{"name":"Rhyliona Lubell","class":"UA Fighter","level":"6","background":"Zeo Empire: (Zetera)","race":"Human Variant","alignment":"Chaotic Evil","proficiency_bonus":"3","strength":"16","dexterity":"18","constitution":"20","intelligence":"15","wisdom":"20","charisma":"12","str_save":"5","dex_save":"4","con_save":"8","int_save":"2","wis_save":"5","cha_save":"1","hit_die":"10","total_hit_dice":"6","acrobatics":"7","animal_handling":"8","arcana":"2","athletics":"6","deception":"1","history":"2","insight":"5","intimidation":"1","investigation":"2","medicine":"5","nature":"2","perception":"5","performance":"1","persuasion":"1","religion":"2","sleight_of_hands":"4","stealth":"3","survival":"8","proficiencies":"Skills: Athletics, Acrobatics, Survival, Animal Handling","armor_class":"18","hit_points":"88","initiative":"4","speed":"30","proficiences_and_languages":"Saves: Strength, Constitution","attacks":"Rapier | [roll:1d20+6] | [roll:1d8+4]","spellcasting":"","equipment":"Chain Mail\r\nHeavy armor\r\n75 gp, 55 lb.\tAC 16\r\nMade of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.\r\n\r\nx2 Golden Box Wine: Grants the imbiber +50max hp until you complete a long rest, however they must succeed a DC 25 Con save or suffer from disadvantage to all attack rolls and skill checks.\r\n\r\nx1 Dragons Weed - Once used (Smoke ingested, or ETC)You heal 2d4 + Level Hp and You can roll a d6 and add the number rolled to the attack roll or saving throw for 1 min. This can stack with other bonuses like bless.\r\n\r\nx1Elder Dragon Weed: Once used (Smoke ingested, or ETC) You heal 2d6 + Wis or Con mod HP and gain 3 DR from any Piercing, Bludgeoning, or Slashing for 1 min. This can stack with other forms of DR.\r\n\r\nx1 Golden ticket\r\n\r\nThe wearer has disadvantage on Dexterity (Stealth) checks.\r\n[spoiler]Wyvern Lance+2\/Wyvern Tear \r\nAspect of Midas \r\nSoul\/Pact Attunement Rhyliona Only\r\n--------------------------------\r\nBlessing of the Blue Dragon: Your Intelligence, Charisma, and Wisdom gains +1 to it's Score, Skills, and Saves.\r\n\r\nLightning Claws: This Weapon and Rahsh deal an additional 1d4 Lightning Damage.\r\n\r\nScales of Sparks: Rahsh and You gain +3 ac and whenever an enemy within 5 feet of you would attack you with a melee weapon and deal more damage than your Constitution modifier, you can bleed lightning on that enemy for an amount of Lightning damage equal to your Constitution modifier. This can only occur once per round.\r\n\r\nTormenta Smite: When You or  Rahsh'tahlla get a Critical Hit on a Hostile Creature you can add 5d8 of Lightning Damage. As both your bodies sparks with a Golden Lightning;  You and  allies within 15 feet of you or  Rahsh  gain Temp Hp based off Half the Total Lightning Damage Dealt. If that you or your allies already have Temp hp it is converted to healing instead.   Can be used Twice per long rest.\r\n\r\nLightning Jump: Whenever you use Jump!  you may use this maneuver to double the jump height and your aerial attacks are done at advantage. Can be used Twice Per Long Rest.\r\n\r\nThunder Slam: Once landing on the ground from Lightning Jump; the fall damage is applied as Thunder Damage and creatures within 15 ft radius of you take that damage as well unless they make a DC 16 Dex Save. On a save the damage is Halved.\r\n-------------------------------------------------|Rahsh'tahlla's Tormenta Grasp[\/spoiler]\r\n\r\n\r\n[spoiler]-----------------------\r\nWyvern Lance+2\/Wyvern Tear \r\nAspect of Midas \r\nSoul\/Pact Attunement Rhyliona Only\r\nCurrent GP Stored: 2,040gp\r\nGolden Scales Currently: +2 AC & Damage\r\n-----------------------------------------------\r\nSponsorship of the Golden Dragon: Gold Value is doubled when you end missions successfully \r\n\r\nGolden Touch: Once per long rest you may heal your dragon as a bonus action based on gold amount you spend to heal. (Heal 1 hp+Dragon Con=100 gp)(edited)\r\n\r\nDragon's Horde: Gold pieces can be held in your spear and has no weight for you.\r\n\r\nGolden Scales: Rahsh'tahlla and You gain +1 ac and damage for each value of 1000 Gold you have on your person. Max of +5.