{"name":"Father Geo (Lucious Giovanni)","class":"Cleric6 wizard2","level":"8","background":"Soldier","race":"Githzerai","alignment":"Chaotic","proficiency_bonus":"3","strength":"8","dexterity":"14","constitution":"14","intelligence":"16","wisdom":"20","charisma":"12","str_save":"-1","dex_save":"2","con_save":"2","int_save":"3","wis_save":"8","cha_save":"4","hit_die":"8","total_hit_dice":"6","acrobatics":"2","animal_handling":"5","arcana":"6","athletics":"2","deception":"1","history":"6","insight":"11","intimidation":"1","investigation":"3","medicine":"8","nature":"3","perception":"11","performance":"4","persuasion":"1","religion":"9","sleight_of_hands":"5","stealth":"5","survival":"5","proficiencies":"common, gith, orcish, dwarven","armor_class":"17","hit_points":"71","initiative":"2","speed":"30","proficiences_and_languages":"land vehicles, sidearms, light armor, medium armor, shields\r\n\r\npassive perception 21\r\n\r\n+2d6 Hit Die","attacks":"Glock repeat shit +1 [roll: 1d20+6] [roll: 1d10+3]\r\nMind Dagger [roll: 1d20+5]  [roll: 1d4+2]\r\nRat Trap Rifle [roll: 1d20+5] [roll: 1d8+1d4+2] [+1d6 as bonus action [can increase x3 max]]","spellcasting":"eldridge blast, mage hand, message, minor illusion, on\/off, primal savagery, sacred flame, spare the dying, toll the dead, true strike, word of radiance\r\n\r\nLv1. comprehend language, create or destroy water, false life, hex, infallible relay, longstrider, mage armor, reote access, sense emotion, shield, sleep, sudden awakening, tasha's hideous laughter\r\n\r\nLv2. find vehicle, heat metal, warding bond\r\n\r\nlv3.lightning bolt","equipment":"set of manacles, hold symbol, uniform in the style of your unit and indicative of your rank, pouch, backpack, bedroll, a mess kit, tinderbox,10 torches,10 day rations, waterskin, 50ft hempen rope\r\n\r\nchain shirt\r\nAnimated shield +1 ac against fiends\r\ninvisible mage hand\/ 20lb capacity\r\ngoggles of night\/ 60ft darkvision\r\ncloak of the manta\/ breath under water + 60ft swimming speed\r\nmind blade\/ 2d6 psychic dmg\r\nmedical barbarian rage\/ could cause damage to body\r\n\r\n4500 gallons of holy water\r\ncomponents for incite greed\r\ncomponents for raise dead\r\n\r\n-Dog (Grave)\r\n-Black 1970 cadillac fleetwood\r\n-undead Kenku\/ zombie\r\n\r\nresistance to eldridge\r\n2960GP","personality_trait":"Geo doesnt trust technology. knowing how easy it is for him to manipulate it, he thinks its as easy for others to do the same.","ideal":"he holds the state of the city above his image.","bond":"he thinks of Chance as his brother\r\nis marries to Magnolia \"Salina\"\r\nTheo is his serigant Son\r\nYue is his serigant daughter\r\nand has a hard time trusting anyone else more than 60%","flaw":"due to unknown reasons everyone in town has pockets of their memories missing. Due to this, he doesnt have fear.","features_and_traits":"BLADE SONG- +10 mvmnt speed, +3 AC, adv on acro + con saves\r\n\r\nSharpshooter\r\n+\r\nmagic initiate\r\n\r\nHeart of the City: From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma Deception, Intimidation, or Persuasion check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier a minimum of once. You regain any expended uses when you finish a long rest.\r\n\r\nBlock Watch: While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Insight and Perception checks, instead of your normal proficiency bonus\r\n\r\nChannel Divinity: Spirits of the City Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice.) Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting  from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.\r\nThis effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.","total_spell_slots_1":"4","total_spell_slots_2":"3","total_spell_slots_3":"3","total_spell_slots_4":"2","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":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","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":"","temporary_hit_points":"","hit_dice_used":"","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":"","isShared":"on","templateId":"404","blockId":"301335","world":""}