{"name":"Faeris","class":"Rouge","level":"1","background":"Criminal","race":"Elf","alignment":"Chaotic neutaral","proficiency_bonus":"","strength":"10","dexterity":"19","constitution":"12","intelligence":"11","wisdom":"12","charisma":"14","str_save":"0","dex_save":"5","con_save":"1","int_save":"3","wis_save":"1","cha_save":"2","hit_die":"8","total_hit_dice":"4","acrobatics":"6","animal_handling":"1","arcana":"0","athletics":"0","deception":"4","history":"0","insight":"1","intimidation":"6","investigation":"0","medicine":"1","nature":"0","perception":"3","performance":"2","persuasion":"4","religion":"0","sleight_of_hands":"3","stealth":"8","survival":"1","proficiencies":"Deception\r\nStealth\r\nIntimidation\r\nPursausion\r\nAcrobatics\r\nStealth\r\nPerception","armor_class":"14","hit_points":"27","initiative":"4","speed":"30","proficiences_and_languages":"Dice set, theives tool, Simple weapons, hand crossbows, longswords, rapiers, shortswords, Dexterity, Intelligence\r\n","attacks":"Dagger (2) | [roll:1d20+5] | [1d4+3]\r\nRapier | [roll1d20+5] |1d8+3]","spellcasting":"Dancing Lights \r\nFarie fire","equipment":"A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp, Rapier, shortbow and quiver of 20 arrows,Explorer pack (Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope\r\n), Leather armor, two daggers, and thieves' tools,","personality_trait":" ","ideal":"","bond":"","flaw":"","features_and_traits":"-Expertise Stealth, intimidation\r\n\r\n-Superior Darkvision\r\nYour darkvision has a radius of 120 feet.\r\n\r\n-Sunlight Sensitivity\r\nYou have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.\r\n\r\n-Trance\r\nElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep\r\n\r\n-Fey Ancestry\r\nYou have advantage on saving throws against being charmed, and magic can't put you to sleep\r\n\r\n-Sneak Attack\r\nBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\n\r\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\r\n\r\n-Thieves' Cant\r\nDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.\r\n\r\n\r\n\r\nCunning Action\r\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.\r\n\r\n\r\nFast Hands\r\nStarting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.\r\n\r\nSecond-Story Work\r\nWhen you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.\r\n\r\nIn addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.","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":"","class_features":"","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":"534977","world":""}