\r\n\r\nAureum Smite: When You or  Rahsh'tahlla hit  a Branded Creature you can add 2d8 of Fire Damage by expending 10 hit points. As your blood Sears with a Golden Fire.  The Total Damage you deal you gain Gold from that Total. Can be used 5 times per long rest.\r\n\r\nMidas's Blessing: Once you Reach 100,000 gold Midas will give you a blessing to you and your dragon. (Not an Upgrade to the weapon but you both.)\r\n-------------------------------\r\nMelee Range weapon (Martial, Lance,Finesse,Two Handed)\r\nCategory: Items\r\nDamage: 2d6+2\r\nDamage Type: Piercing\r\nItem Rarity: Standard\r\nProperties: Reach,Cleaving\r\nWeight: 6\r\n\r\nJump!: You can Vault with the Insect Glaive as part of your movement. However, your Movement ends once you use Jump. The Vault  is half your movement and you are able to attack up to the amount of attacks you have + 1 or you can attempt to Mount Attack a creature. At the end of turn you will land on the ground or mount the creature. You will take falling rules damage if you don't make the Dex Save DC of Height Jumped + 5. This can be used up to your Prof Modifier until a Short or Long Rest.\r\n\r\nWyvern Shot: You may make a ranged weapon attack (Dex+Prof) with your Wyvern\u2019s Breath as a Bonus Action to summon them once it hits. As well branding the creature with the Zeo Empire\u2019s Emblem for One Min. \r\n\r\nOnce your Wyvern is summoned it takes their turn during your turn.\r\n\r\nYou cannot use Wyvern Shot until the Wyvern is back in their gem and if you are not at the maximum of Creatures being Branded.\r\n\r\nIf your Wyvern is not unconscious and is still in their gem at the beginning of your turn. You're able to resummon your Wyvern as a bonus action as long as a creature is still marked by the Essence Breath. You can only brand one creature until you hit LV 7.|Rahsh'tahlla's Aureum Grasp(OLD)[\/spoiler]\r\n------------------\r\nMisc.:\r\nDungeoneer's pack\r\nShard's Red Nightmare - WTF does it do? I dunno, apparently it cures heartburn though.","personality_trait":"Born and raised in the Zeo Empire, Ryliona Lubell had to learn to survive and fend for herself at a young age. She grew disillusioned with the world and jaded towards others after watching her sister be cut down on a hunt, along with the rest of her commrads. Through the sting of bitterness at her inability to make a difference, and with little choice ended up abandoning them to their fate. There are weak, and strong, those that die were simply not fit enough to live, she knew that all too well.\r\nBut still, her own weakness and weight of losing those dear, ate at her night and day, the past along with the sentiments that grounded them in her heart, served as both a striving force to grow and heavy chain. Her companions were weak, yet she survived, it should've been simple, but those emotions refused to die.. ","ideal":"","bond":"Box Ledger: (Written in Beat-box) Boxy's Boxes\r\n1,000gp for General-box = x10 Healing Pots, x5 Greater Pots, x3 Anti-venom, x3 Anti-poison, x3 Anti-palsy, x1 Shock-trap, x1 Vine-trap\r\n\r\n2000gp for Trap-box(It's a trap) = x3 Healing Pots, x3 Greater Pots, x4 Shock-traps, x4 Vine-traps, x5 Explosive-traps, x5 Giant Pots\r\n\r\n2,500gp for Capture-Box = x5 Healing pots, x3 Greater heal pots, x3 Shock-traps, x3 Vine-traps, x3 Sleep-traps, x10 Tranq Darts(ammo)\r\n\r\nFine Print:\r\nIf you decide to take the items that have not been used, you will be charged accordingly. First hunt is free.","flaw":"","features_and_traits":"6'3\", 144Lbs\r\n\r\nCommon, Primordial, Draconic, \r\n\r\nViolet Color Eyes which glow, and a purple pact tattoo on her chest over her heart.\r\n[spoiler] You have entered a Pact with the Dragon Zetera. The cost of this act, your living heart.\r\nThe repercussions of this act, be them a blessing or curse, are yours to bare.\r\n\r\n-Heartless Soldier:\r\nWith no heart, death is not so easily achieved.\r\nYou are immune to being Coup de gr\u00e2ced by piercing damage, due to no longer possessing a heart within your chest. \r\n\r\n-Callous Insouciance:\r\nDue to lacking a heart, so too, do you lack a piece of true humanity.