{"name":"Mirror Sterling","class":"Ranger","level":"5","background":"Sheriff (Soldier)","race":"Tabaxi","alignment":"Chaotic Good","proficiency_bonus":"3","strength":"8","dexterity":"15","constitution":"13","intelligence":"13","wisdom":"15","charisma":"15","str_save":"2","dex_save":"5","con_save":"1","int_save":"1","wis_save":"2","cha_save":"2","hit_die":"10","total_hit_dice":"5","acrobatics":"2","animal_handling":"2","arcana":"1","athletics":"2","deception":"2","history":"1","insight":"5","intimidation":"5","investigation":"4","medicine":"2","nature":"1","perception":"5","performance":"2","persuasion":"2","religion":"1","sleight_of_hands":"2","stealth":"5","survival":"5","proficiencies":"Athletics, Perception, Stealth, Insight, Intimidation, Investigation, Survival\r\n\r\nLanguages: Common, Dwarvish, Halfling","armor_class":"14","hit_points":"43","initiative":"2","speed":"30ft","proficiences_and_languages":"Armor: Light armor, medium armor, shields\r\nWeapons: Simple weapons, martial weapons\r\nTools: Playing cards","attacks":"Dagger | [roll:1d20+5] | [roll:1d4+3]\r\nHand-Axe | [roll:1d20-1] | [roll:1d6-1]\r\nHand-Axe (Thrown) | [roll:1d20+3] | [roll:1d6+3]\r\nLongbow | [roll:1d20+7] | [roll:1d8+3]\r\nShortbow (Magic) | [roll:1d20+7] | [roll:1d6+3]","spellcasting":"1st level:\r\n- Hail of thorns (1 action):\r\nThe next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.\r\n- Detect Magic (1 action):\r\nFor the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.\r\nThe spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.\r\n- Cure wounds (1 action):\r\nA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\r\n2nd level:\r\n- Spike Growth (1action):\r\nThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.\r\nThe transformation of the ground is camouflaged to look natural. Any creature that can\u2019t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.","equipment":"Weapon(s): Dagger, hand-axe, longbow x2 (Normal, one with patch pattern given by Elliot)\r\nArmor: Leather armor\r\nMiscellanious: Explorer's pack, a sheriff's badge, the hat of her first captured criminal, a playing card set, a set of common clothes\r\nAmmo: 20 arrows + 1 from Solance\r\nMoney: 10GP\r\nMagical: Efficient quiver (Look up on D&D Beyond), Infernal Shortbow (Add 1d4 infernal damage twice per long rest)","personality_trait":"I try to act more mature than I am. ","ideal":"I will try to help people stay free from fear.","bond":"I will not leave anyone who doesn't oppose me directly.","flaw":"I get bored easily.","features_and_traits":"- Darkvision:\r\nYou have a cat's keen senses, especially in the dark. 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't discern color in darkness, only shades of gray.\r\n- Feline Agility:\r\nYour reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.\r\n- Cat's claws:\r\n Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\r\n- Cat's talent:\r\nYou have proficiency in the Perception and Stealth skills.\r\n- Favored Enemy:\r\nYou gain a +2 bonus to damage rolls with weapon attacks against (Favored enemy). Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n- Natural Explorer:\r\nWhile travelling in forests, you ignore difficult terrain, have advantage on initiative rolls and you have advantage on attack rolls against creatures that have not yet acted. In addition, while travelling you can not get lost, difficult terrain doesn't slow your group down, you always remain alert, you can move stealthily when on your own, you find twice as much food while foraging and while tracking a creature you also learn their exact number, their sizes and how long ago they passed this area.\r\n- Fighting Style, Archery:\r\nYou gain a +2 to attack rolls made with ranged weapons.\r\n- Ranger Archetype:\r\nBeastmaster\r\n- Primeval Awareness:\r\nYou have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.\r\nYou cannot use this ability against a creature that you have attacked within the past 10 minutes.\r\nAdditionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures\u2019 general direction and distance (in miles) from you.\r\nIf there are multiple groups of your favored enemies within range, you learn this information for each group.\r\n- Ranger's Companion:\r\nPanther named Smoke\r\n- Extra Attack","total_spell_slots_1":"4","total_spell_slots_2":"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":"82, 113, 115, 235","class_features":"143779","creatures_and_mounts":"","possessions_and_property":"125717, 98934","racestatblock":"402679","retinue":"496329","spellbook_0_level_spells":"","spellbook_1_level_spells":"303009, 253673, 320413","spellbook_2_level_spells":"184584","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":"496269","world":""}