{"name":"Neit aka The Ghost Face Killer","class":"Ranger - Monster Slayer: 5, Warlock - The Great Old One: 5","level":" Total Lvl 10","background":"Criminal","race":"Human\/ Half Tiefling","alignment":"Chaotic Neutral ","proficiency_bonus":"4","strength":"10","dexterity":"22","constitution":"10","intelligence":"10","wisdom":"16","charisma":"14","str_save":"4","dex_save":"10","con_save":"0","int_save":"0","wis_save":"3","cha_save":"2","hit_die":"10","total_hit_dice":"9","acrobatics":"5","animal_handling":"3","arcana":"4","athletics":"0","deception":"2","history":"0","insight":"3","intimidation":"6","investigation":"4","medicine":"4","nature":"0","perception":"7","performance":"3","persuasion":"2","religion":"0","sleight_of_hands":"10","stealth":"10","survival":"3","proficiencies":"\u2022 Arcana\r\n\u2022 Intimidation\r\n\u2022 Investigation\r\n\u2022\u00a0Perception\r\n\u2022 Sleight of Hand\r\n\u2022\u00a0Stealth","armor_class":"24","hit_points":"85","initiative":"6","speed":"30","proficiences_and_languages":"\u2022 Dark Vision\r\n\u2022\u00a0Languages - Common, Elvish, Giant, & Infernal\r\n\u2022 Playing Cards\r\n\u2022 Armor - Light, Medium, & Shields\r\n\u2022 Weapon - Simple & Martial\r\n\u2022\u00a0Thieves Tools","attacks":"Iron Shortsword | [roll:1d20+6+4] | [roll:1d6+6]\r\nSilver Shortsword | [roll:1d20+6+4] | [roll:1d6+6]\r\nIron Dagger | [roll:1d20+6+4] | [roll:1d6+6]\r\nIron Dagger | [roll:1d20+6+4] | [roll:1d6+6]\r\nManticore Spike Dagger | [roll:1d20+6+4] | [roll:1d8+2+6] \r\nManticore Spike Dagger | [roll:1d20+6+4] | [roll:1d8+2+6] \r\n\r\nLongbow | [roll:1d20+6+4] | [roll:1d8+6] \r\nHand Crossbow| [roll:1d20+6+4] | [roll:1d6+6] \r\nMagic Crossbow| [roll:1d20+6+4] | [roll:1d6+6+1] \r\nHeavy Crossbow| [roll:1d20+6+4] | [roll:1d10+6]\r\nSmall Spider Poison | [ ] | [roll:1d4]\r\nSuper Concentrated Scorpion Acid | [ ] | [roll:2d8]\r\nFlame Arrow | [ ] | [roll:1d6]\r\nBlowgun | [roll:1d20+6] | [1Piercing]\r\nTranquilizer | [DC14 CON] | [0]\r\nCaltrops | [DC12] | [roll:1d6]\r\nNet | [DC10] | [roll:1d20+6+4]","spellcasting":"","equipment":"CP 9,\r\nSP 2,\r\nEP 0,\r\nGP 5,958\r\nPP 0,\r\n\r\n1 Longbow 2,\r\n2 Quiver (1 Pois, 1 Oil) 1,\r\n19 Arrows - Poison Dipped 0.05\r\n19 Arrows - Oil Soaked 0.05,\r\n2 Hand Crossbow 3,\r\n1 Heavy Crossbow 18,\r\n1 Blowgun 1,\r\n1 Case of needles (50) 1,\r\n3 Case of Bolts (20 Bolts each) 1,\r\n2 Case of GrappleBolts (20 Bolts each) 1,\r\n9.5 Tranquilizer (2 use),\r\n1 Small Spider Poison (5\/6 Quivers 1d4 Poison),\r\n1 Small Spider Antidote (4 uses),\r\n6 Super Concentrated Scorpion Acid (3\/3 Quivers 2d8 Acid)\r\n6 Antidotes (1 use),\r\n5 Vials of beast blood (attract wild),\r\n3 Grappling Hooks (full size),\r\n1 Silver Shortsword,\r\n1 Iron Shortsword 2,\r\n2 Iron Daggers,\r\n2 Manticore Daggers - Enchanted +2 Psychic DMG (Fear & Paralysis Toxin)  \r\n1 Belt Pouch,\r\n20 Caltrops 0.1,\r\n1 Playing Cards,\r\n1 Matching Playing Card,\r\n1 Key to Mannacle,\r\n1 Key to Lock,\r\n1 Sac of Flour 1,\r\n1 Sac of Sand 1,\r\n1 Water Skin (EP)\r\n1 Backpack (EP)\r\n1 Tinderbox (EP)\r\n10 Torches (EP),\r\n7 Rations,\r\n1.8 Healer's Kit (10 uses per kit)\r\n2 Potion of minor Healing (d4),\r\n6 Purple Potion of major healing (d10),\r\n20 Faux Potions,\r\n1 Superior Healing (8d4+8)\r\n1 Whetstone 1,\r\n1 Pouch,\r\n1 Soap,\r\n1 Flask (water) 1,\r\n1 Vial (Holy Water),\r\n1 50ft Hempen Rope (EP 10,\r\n1 Artisan Tool Kit,\r\n\r\n1 Thieves Tools: (Contents follow)\r\n1 Lock Picks,\r\n1 Narrow Bladed Scissors,\r\n1 Pliers,\r\n1 Small File,\r\n1 Small Mirror Mounted,\r\n1 Studded Leather Armor,\r\n1 Dark Clothes w\/ Hidded pockets 3,\r\n1 Dark Hood,\r\n1 Shield (+2 AC when equipped) 6,\r\n1 Manticore Hood (+1 AC) 3,\r\n1 Catoblepas Bracers (+ 1 AC) 1,\r\n1 Arcane Dragon Necklace,\r\n1 Spool of fine silver wire 1,\r\n1 Bell,\r\n1 Cloak of disappearing clothes 5,\r\n1 Bracers of quivering arms 1,\r\n1 Semifine Wheel of Cheese 1,\r\n5 Book of Matches (50 matches),\r\n5 Vials (empty),\r\n3 Bolt of Fabric,\r\n1 Utility Belt 2,\r\n1 Black & Yellow Cloak with Wool Lining 5,\r\n1 EP with Strange mark,\r\n1 Sending Staff (5 Charges) 3,\r\n1 Manacle 6,\r\n0 Flask (Oil),\r\n1 Flask (Rum),\r\n1 Eyes of the Eagle 3,\r\n5 scrolls of levitation (DC 15, concentration, 50ft 1 min),\r\n1 Fireball Scrolls\r\n2 Spider Climb Scrolls\r\nVile of Etherealness \r\n\r\n\r\n1 Crumbled paper from EE in foreign language,\r\n1 Partial Bestiary (Copied),\r\n1 Tome of wicked beasts of Irendi\r\n1 Irendi Map aged 1 week ago\r\n1 Map tube from Danvers containing 4 world Maps, & old Map of Irendi\r\n1 Note in Desk of same abandoned building - Body report from Rusty Spike Inn\r\n1 Note in Desk of same abandoned building from Dimortica to Rowen from a month ago \r\n                \u2022 about an aritifact from Citadel of Ashradon. Mentions Rafeal and his beast.,\r\n1 Note from Akita to Jerome Lakefield - saying she is forever vigilant to the E.E and the city will not fall,\r\n1 Cutout painting of Jerome Lakefield,\r\n1 Note hidden in the painting - foreign note\/poem,\r\n1 Map of underground Irendi Tunnel System,\r\n\r\n1 Hidden Pocket:\r\n1 (Remainder of wealth),\r\n\r\n\r\n\r\nSPIDER'S INVENTORY:\r\nCP 0,\r\nSP 0,\r\nEP 0,\r\nGP 2,249,\r\nPP 0,\r\n\r\n1 Pack: Contents as follows\r\n80 Arrows 0.05,\r\n1 Extra Quiver 1,\r\n1 Crowbar 5,\r\n1 Shovel 4,\r\n1 Miner's Pick 10,\r\n1 Hammer 3,\r\n1 10ft Pole 7,\r\n1 Block & Tackle 5,\r\n1 Fishing Tackle 4,\r\n1 Hunting Trap 25,\r\n1 Tinkers Tool\r\n1 Tent,\r\n1 Bedroll,\r\n1 Blanket,\r\n1 Lamp,\r\n10 50ft Hempen Ropes 10,\r\n5 10ft Chain 10,\r\n1 Lock 1,\r\n8 Pitons 0.25,\r\n1 Iron Pot 10,\r\n1 Barded Armor (+2AC) 5,\r\n1 Carriage (Attached),\r\n1 Barrel of Oil 5,\r\n1 Barrel of Rum 5,\r\n1 Barrel of Water 5,\r\n5 Flaskes (empty),\r\n3 Flaskes (oil).\r\n105 Vials (empty),\r\n5 Book of Matches (50 matches per book),\r\n1 Horse Feed (2 Week) 5, \r\n1 Hidden Carriage Storage:\r\n\r\n\r\n\r\n","personality_trait":"Prepared for every threat because death is never an option. (Neit from the past)\r\n\r\nRisking it for the Biscuit (Neit in the Present)","ideal":"Freedom, Redemption, Revenge","bond":"I may not be able to kill the monster who lives inside of me, but I will use it to slay any monster that crosses my path... humans included","flaw":"Short-tempered, Greed, Unforgiving, Slow to Trust","features_and_traits":"Favored Enemy - Giants\r\n\u2022\u00a0Beginning at 1st Level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\u2022\u00a0Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.