hour\r\nClasses: Bard, Cleric, Sorcerer, Wizard\r\nYou touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.\r\nIf you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.","traits":"Fidgeting with things till they break","ideal":"Nature is more important than civilization","bond":"Cares for Wullfric like part of her pack","flaw":"Cares more about the safety of her friends more than anything else. ","spellbook_0":"","spellbook_1":"","spellbook_2":"","spellbook_3":"","spellbook_4":"","spellbook_5":"","spellbook_6":"","spellbook_7":"","spellbook_8":"","spellbook_9":"","armsandequipment":"","feats":"","cp":"","sp":"","ep":"","gp":"0","pp":"","equipment":"Coin Purse:\r\nGold: 1285\r\nSilver: 206\r\nPlatinum: 8\r\nCopper:8\r\nWizards Door:\r\n-Lilith's Journal\r\n-Jesper's Dagger\r\n- Wolf Head Trophy (on horse)\r\n\r\nIn Backpack:\r\n-Leather covered chain shirt: 13 +2 AC\r\n- +1 Silver longsword\r\n- Long Bow\r\n-Arrows (20)\r\n- light crossbow\r\n- Bolts (16)\r\n- bedroll\r\n- mess kit, a\r\n- tinderbox,\r\n-10 torches,\r\n-(6) days of rations and a\r\n- waterskin\r\n- 50 feet of hempen rope strapped to the side of it.\r\n- Staff\r\n- hunting trap\r\n- traveler's clothes\r\n- (14) regular healing potions\r\n- (26) servings of Deer Jerky\r\n- Winter Cloak (equipped)\r\n- Grandmother, Granfmother (book)\r\n- (13) Healing potions\r\n- 10 shots of poison","inspiration":"","class_resources":"","hitpoints_current":"68","hitpoints_temp":"","hitpoints_temp_current":"","conditions":"","xp":"","xp_to_next_level":"","hit_dice_used":"","spellslot_1":"","spellslot_2":"","spellslot_3":"","spellslot_4":"","spellslot_5":"","spellslot_6":"","spellslot_7":"","spellslot_8":"","spellslot_9":"","tags":"","templateId":"26","blockId":"27740","world":"","folder":"","isShared":"on"}