\r\nYou no longer possess the ability to feel love or compassion toward any creature. Existence beyond battle or the hunt has little meaning to you, dull and arbitrary, connections are nothing more than a necessity, companions are tools, and a means to an end.\r\n\r\nCharisma must always be your lowest stat.|Pact of Insouciance[\/spoiler]\r\n\r\n[spoiler] The most savage and selfish of the Chromatic Dragons. Zetera only cares about survival of the fittest and only true evolution. You are amongst the few mortals deemed worthy to carry out the will of Zetera, rejoice as you will not be consumed, but rather the consumer, growing fat off the spoils of the weak. Evolve and shed the coils of your own weakness and stand above all creation with Zetera!\r\nOrigin\r\n+1 Str, Dex, and Con\r\n\r\nSkills: Choose one from Athletics, Intimidation, and Survival\r\n\r\nEvolution: The first time you take damage from an element of acid, cold, fire, lightning, or thunder. You can capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.You can only use this ability Twice Per Long Rest.\r\n\r\n(Dragon Vow) Devor the Weak : When you or an ally kill a creature subject to true combat, you can use your reaction to create a pool of smog on it\u2019s corpse, which is consumed. Once; consumed get healed for Prof + Str or Con Mod. This Vow can use this a number of times equal to your proficiency modifier. Regain all charges on a long or short rest.|Zeo Empire: (Zetera)[\/spoiler]\r\n\r\nFeat: (Start, Variant Human)\r\n[spoiler]Prerequisite: Requires a Constitution score of 13 or higher.\r\n \r\nYou have trained and have gained brilliant resilience. This grants you the following abilities:\r\n\r\n-Add 1 to your Constitution score, to a max of 20.\r\n\r\n-When you drop to 0 health points, you will not be knocked unconscious until the end of your next turn, enabling you to take a full turn before being knocked out. On this turn, you gain advantage on all attack rolls, and crit on a 19 or a 20. Once you use this ability, you cannot use it again until you have completed a long rest. \r\n\r\n-However, if you take any damage between these two turns, you must make a Concentration save to see if you maintain consciousness.\r\n\r\n-You can add your Constitution modifier to any death saving throws you make. In addition, you are automatically stabilized if you roll a natural 18, and if you roll a natural 19 or 20, you are conscious at 1 HP. |A Final Stand[\/spoiler]\r\n\r\nFeat: [spoiler] Sentinel\r\nYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:\r\n- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.\r\n- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.\r\n- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. |Kings blessing 11\/22\/20[\/spoiler]\r\n\r\n[spoiler] Dragon Reward for killing a Dreadborne Pickle while drunk: +1 Asi & Feat & DR 3 vs Cold|Blessings of Zettera[\/spoiler]\r\nFeat: Granted from Blessings of Zettera [spoiler] +2 Con Cap Increase\r\nChoose one Damage Type (Lightning) and Gain 5 DR to it \r\nWhenever you are dealt this type of damage add +5 to your next damage roll.|Survive and Adapt[\/spoiler]\r\n\r\nClass Features: Fighter Level 1\r\n[spoiler]Fighting Style\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.\r\n\r\nBlind Fighting\r\nTCE p41\r\nYou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n-----------------\r\nMartial Versatility\r\nUACFV p12\r\n1st-level feature (enhances Fighting Style)\r\n\r\nWhenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.\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.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n-----------------\r\nManeuver Versatility\r\nUACFV p5\r\n1st-level feature (enhances Maneuvers)\r\n\r\nIf you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.|-----------------[\/spoiler]\r\n\r\nClass Features: Fighter Level 2\r\n[spoiler]Action 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.