\r\n\u2022\u00a0You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them.\r\n\u2022\u00a0When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.\r\n\u2022\u00a0You choose one additional Favored Enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.\r\n\r\nNatural Explorer - Forest\r\n\u2022\u00a0You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.\r\n\u2022\u00a0While traveling for an hour or more in your Favored terrain, you gain the following benefits:\r\n\u2022\u00a0Difficult Terrain doesn't slow your group's Travel.\r\n\u2022\u00a0Your group can't become lost except by magical means.\r\n\u2022\u00a0Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\n\u2022\u00a0If you are traveling alone, you can move stealthily at a normal pace.\r\n\u2022\u00a0When you Forage, you find twice as much food as you normally would.\r\n\u2022\u00a0While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\n\u2022 You choose additional Favored terrain types at 6th and 10th level.\r\n\r\nHellish Resistance \r\n\u2022 You have Resistance to fire damage.\r\n\r\nCriminal Contact \r\n\u2022 You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.\r\n\r\nFighting Style: Defense\r\n While you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nMonster Slayer Magic\r\n\u2022 Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you , but it doesn't count against the number of ranger spells you know.\r\n\u2022 3rd protection from evil and good\r\n\u2022 5th zone of truth\r\n\u2022 9th magic circle\r\n\u2022 13th banishment\r\n\u2022 17th hold monster\r\n\r\nHunter's Sense\r\n\u2022\u00a0At 3 rd level , you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.\r\n\r\nSlayer's Prey\r\n\u2022\u00a0Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.\r\n\r\nPrimeval Awareness\r\n\u2022 Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This doesn\u2019t reveal the creatures\u2019 location or number.\r\n\r\nArcane Dragon Necklace with Ruby Eyes\r\n\u2022 Necklace is attuned to Bell, Fine silver wire, & Holy Water\r\n\r\nUtility Belt\r\n\u2022 The utility belt is used to store small items like poisons, antidotes, tranqs, wire, caltrops, lock picks, keys, bolt cases, & needle cases. \r\n\u2022 Max Belt Pouches: 10\r\n\u2022\u00a0You can holster up to 4 small hand held weapons to the belt. Sacrifice 1 Belt Pouch per holstered weapon.\r\n\r\nStaff of Sending\r\n\u2022\u00a00\/5 Charges\r\n\u2022 You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.\r\nYou can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn\u2019t arrive.\r\n\r\nMax Carry Weight\r\n\u2022\u00a0210lbs \r\n\u2022 Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. But Neit is not most characters...\r\n\r\nGrapple Crossbow\r\n\u2022 The blacksmith has fitted your hand crossbows to equip 25ft of rope and a grapple along with a hand crank to reel the grapple back. The crank can reel in rope 5ft per turn as a bonus action. The grapple can be fired at the same velocity as a bolt with the rope attached to the grapple and crossbow.