{"name":"Fang","class":"Sorcerer","level":"1","background":"Hermit","race":"Tabaxi","alignment":"Caotic Good","proficiency_bonus":"2","strength":"12","dexterity":"14","constitution":"11","intelligence":"10","wisdom":"12","charisma":"14","str_save":"1","dex_save":"3","con_save":"2","int_save":"0","wis_save":"1","cha_save":"4","hit_die":"6","total_hit_dice":"1","acrobatics":"3","animal_handling":"1","arcana":"0","athletics":"1","deception":"4","history":"0","insight":"1","intimidation":"2","investigation":"0","medicine":"3","nature":"0","perception":"3","performance":"2","persuasion":"4","religion":"2","sleight_of_hands":"3","stealth":"5","survival":"1","proficiencies":"","armor_class":"13","hit_points":"6","initiative":"3","speed":"30","proficiences_and_languages":"Proficiencies\r\nArmor: None\r\nWeapons: Daggers, darts, slings, quarterstaffs, light crossbows\r\nTools: None\r\nSaving Throws: Constitution, Charisma\r\nSkills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion","attacks":"Unarmed Strike(+3) 1+1\r\nLight Crossbow(+5) 1d8+3","spellcasting":"An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.\r\n\r\nCantrips\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\nSpell Slots\r\nThe Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\nSpells Known of 1st Level and Higher\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\nSpellcasting Ability\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Charisma modifier\r\n\r\nSpellcasting Focus\r\nYou can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.","equipment":"","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"","total_spell_slots_1":"2","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":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"Speed. Your base walking speed is 30 feet.\r\n\r\n\u2022 Darkvision. You 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\r\n\u2022 Feline Agility. Your 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\r\n\u2022 Cat's Claws. 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\r\n\u2022 Cat's Talent. You have proficiency in the Perception and Stealth skills.\r\n\r\n\u2022 Languages. You can speak, read, and write Common and one other language of your choice.","retinue":"","spellbook_0_level_spells":"Acid Splash","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":"527436","world":""}