\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|------------------[\/spoiler]\r\n\r\nClass Features: Fighter Level 3\r\n[spoiler] Martial Archetype\r\nAt 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\nEcho Knight\r\np183\r\nA mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.\r\n------------------\r\nManifest Echo\r\n3rd-level Echo Knight feature\r\n\r\nYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.\r\n\r\nYour echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.\r\n\r\nYou can use the echo in the following ways:\r\n\r\n-As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.\r\n-When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.\r\n-When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.\r\n---------------------\r\nUnleash Incarnation\r\n3rd-level Echo Knight feature\r\n\r\nYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. |Echo Knight[\/spoiler]\r\n\r\nClass Features: Fighter Level 4\r\n[spoiler]Ability Score Improvement: Feat\r\nTough\r\nPHB\r\np170\r\nYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.|------------------[\/spoiler]\r\n\r\nClass Features: Fight Level 5\r\n[spoiler]Extra Attack\r\nPHB p72\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.|------------------[\/spoiler]\r\n\r\nClass Features: Fighter Level 6\r\n[spoiler]Ability Score Improvement: Feat\r\nPolearm Master\r\nPHB\r\np168\r\nYou can keep your enemies at bay with reach weapons. You gain the following benefits:\r\nWhen you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.\r\nWhile you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.|------------------[\/spoiler]\r\n\r\n-------------------\r\n[spoiler]Due to the Pact made with Rhyliona Lubell; Pact of Insouciance. Zetera created a new type of Draconic species from the eggs she laid that day. However, once they hatched of course there had to be survival of the fittest between the kin. Only one of the Wyvernling survived and was given to her hunter that survived the Maze of Izzth. Now the Wyvern Attuned with the Spiritual Heart of  Rhyliona Lubell;  So, that they both evolve to the perfect hunters. So, that one day The wyvern will become the next Dragon Lord of the Zeo Empire. Long Live Zeo Empire!\r\n======================================================\r\n3rd-\r\n\r\nForget Bugs I got a Dragon\r\nYou know what's better than an insect, a baby dragon. The Wyvern\u2019s Soul Gem is on the end of a Lance and is able to summon the Wyvern just like a Kinsect Familiar. However, if the Wyvern goes to 0 hp it\u2019ll become unconscious and whatever damage it takes in this state you take instead as Necrotic Damage. Since, it\u2019s powered by the magic of your pact and heart. \r\n============================================================\r\n\r\nWyvern Lance- \r\nMelee Range weapon (Martial, Lance,Finesse,Two Handed)\r\nCategory: Items\r\nDamage: 2d6\r\nDamage Type: Piercing\r\nItem Rarity: Standard\r\nProperties: Reach,Cleaving\r\nWeight: 6\r\n\r\nJump!: You can Vault with the Insect Glaive as part of your movement. However, your Movement ends once you use Jump. The Vault  is half your movement and you are able to attack up to the amount of attacks you have + 1 or you can attempt to Mount Attack a creature. At the end of turn you will land on the ground or mount the creature. You will take falling rules damage if you don't make the Dex Save DC of Height Jumped + 5. This can be used up to your Prof Modifier until a Short or Long Rest.\r\n\r\nWyvern Shot: You may make a ranged weapon attack (Dex+Prof) with your Wyvern\u2019s Breath as a Bonus Action to summon them once it hits. As well branding the creature with the Zeo Empire\u2019s Emblem for One Min. \r\n\r\nOnce your Wyvern is summoned it takes their turn during your turn.\r\n\r\nYou cannot use Wyvern Shot until the Wyvern is back in their gem and if you are not at the maximum of Creatures being Branded.\r\n\r\nIf your Wyvern is not unconscious and is still in their gem at the beginning of your turn. You're able to resummon your Wyvern as a bonus action as long as a creature is still marked by the Essence Breath. You can only brand one creature until you hit LV 7.