\r\n\u2022\u00a0Used as a tool to bring yourself closer to things or to bring things and creatures alike to yourself. If successfully shot and attached a creature will receive 1 point of piercing damage and has a chance to unhook themselves with a saving throw each round, removing the grapple counts as the creatures action for the round. While attached, if the target is of equal or smaller size than yourself they can not move under the tension of the rope being reeled back. Subsequently any grapple attached onto a larger creature than yourself can be used against you. Any creature grappled, regardless of its size, has disadvantage on attack rolls until the grapple has been removed.\r\n\r\nMagic Initiate (Feat)\r\n\u2022 Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.\r\n\u2022\u00a0You learn two cantrips of your choice from that class\u2019s spell list.\r\n\u2022\u00a0In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.\r\n\u2022\u00a0Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.\r\n\u2022 Mending \r\n\u2022 Shape Water\r\n\u2022 Burning Hands\r\n\r\nExtra Attack\r\n\u2022 Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.\r\n\r\nAwakened Mind\r\nStarting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.\r\n\r\nEldritch Invocations:\r\n\u2022 Eldritch Invocation 1: Eldritch Mind (Advantage on Concentration)\r\n\u2022 Eldritch Invocation 2: Mask of Many Faces (Disguise Self at Will)\r\n\r\nAdjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.\r\n\r\nDark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.\r\n\r\nCommand Evil. While you are attuned to the book and holding it, you can use an action to cast the [blocklink:480218] spell on an evil target (save DC 18). You can't use this property again until the next dawn.\r\n\r\nDark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.\r\n\r\nMark of Darkness: The Symbol of Vecna glowing red appears upon your chest\r\n\r\nRandom Properties:  \r\n\u2022\u00a0Teleportation Circle - You can cast the spell once per day and after it is casted roll a d6 and on a 6 you regain the spell to use again. \r\n\u2022\u00a0 Telepathic Link with [hero:dad9c6ce-2c9c-4206-aca7-fde48893f01e]\r\n\u2022\u00a0+1 AC\r\n\u2022\u00a0+1d6 of HP each turn\r\n\u2022\u00a0 Immune to Desease \r\n\u2022\u00a0 Proficent in Intimidation \r\n\u2022\u00a0 -30lbs\r\n\u2022 Lost use of the left hand\r\n\u2022 Become blind 300ft away from the book\r\n\r\n\r\n\r\n\r\n","total_spell_slots_1":"4 R ","total_spell_slots_2":"2 R ","total_spell_slots_3":"2 W","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":"399612, ","class_features":"464266, 132463","creatures_and_mounts":"464220, 464218, 464212, 464242","possessions_and_property":"464260, 464261","racestatblock":"464264, 464265","retinue":"[hero:5d96f44d-53df-46a5-900f-f8d13d418fc2]","spellbook_0_level_spells":"376147, 479817, 375085, 375153, 855841","spellbook_1_level_spells":"568700, 375184, 344522, 542919","spellbook_2_level_spells":"376274, 374294, 542886, 184586, 696449, 855850, 855847, 184563","spellbook_3_level_spells":"855835, 855839, 325051, 332730","spellbook_4_level_spells":"","spellbook_5_level_spells":"376142","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"480218","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":"Neit, The Ghost Face Killer, The Slipper Clan, Spider the Donkey, ","isShared":"on","templateId":"404","blockId":"464182","world":"4748f477-2db3-41cf-9f35-5c8c2b13e5a8","folder":""}