{"style":"dark","name":"Lanolin Hepburn","imageid":"6646864","species":"Tiefling (Grimhollow Heritage)","background":"Anthropologist","size":"Medium","xp":"","class_1":"Artificer","level_1":"8","subclass_1":"Battle Smith","hit_die_1":"8","hit_dice_remaining_1":"","class_2":"","level_2":"","subclass_2":"","hit_die_2":"","hit_dice_remaining_2":"","class_3":"","level_3":"","subclass_3":"","hit_die_3":"","hit_dice_remaining_3":"","class_4":"","level_4":"","subclass_4":"","hit_die_4":"","hit_dice_remaining_4":"","strength":"10","dexterity":"14","constitution":"16","intelligence":"20","wisdom":"13","charisma":"7","constitution_save_prof":"1","intelligence_save_prof":"1","strength_save_mod":"","dexterity_save_mod":"","constitution_save_mod":"","intelligence_save_mod":"","wisdom_save_mod":"","charisma_save_mod":"","armor_class_mod":"","hit_points_first":"","hit_points_current":"71","hit_points":"71","temporary_hit_points_current":"","dss1":"0","dss2":"0","dss3":"0","dsf1":"0","dsf2":"0","dsf3":"0","exhaustion_01":"0","exhaustion_02":"0","exhaustion_03":"0","exhaustion_04":"0","exhaustion_05":"0","exhaustion_06":"0","conditions":"","speed":"30 ft","initiative_mod":"0","initiative":"","inspiration_01":"1","pp_bonus":"","class_resource_label_01":"Bullets","class_resource_curr_01":"18","class_resource_01":"30","class_resource_label_02":"Hunter's Instinct","class_resource_curr_02":"3","class_resource_02":"3","class_resource_label_03":"","class_resource_curr_03":"","class_resource_03":"","acrobatics_abi":"dexterity","acrobatics":"","animal_handling_abi":"wisdom","animal_handling":"","arcana_prof":"1","arcana_abi":"intelligence","arcana":"","athletics_abi":"strength","athletics":"","deception_abi":"charisma","deception":"","history_abi":"intelligence","history":"","insight_prof":"1","insight_abi":"wisdom","insight":"","intimidation_abi":"charisma","intimidation":"","investigation_abi":"intelligence","investigation":"","medicine_prof":"1","medicine_abi":"wisdom","medicine":"","nature_abi":"intelligence","nature":"","perception_abi":"wisdom","perception":"","performance_abi":"charisma","performance":"","persuasion_abi":"charisma","persuasion":"","religion_prof":"1","religion_abi":"intelligence","religion":"","sleight_of_hand_abi":"dexterity","sleight_of_hand":"","stealth_abi":"dexterity","stealth":"","survival_abi":"wisdom","survival":"","skill_name_01":"","skill_abi_01":"strength","skill_value_01":"","skill_name_02":"","skill_abi_02":"strength","skill_value_02":"","skill_name_03":"","skill_abi_03":"strength","skill_value_03":"","skill_name_04":"","skill_abi_04":"strength","skill_value_04":"","skill_name_05":"","skill_abi_05":"strength","skill_value_05":"","attack_prof_01":"1","attack_01":"Repeater  (Weapon of Warning)","attack_abi_01":"intelligence","attack_mod_01":"","attack_dmg_01":"2d6 + 5","attack_dmg_type_01":"Radiant","attack_props_01":"Blaster (range 60\/180)","attack_mastery_01":"-","attack_prof_02":"1","attack_02":"Revolver","attack_abi_02":"dexterity","attack_mod_02":"","attack_dmg_02":"2d6","attack_dmg_type_02":"Piercing","attack_props_02":"Ammunition (60\/240), reload (6)","attack_mastery_02":"-","attack_prof_03":"1","attack_03":"Feathered Edge","attack_abi_03":"strength","attack_mod_03":"","attack_dmg_03":"1d8","attack_dmg_type_03":"Slashing","attack_props_03":" Light, versatile (1d10), thrown (range 20\/60).","attack_mastery_03":"-","attack_worn_04":"1","attack_prof_04":"1","attack_04":"Glacial Rifle","attack_abi_04":"intelligence","attack_mod_04":"1","attack_dmg_04":"2d10 + 1d4 + 1d6+ 5 + 1","attack_dmg_type_04":"Cold","attack_props_04":"Ammunition (range 120\/480), Loud (1000), Reload (5), Two-Handed","attack_mastery_04":"-","attack_05":"","attack_abi_05":"strength","attack_mod_05":"","attack_dmg_05":"","attack_dmg_type_05":"","attack_props_05":"","attack_mastery_05":"-","attack_06":"","attack_abi_06":"strength","attack_mod_06":"","attack_dmg_06":"","attack_dmg_type_06":"","attack_props_06":"","attack_mastery_06":"-","armor_name_01":"Studded Leather Armor","armor_type_01":"l","armor_ac_01":"12","armor_dexmod_01":"1","armor_props_01":"","armor_worn_02":"1","armor_name_02":"Breast Plate (+1)","armor_type_02":"m","armor_ac_02":"15","armor_dexmod_02":"1","armor_props_02":"","armor_name_03":"","armor_type_03":"l","armor_ac_03":"","armor_props_03":"","armor_name_04":"","armor_type_04":"l","armor_ac_04":"","armor_props_04":"","proficiencies_and_languages":"Languages: English, Korean, Spanish\r\nWeapon Proficiencies: Simple and Martial weapons\r\nTool Proficiencies: Thieves\u2019 Tools, Tinker\u2019s Tools, Smith's Tools\r\nArmor Training: Light and Medium armor and Shields","features_and_traits":"[b][h3]Background[\/h3]\r\n[\/b]\r\n[b]Cultural Chameleon[\/b]. Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.\r\n\r\n[b]Adept Linguist[\/b]. You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures \u2013 enough to communicate on a rudimentary level.\r\n\r\n[b][h3]Species[\/h3]\r\n[\/b]\r\n[b]Damage Resistance[\/b]. You have Resistance to Cold and Necrotic Damage\r\n\r\n[b]Hunter's Instinct[\/b]. You summon a surge of ferocity when your prey least expects it. At the end of each Long Rest, you gain a number of d8s equal to your Proficiency Bonus. When you make an attack with a weapon or an Unarmed Strike, you can roll a d8 and add it to either the attack roll or the damage roll. If you add it to the d20 roll, you can decide to roll the d8 after the d20 roll is made, but you must do so before the outcome of the roll is known.\r\n\r\n[b]Darkvision[\/b]. You have Darkvision with a range of 60 feet.\r\n\r\n[b]Tireless[\/b]. An innate resilience lets you shake off conditions that would take others down. You have Advantage on saving throws connected to gaining or removing Exhaustion levels.\r\n\r\n[b]Impromptu Artisan[\/b]. You\u2019ve never known the luxury of always having the gear you need, but you have more than learned to make do. If you possess Artisan\u2019s Tools with which you have proficiency, and if you have access to appropriate raw materials and any additional necessary equipment (as the GM determines), you can use a Short Rest to craft any one nonmagical item worth 10 GP or less.\r\n\r\n[b]Nature's Voice[\/b]. Mastering the subtle expression of fauna and flora grants you an edge in dealing with the threats of the wilderness. Through sounds and gestures, you can communicate simple ideas with Beasts and Plant creatures, understanding if a creature is hungry, for example. This gives you no specific ability to control such creatures, and you can\u2019t understand or learn detailed information from them.\r\n\r\n[b]Magical Savvy[\/b]. Whether through intensive study or the innate touch of magic in your blood, you have the ability to invoke magical spells. You learn one cantrip of your choice from any spell list, which you cast using the associated ability score: Intelligence for Wizard spells, Wisdom for Cleric and Druid spells, and Charisma for Bard, Sorcerer, and Warlock spells. If the spell appears on multiple spell lists, choose one to determine the spellcasting attribute for that spell.\r\n\r\n[b][h3]Weapon Masteries[\/h3]\r\n[\/b]\r\n[b]Speed Loader. [\/b]You ignore the Loading property of weapons. You can reload a weapon with the Reload property using either an action or bonus action.\r\n\r\n[b]Tinkered Artillery.[\/b] When you finish a short or long rest, you can modify a number of pieces of ammunition equal to your proficiency bonus. Poisonous. On a hit, the target takes an extra 1d6 poison damage and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.\r\n\r\n[b][h3]Class[\/h3]\r\n[\/b]\r\n[b]Tinker's Magic[\/b]. You know the Mending cantrip. As a Magic action while holding Tinker\u2019s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list: Ball Bearings, Net, Basket, Oil, Bedroll, Paper, Bell, Parchment, Blanket, Pole, Block and Tackle, Pouch, Bucket, Rope, Caltrops, Sack, Candle, Shovel, Crowbar, String, Flask, Tinderbox, Jug, Torch, Lamp, Vial\r\n\r\n[b]Replicate Magical Item[\/b]. You have learned arcane plans that you use to make magic items.\r\n\r\n[b]Flash of Genius[\/b]. When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier.\r\n[br]You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.