{"name":"Calum McAxeira","class":"Fighter 4","level":"4","background":"Haunted One","race":"Human","alignment":"CN","proficiency_bonus":"2","strength":"18","dexterity":"11","constitution":"14","intelligence":"10","wisdom":"12","charisma":"12","str_save":"6","dex_save":"0","con_save":"4","int_save":"0","wis_save":"1","cha_save":"1","hit_die":"10","total_hit_dice":"4","acrobatics":"0","animal_handling":"1","arcana":"0","athletics":"6","deception":"1","history":"2","insight":"1","intimidation":"1","investigation":"2","medicine":"1","nature":"0","perception":"1","performance":"1","persuasion":"1","religion":"2","sleight_of_hands":"0","stealth":"0","survival":"3","proficiencies":"=== ARMOR ===\r\nHeavy Armor, Light Armor, Medium Armor, Shields\r\n\r\n=== WEAPONS ===\r\nMartial Weapons, Simple Weapons\r\n\r\n=== LANGUAGES ===\r\nAbyssal, Common, Elvish, Gaelic\r\n \r\n===TOOLS===\r\nAlchemist's Supplies","armor_class":"16","hit_points":"37","initiative":"0","speed":"30","proficiences_and_languages":"=== ARMOR ===\r\nHeavy Armor, Light Armor, Medium Armor, Shields\r\n\r\n=== WEAPONS ===\r\nMartial Weapons, Simple Weapons\r\n\r\n=== LANGUAGES ===\r\nAbyssal, Common, Elvish, Gaelic\r\n \r\n===TOOLS===\r\nAlchemist's Supplies","attacks":"shortsword | [roll1d20+6] | [roll1d6+4]\r\nSteelcock | [roll1d20+6] | [roll2d6+4]\r\nStormfeller | [roll1d20+7] | [roll1d10+5]","spellcasting":"HA! noooooooooooo","equipment":"chainmail, shortsword, greatsword (Steelcock), Cool-ass longsword, shield + some shit","personality_trait":"Utterly hates the McNamara (rival clan), is basicly the happy drunk guy, but gets angry easy","ideal":"Just wants to get paid and stay alive, but puts family in high regard","bond":"Two families, abandoned years ago","flaw":"REALLY hot headed and prone to rage; alcoholic","features_and_traits":"Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.","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":"Stormfeller:\r\n> +1 to attack and damage rolls.\r\n> has one charge that can be used to cause 1d8 lightning damage on one target when hit, and the target can't take reactions tht turn. The sword recharges everry long rest.\r\n\r\nCape","class_features":"* Fighting Style \r\n>Great Weapon Fighting:\r\nYou can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands. \r\n\r\n* Second Wind \r\n>Once per short rest, you can use a bonus action to regain 1d10 + 4 HP. \r\n\r\n*Action Surge\r\n>Once per short rest, you can have a secon action on top of the regular action and bonus action\r\n\r\n*Combat Superiority \r\n> 5\/5 dice, all d8's\r\n> Save DC is 14 (8+proficiency(+2)+STR(+4))\r\n> You regain all dice in a short or long rest\r\n\r\n*Extra Attack\r\n > You hit twice when using the attack action\r\n\r\n* Maneuvers\r\n-FEINTING ATTACK. You can expend one superiority\r\ndie and use a bonus action on your turn to feint,\r\nchoosing one creature within 5 feet of you as your\r\ntarget. You have advantage on your next attack roll\r\nagainst that creature, if that attack hits, add the\r\nsuperiority die to the attack's damage roll.\r\n->GOADING ATTACK. When you hit a creature with a\r\nweapon attack, you can expend one superiority die\r\nto attempt to goad the target into attacking you, You\r\nadd the superiority die to the attack's damage roll,\r\nand the target must make a Wisdom saving throw,\r\non a failed save, the target has disadvantage on all\r\nattack rolls against targets other than you until the\r\nend of your next turn.\r\n->PRECISION ATTACK. When you make a weapon\r\nattack roll against a creature, you can expend one\r\nsuperiority die to add it to the roll. You can use this\r\nmaneuver before or after making the attack roll, but\r\nbefore any effects of the attack are applied.\r\n->DISTRACTING STRIKE. When you hit a creature with\r\na weapon attack, you can expend one superiority die\r\nto distract the creature, giving your allies an\r\nopening, you add the superiority die to the attack's\r\ndamage roll. The next attack roll against the target\r\nby an attacker other than you has advantage if the\r\nattack is made before the start of your next turn.\r\n->DISARMING ATTACK. When you hit a creature with a\r\nweapon attack, you can expend one superiority die\r\nto attempt to disarm the target, forcing it to drop one\r\nitem of your choice that it's holding, you add the\r\nsuperiority die to the attack's damage roll, and the\r\ntarget must make a Strength saving throw, on a\r\nfailed save, it drops the object you choose, the\r\nobject lands at its feet.