{"name":"Feng","class":"Fight (Champ)\/ Barb (Soul)","level":"3\/4","background":"Soldier","race":"Half-Orc","alignment":"Chaotic Neutral","proficiency_bonus":"2","strength":"18","dexterity":"14","constitution":"18","intelligence":"10","wisdom":"12","charisma":"11","str_save":"6","dex_save":"2","con_save":"6","int_save":"0","wis_save":"1","cha_save":"0","hit_die":"12","total_hit_dice":"7","acrobatics":"2","animal_handling":"1","arcana":"","athletics":"8","deception":"","history":"","insight":"1","intimidation":"6","investigation":"","medicine":"1","nature":"","perception":"3","performance":"","persuasion":"","religion":"","sleight_of_hands":"2","stealth":"2","survival":"3","proficiencies":"Common \/ Orc","armor_class":"17","hit_points":"106","initiative":"2","speed":"30","proficiences_and_languages":"Skills: Athletics, Intimidation, Perception, Survival.\r\nArmor: All armor, shields.\r\nWeapons: Simple, Martial.\r\nTools: One type of gaming set, vehicles (land)\r\n","attacks":"Weapon | Attack | Damage\r\nGreatsword+1 | [roll:1d20+7] | [roll:2d6+5] (possibly gone)\r\nBlood Spear | [roll:1d20+8] | [roll:1d8+6] or [roll:1d6+4] (20\/60 ft)\r\n\r\nLongbow | [roll:1d20+4] | [roll:1d8+2] (150\/600 ft) 13 arrows\r\nHand Crossbow | [roll:1d20+4] | [roll:1d6+2] (30\/120 ft) 19 bolts (10 silver)\r\nLight Crossbow | [roll:1d20+4] | [roll:1d8+2] (80\/320 ft) 19 bolts (10 silver)","spellcasting":"","equipment":"WEAPONS\r\nGreatsword+1\r\nBlood Spear\r\n2x Greatswords\r\nLongbow\r\nHand Crossbow\r\nLight Crossbow\r\n\r\nARMOR\r\nDread helm","personality_trait":"I face problems head-on, fearless, no matter the opponent","ideal":"I fight for money and fun","bond":"I'll never forget my fallen comrades","flaw":"I have a blinding rage for the group that sacrificed my comrades. I forget my current traveling companion's names.","features_and_traits":"BARBARIAN:\r\nRAGE\r\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: \r\nYou have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 (+3 @ 9th, +4 @ 16th) bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n \r\nOnce you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.\r\n \r\nUNARMORED DEFENSE\r\nWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.\r\n \r\nDANGER SENSE\r\nAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.\r\n \r\nRECKLESS ATTACK\r\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.\r\n____________________\r\n\r\nPATH OF THE WILD SOUL:\r\nLINGERING MAGIC\r\nAt 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).\r\n \r\nYou can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.\r\n \r\nWILD SURGE\r\nStarting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.\r\n \r\nIf the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier (14).\r\n \r\nd8\tEffect\r\n1\tNecrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.\r\n\r\n2\tYou teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.\r\n\r\n3\tYou conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.\r\n\r\n4\tArcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.\r\n\r\n5\tPlant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.\r\n\r\n6\tArcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature\u2019s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.\r\n\r\n7\tShadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.\r\n\r\n8\tA beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.\r\n____________________\r\n\r\nFIGHTER:\r\nGREAT WEAPON FIGHTING\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\nSECOND WIND\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\nACTION SURGE\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.\r\n \r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n____________________\r\n\r\nCHAMPION:\r\nIMPROVED CRITICAL\r\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.\r\n____________________\r\n \r\nHALF-ORC:\r\nRELENTLESS ENDURANCE\r\nWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can\u2019t use this feature again until you finish a long rest.\r\n \r\nSAVAGE ATTACKS\r\nWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon\u2019s damage dice one additional time and add it to the extra damage of the critical hit.\r\n\r\nDARKVISION\r\nThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can\u2019t discern color in darkness, only shades of gray.\r\n____________________\r\n\r\nADDITIONAL FEATS:\r\nGREAT WEAPON MASTER\r\nYou\u2019ve learned to put the weight of a weapon to you advantage, letting its momentum em power your strikes. You gain the following benefits:\r\n \r\nOn your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.\r\n \r\nBefore you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack\u2019s damage.\r\n\r\n","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":"366613, 366614, 366584, 366575, 366586, 366587","class_features":"366570, 366601, 366563, 366574","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"366572","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":"366078"}