\r\n\r\n[b][h3]Subclass[\/h3]\r\n[\/b]\r\n[b]Tool Proficiency[\/b]. When you craft an ordinary or magic weapon, the amount of time required to craft it is halved.\r\n\r\n[b]Arcane Empowerment[\/b]. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.\r\n\r\n[b]Steel Defender. [\/b]Your tinkering has borne you a companion, a Steel Defender (see the stat block). You determine the defender\u2019s appearance and whether it has two legs or four; your choices don\u2019t affect the defender\u2019s game statistics.\r\n[br]The Steel Defender is Friendly to you and your allies and obeys you. It vanishes if you die.\r\n\r\n[i]The Defender in Combat[\/i]. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn\u2019t limited to the Dodge action.\r\n\r\n[i]Restoring or Replacing the Defende[\/i]r. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored.\r\n[br]Whenever you finish a Long Rest, you can create a new Steel Defender if you have Smith\u2019s Tools in hand. If you already have a defender from this feature, the first one vanishes.\r\n\r\n[b]Extra Attack[\/b]. You can attack twice instead of once whenever you take the Attack action on your turn.","spellcasting_ability":"intelligence","scm_mod":"","available_1_level_spellslots":"4","total_spell_slots_1":"4","available_2_level_spellslots":"3","total_spell_slots_2":"3","available_3_level_spellslots":"","total_spell_slots_3":"","available_4_level_spellslots":"","total_spell_slots_4":"","available_5_level_spellslots":"","total_spell_slots_5":"","available_6_level_spellslots":"","total_spell_slots_6":"","available_7_level_spellslots":"","total_spell_slots_7":"","available_8_level_spellslots":"","total_spell_slots_8":"","available_9_level_spellslots":"","total_spell_slots_9":"","spellcasting":"Always have False life and Ray of Enfeeblement prepared can cast each once.\r\nAdditionally you always have Armor of Agathys and Ice Knife prepared and can cast it without a spell slot once, when casted this way you require no V, S, M that the spell might need.\r\nYou can also cast Frost fingers once without using a spell slot","copper_label":"Copper","copper_pieces":"0","silver_label":"Silver","silver_pieces":"0","electrum_label":"Electrum","electrum_pieces":"0","gold_label":"Gold","gold_pieces":"8123","platinum_label":"Platinum","platinum_pieces":"0","bastion_01":"1551427","bastion_02":"1551428","bastion_03":"","bastion_04":"","bastion_05":"","equipment":"Double Barrel, Revolver, Feathered Edge, Glacial Rifle, Studded Leather Armor, Researcher's Pack (a backpack, binoculars, a comm set, a datapad, a flashlight, a holosphere, a hypodermic needle, a life suit, a log keeper, an omnitool, a quadcorder, and a wristwatch.), thieves tools, smiths tools, 20 bullets, A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance","backstory":"","allies":"","motivation":"","notes":"$45.25","spell_prepared_01":"1","spell_level_01":"C","spell_name_01":"Eyeburn","spell_id_01":"","spell_ability_01":"none","spell_casting_time_01":"Reaction, which you take when a creature you can see within range targets you with an attack","spell_range_01":"30 feet","spell_duration_01":"1 round","spell_components_01":"V, S, M (a smear of camphor)","spell_damage_01":"","spell_damage_higher_01":"","spell_component_sets_01":"","spell_notes_01":"SPECIES: You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically). On a failed save, the target has the Blinded condition until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.","spell_prepared_02":"1","spell_level_02":"C","spell_name_02":"Mending","spell_id_02":"","spell_ability_02":"none","spell_casting_time_02":"1 minute","spell_range_02":"Touch","spell_duration_02":"Instantaneous","spell_components_02":"V, S, M (two lodestones)","spell_damage_02":"","spell_damage_higher_02":"","spell_component_sets_02":"","spell_notes_02":"CLASS: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can\u2019t restore magic to such an object.","spell_prepared_03":"1","spell_level_03":"C","spell_name_03":"Hellfire","spell_id_03":"","spell_ability_03":"none","spell_casting_time_03":"Action","spell_range_03":"120 feet","spell_duration_03":"Instantaneous","spell_components_03":"V, S","spell_damage_03":"4d4","spell_damage_higher_03":"","spell_component_sets_03":"","spell_notes_03":"CLASS: You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Charisma saving throw or take 2d4 fire damage plus 2d4 necrotic damage.","spell_prepared_04":"1","spell_level_04":"C","spell_name_04":"Water Whip","spell_id_04":"","spell_ability_04":"none","spell_casting_time_04":"Action","spell_range_04":"60 feet","spell_duration_04":"Instantaneous","spell_components_04":"V, S","spell_damage_04":"2d6","spell_damage_higher_04":"","spell_component_sets_04":"","spell_notes_04":"CLASS: Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 2d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 15 feet towards the source of water on a failure.","spell_prepared_05":"1","spell_level_05":"C","spell_name_05":"Void Light","spell_id_05":"","spell_ability_05":"none","spell_casting_time_05":"Action","spell_range_05":"120 feet","spell_duration_05":"Instantaneous","spell_components_05":"V, S","spell_damage_05":"2d8","spell_damage_higher_05":"","spell_component_sets_05":"","spell_notes_05":"MAGIC INITIATE: For the briefest possible instant, you open a portal into the Void, revealing the hideous lights beyond. Choose one creature you can see to make a Constitution saving throw. The target has advantage on this roll if it can\u2019t see you. On a failed save, the target takes 2d8 radiant damage. If you roll an 8 on any damage die, you can roll an additional d8 and add its damage to the total, rolling again if this die is also an 8, and so on. You can roll a total number of damage dice for this cantrip equal to twice the number of damage dice you initially rolled.","spell_prepared_06":"1","spell_level_06":"C","spell_name_06":"Prestidigitation","spell_id_06":"","spell_ability_06":"none","spell_casting_time_06":"Acion","spell_range_06":"10 feet","spell_duration_06":"Up to 1 hour","spell_components_06":"V, S","spell_damage_06":"","spell_damage_higher_06":"","spell_component_sets_06":"","spell_notes_06":"MAGIC INITIATE: You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","spell_prepared_07":"1","spell_level_07":"C","spell_name_07":"Ray of Frost","spell_id_07":"","spell_ability_07":"none","spell_casting_time_07":"Action","spell_range_07":"60 feet","spell_duration_07":"Instantaneous","spell_components_07":"V, S","spell_damage_07":"2d8","spell_damage_higher_07":"","spell_component_sets_07":"","spell_notes_07":"CRYOKINESIS: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.","spell_prepared_08":"1","spell_level_08":"2","spell_name_08":"Mushroom Ballista","spell_id_08":"","spell_ability_08":"none","spell_casting_time_08":"Bonus Action","spell_range_08":"Touch","spell_duration_08":"1 hour","spell_components_08":"V","spell_damage_08":"1d6","spell_damage_higher_08":"","spell_component_sets_08":"","spell_notes_08":"You touch one to three pieces of ammunition and imbue them with a unique toadstool magic, causing them to grow plump green mushrooms around or at the tip of the ammunition. When a creature is hit with a ranged weapon attack using the ammunition, it takes an extra 1d6 poison damage and must make a Dexterity saving throw. On a failed save, the creature is pushed back a number of feet equal to the damage taken (rounded up to the nearest 5 feet) to a maximum of 15 feet. Whether the attack hits or misses, the spell then ends on that piece of ammunition. If you cast this spell again, the spell ends on any ammunition still affected by your previous casting.","spell_prepared_09":"1","spell_level_09":"1","spell_name_09":"Chromatic Bullet","spell_id_09":"","spell_ability_09":"none","spell_casting_time_09":"Bonus Action","spell_range_09":"Self","spell_duration_09":"Concentration, up to 1 minute","spell_components_09":"V, S, M (a firearm)","spell_damage_09":"2d4","spell_damage_higher_09":"2d4","spell_component_sets_09":"","spell_notes_09":"CLASS: The next time you hit a creature with a ranged weapon attack using a firearm during the spell\u2019s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm\u2019s damage to one of these damage types. You do not need to pick the same damage type for both.","spell_prepared_10":"1","spell_level_10":"1","spell_name_10":"Flash","spell_id_10":"","spell_ability_10":"none","spell_casting_time_10":"Reaction, which