\r\n-MENACING ATTACK. When you hit a creature with a\r\nweapon attack, you can expend one superiority die\r\nto attempt to frighten the target. You add the\r\nsuperiority die to the attack's damage roll, and the\r\ntarget must make a Wisdom saving throw, on a failed\r\nsave, it is frightened of you until the end of your next\r\nturn.\r\n-MANEUVERING ATTACK. When you hit a creature\r\nwith a weapon attack, you can expend one\r\nsuperiority die to maneuver one of your comrades\r\ninto a more advantageous position, you add the\r\nsuperiority die to the attack's damage roll, and you\r\nchoose a friendly creature who can see or hear you,\r\nThat creature can use its reaction to move up to half\r\nits speed without provoking opportunity attacks\r\nfrom the target of your attack.\r\n-AMBUSH. When you make a Stealth check or an\r\ninitiative roll, you can expend one superiority die\r\nand add the die to the roll.\r\n-STUDIOUS EYE. When you make an Insight or an\r\nInvestigation check, you can expend one superiority\r\ndie, and add the superiority die to the ability check.\r\n-SWEEPING ATTACK. When you hit a creature with a\r\nmelee weapon attack, you can expend one\r\nsuperiority die to attempt to damage another\r\ncreature with the same attack, choose another\r\ncreature within 5 feet of the original target and within\r\nyour reach, If the original attack roll would hit the\r\nsecond creature, it takes damage equal to the\r\nnumber you roll on your superiority die, the damage\r\nis of the same type dealt by the original attack.\r\n-LUNGING ATTACK. When you make a melee weapon\r\nattack on your turn, you can expend one superiority\r\ndie to increase your reach for that attack by 5 feet. If\r\nyou hit, you add the superiority die to the attack's\r\ndamage roll.\r\n-COMMANDER'S STRIKE. When you take the Attack\r\naction on your turn, you can forgo one of your\r\nattacks and use a bonus action to direct one of your\r\ncompanions to strike, when you do so, choose a\r\nfriendly creature who can see or hear you and\r\nexpend one superiority die, that creature can\r\nimmediately use its reaction to make one weapon\r\nattack, adding the superiority die to the attack's\r\ndamage roll.\r\n-PUSHING ATTACK. When you hit a creature with a\r\nweapon attack, you can expend one superiority die\r\nto attempt to drive the target back. You add the\r\nsuperiority die to the attack's damage roll, and if the\r\ntarget is Large or smaller, it must make a Strength\r\nsaving throw, on a failed save, you push the target\r\nup to 15 feet away from you.\r\n->RESTRAINING STRIKE. Immediately after you hit a\r\ncreature with a melee weapon attack on your turn,\r\nyou can expend one superiority die and use a bonus\r\naction to grapple the target (see chapter 9 in the\r\nPlayer\u2019s Handbook for rules on grappling). Add the\r\nsuperiority die to your Athletics check. The target is\r\nalso restrained while grappled in this way.\r\n-BAIT AND SWITCH. When you\u2019re within 5 feet of an\r\nally on your turn, you can expend one superiority die\r\nand switch places with that ally, provided you spend\r\nat least 5 feet of movement. This movement doesn\u2019t\r\nprovoke opportunity attacks. Roll the superiority die.\r\nUntil the start of your next turn, the ally gains a\r\nbonus to AC equal to the number rolled.\r\n-TRIP ATTACK. When you hit a creature with a\r\nweapon attack, you can expend one superiority die\r\nto attempt to knock the target down. You add the\r\nsuperiority die to the attack's damage roll, and if the\r\ntarget is Large or smaller, it must make a Strength\r\nsaving throw, On a failed save, you knock the target\r\nprone.\r\n","creatures_and_mounts":"","possessions_and_property":"Alchemist's Fire (flask)\r\nAlchemist's Supplies\r\nBackpack\r\nBedroll\r\nMess Kit\r\nRope, Hempen\r\nTinderbox\r\nTorch (10)\r\nHealer\u2019s kit (9\/10)\r\nHealer\u2019s kit (10\/10)\r\nShield\r\nManacles\r\nA knife that belonged to a relative\r\nA silver spoon with an M engraved on the handle\r\nA gold coin minted in an unknown land\r\nWolf's head wrought in silver that's also a whistle\r\nHuge dragon teeth\r\nBook about cod\r\nRed Mist Demon Horn\r\nRimes about things most hungry","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":"37","temporary_hit_points":"0","hit_dice_used":"4","xp":"","inspiration":"","temporary_hit_points_current":"0","conditions":"Exaustion III","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":"337362"}