\r\n\r\n\r\n\r\nRanged Attack\r\nCategory: Items\r\nDamage: 1d6\r\nDamage Type: Necrotic\r\nItem Rarity: Standard\r\nProperties: Range 30\/60\r\nWeight: 6\r\n======================================================\r\n???\r\nWyvern Pacted with Rhyliona Lubell\r\n==================\r\nSmall Dragon,  Pact Master\u2019s Choice for personality and alignment.\r\n \r\nArmor Class: 14 (13+Dex)\r\n \r\nHit Points:  Half the Current Hit Point of Rhyliona + Con Mod\r\n \r\nSpeed: 30 ft., fly 30 ft.\r\n \r\nStr 14, Dex 12, Con 10, Int 10, Wis 14, Cha 12\r\n \r\nSkills: Perception +4, Stealth +3\r\n \r\nSenses: darkvision 60 ft., passive Perception 14\r\n \r\nLanguages: The same as it\u2019s Pact Master\r\n \r\nChallenge 1\/2 (100 XP)\r\n \r\nSteady Breath. The companion can breath normally at high altitudes.\r\n \r\nActions\r\n\r\nClaws Essence Extraction \r\nMelee Weapon Attack: +4(Your Prof and its Strength) to hit\r\nDamage: 2d4+2 (STR\/DEX Slashing) \r\nOn hit the Wyvern drains the branded creature\u2019s magic to empower you and them once they return to the gem. To return to their gem it must end their turn next you. \r\n\r\nThen Roll a d4 to see the buff you gain. Buff's don't stack and\/or combo. So if you get a red then get an orange. the Orange buff will Override the Red buff.\r\n\r\nRed = Gives access to more powerful versions of your attacks; You and your Wyvern\u2019s damage dice gain an additional D6 Necrotic for One Minute.\r\n\r\nWhite = Increases the hunter's and Wyvern\u2019s speed increase. +5 to all movement and +5 to Vaulting\/Jumps for One Minute. As well as gain a Hasted Action.\r\n\r\n \r\nOrange = Increases the hunter's and Wyvern\u2019s defense. Gives you +1 AC and +1 to all saves for One Minute..\r\n\r\nGreen = You both recover a small amount of health. Heal 2d4+ The hunter\u2019s Con Mod.\r\n===================================================================\r\n\r\nEssence Breath :\r\nRanged Attack:+3(Your Prof and its Dex) to hit\r\nDamage: 1d6 Necrotic \r\nBranding Damage: +1d6 +\u00bd your level in Necrotic\r\n\r\nIf the Creature is already Branded they get dealt additional damage.\r\n=================================================================\r\nWyvern Speed:\r\n\r\n\r\nThe Wyvern can Dash or Disengage as a bonus action.\r\n\r\n=================================================================\r\n\r\nSleeping Dragon:\r\n At the end of each of your turns The creature heals 1d4+Your Con Mod, while not summoned.\r\n\r\n=========================================================\r\n\r\n\r\n\r\n==========================================================\r\nEvolve and Adapt\r\nAt Level 3 Whenever you get an ASI and\/or Feat your Wyvern\u2019s gain +1 to any two stats or plus 2 to any one Stat. Not including your variant human >.>.\r\n\r\n|Wyvern Lancer[\/spoiler]","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":"Chain Mail\r\nHeavy armor\r\n75 gp, 55 lb.\tAC 16\r\nMade of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.\r\n\r\nThe wearer has disadvantage on Dexterity (Stealth) checks.\r\n-----------------------\r\nIf the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.\r\nRapier\r\nMartial weapon, melee weapon\r\n25 gp, 2 lb.\t1d8 piercing - finesse\r\nFinesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\r\n-----------------------\r\nShield\r\n10 gp, 6 lb.\tAC +2\r\nA shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.","class_features":"Fighting Style\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.\r\n\r\nBlind Fighting\r\nUACFV p12\r\nBeing unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.\r\n-----------------\r\nMartial Versatility\r\nUACFV p12\r\n1st-level feature (enhances Fighting Style)\r\n\r\nWhenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.\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.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n-----------------\r\nManeuver Versatility\r\nUACFV p5\r\n1st-level feature (enhances Maneuvers)\r\n\r\nIf you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.\r\n-----------------\r\n\r\n","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":"462592","world":""}