you take when a creature within 10 feet of you that you can see targets you with an attack","spell_range_10":"10 feet","spell_duration_10":"Instantaneous","spell_components_10":"S, M (a bead of magnesium)","spell_damage_10":"","spell_damage_higher_10":"","spell_component_sets_10":"","spell_notes_10":"CLASS: You exploit a creature\u2019s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.","spell_level_11":"1","spell_name_11":"Hell's Lash","spell_id_11":"","spell_ability_11":"none","spell_casting_time_11":"Action","spell_range_11":"30 feet","spell_duration_11":"Concentration, up to 1 minute","spell_components_11":"V, S, M (the forked tongue of a serpent)","spell_damage_11":"4d4\/2d4","spell_damage_higher_11":"2d4\/1d4","spell_component_sets_11":"","spell_notes_11":"CLASS: You lash a whip of crimson energy at a creature you can see within range, creating a conduit between you and the target. The target must succeed on a Constitution saving throw or take 4d4 fire damage and be tethered. A tethered creature takes 2d4 fire damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.","spell_prepared_12":"1","spell_level_12":"1","spell_name_12":"Hungering Blade","spell_id_12":"","spell_ability_12":"none","spell_casting_time_12":"Bonus Action","spell_range_12":"30 feet","spell_duration_12":"1 minute","spell_damage_scm_12":"1","spell_components_12":"V, S","spell_damage_12":"","spell_damage_higher_12":"","spell_component_sets_12":"","spell_notes_12":"CLASS: You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt.","spell_prepared_13":"1","spell_level_13":"1","spell_name_13":"Silvery Barbs","spell_id_13":"","spell_ability_13":"none","spell_casting_time_13":"eaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw","spell_range_13":"60 feet","spell_duration_13":"Instantaneous","spell_components_13":"V, S","spell_damage_13":"","spell_damage_higher_13":"","spell_component_sets_13":"","spell_notes_13":"MAGIC INITIATE: You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.","spell_prepared_14":"1","spell_level_14":"1","spell_name_14":"Armor of Agathys","spell_id_14":"","spell_ability_14":"none","spell_casting_time_14":"Bonus Action","spell_range_14":"Self","spell_duration_14":"1 hour","spell_components_14":"V, S, M (a cup of water)","spell_damage_14":"5","spell_damage_higher_14":"5","spell_component_sets_14":"","spell_notes_14":"CRYOKINESIS: Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.","spell_prepared_15":"1","spell_level_15":"1","spell_name_15":"Ice Knife","spell_id_15":"","spell_ability_15":"none","spell_casting_time_15":"Action","spell_range_15":"60 feet","spell_duration_15":"Instantaneous","spell_components_15":"S, M (a drop of water or a piece of ice)","spell_damage_15":"1d10\/2d6","spell_damage_higher_15":"1d6","spell_component_sets_15":"","spell_notes_15":"CRYOKINESIS: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.","spell_prepared_16":"1","spell_level_16":"2","spell_name_16":"Threshold Slip","spell_id_16":"","spell_ability_16":"none","spell_casting_time_16":"Bonus Action","spell_range_16":"Self","spell_duration_16":"Instantaneous","spell_components_16":"V","spell_damage_16":"","spell_damage_higher_16":"","spell_component_sets_16":"","spell_notes_16":"CLASS: The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls\u2014these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet. You can take one willing creature of your size or smaller that you\u2019re touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.","spell_prepared_17":"1","spell_level_17":"2","spell_name_17":"Homunculus Servant","spell_id_17":"","spell_ability_17":"none","spell_casting_time_17":"1 hour or Ritual","spell_range_17":"10 feet","spell_duration_17":"Instantaneous","spell_components_17":" V, S, M (a gem or crystal worth 100+ GP, which the spell consumes)","spell_damage_17":"","spell_damage_higher_17":"","spell_component_sets_17":"","spell_notes_17":"CLASS","spell_prepared_18":"1","spell_level_18":"1","spell_name_18":"Heroism","spell_id_18":"","spell_ability_18":"none","spell_casting_time_18":"Action","spell_range_18":"Touch","spell_duration_18":"Concentration, up to 1 minute","spell_components_18":"","spell_damage_18":"","spell_damage_higher_18":"","spell_component_sets_18":"","spell_notes_18":"SUBCLASS: A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.","spell_prepared_19":"1","spell_level_19":"1","spell_name_19":"Shield","spell_id_19":"","spell_ability_19":"none","spell_casting_time_19":"Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell","spell_range_19":"Self","spell_duration_19":"1 round","spell_components_19":"V, S","spell_damage_19":"","spell_damage_higher_19":"","spell_component_sets_19":"","spell_notes_19":"SUBCLASS: An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.","spell_prepared_20":"1","spell_level_20":"2","spell_name_20":"Shining Smite","spell_id_20":"","spell_ability_20":"none","spell_casting_time_20":"Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike","spell_range_20":"","spell_duration_20":"Concentration, up to 1 minute","spell_components_20":"","spell_damage_20":"2d6","spell_damage_higher_20":"1d6","spell_component_sets_20":"","spell_notes_20":"SUBCLASS: The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can\u2019t benefit from the Invisible condition.","spell_prepared_21":"1","spell_level_21":"2","spell_name_21":"Warding Bond","spell_id_21":"","spell_ability_21":"none","spell_casting_time_21":"Action","spell_range_21":"Touch","spell_duration_21":"1 hour","spell_components_21":"V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)","spell_damage_21":"","spell_damage_higher_21":"","spell_component_sets_21":"0","spell_notes_21":"SUBCLASS: You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.","spell_level_22":"C","spell_name_22":"","spell_id_22":"","spell_ability_22":"none","spell_casting_time_22":"","spell_range_22":"","spell_duration_22":"","spell_components_22":"","spell_damage_22":"","spell_damage_higher_22":"","spell_component_sets_22":"","spell_notes_22":"","spell_level_23":"C","spell_name_23":"","spell_id_23":"","spell_ability_23":"none","spell_casting_time_23":"","spell_range_23":"","spell_duration_23":"","spell_components_23":"","spell_damage_23":"","spell_damage_higher_23":"","spell_component_sets_23":"","spell_notes_23":"","spell_level_24":"C","spell_name_24":"","spell_id_24":"","spell_ability_24":"none","spell_casting_time_24":"","spell_range_24":"","spell_duration_24":"","spell_components_24":"","spell_damage_24":"","spell_damage_higher_24":"","spell_component_sets_24":"","spell_notes_24":"","hero_points":"","spell_points_curr":"","spell_points_max":"","plot_points":"","title1":"Feats","custom1":"[h3]Magic Initiate[\/h3]\r\nYou gain the following benefits.\r\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\r\n\r\nLevel 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\r\n\r\nSpell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\r\n\r\nRepeatable. You can take this feat more than once, but you must choose a different spell list each time.\r\n\r\n\r\n[h3]Cryokinesis[\/h3]\r\n[b]Ice Manipulation[\/b]. Once per turn when you cast a spell or hit with an attack roll and deal Bludgeoning, Piercing, Slashing, or Psychic damage, you can change the damage type to Cold damage.\r\n[b]Psionic Talent[\/b]. You know the Ray of Frost cantrip. You also always have the Armor of Agathys and Ice Knife spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast these spells using any spell slots you have. When you cast these spells, they require no Verbal or Material components, and Intelligence, Wisdom, or Charisma is your spellcasting ability.\r\n\r\n[h3]Critical Flourish[\/h3]\r\nOnce per turn, when you score a critical hit on an attack roll (or roll a d20 result of 20 on grapple and shove attempts), you may make one weapon attack or grapple\/ shove attempt against the same creature as long as you aren\u2019t incapacitated and they are within your weapon\u2019s reach. This extra attack cannot score a critical hit, even on a roll result of 20. If you roll less than a d20 result of 15 on this extra attack\/shove\/grapple result, treat the d20 result as 15 instead.","title2":"","custom2":"","tags":"","isShared":"on","templateId":"17214","blockId":"1534489","world":""}