{"name":"Kei","class":"Sorcerer ","level":"18","background":"","race":"Changeling","alignment":"NG","proficiency_bonus":"6","strength":"9","dexterity":"12","constitution":"18","intelligence":"12","wisdom":"10","charisma":"20","str_save":"-1","dex_save":"1","con_save":"9","int_save":"1","wis_save":"-1","cha_save":"","hit_die":"6","total_hit_dice":"18","acrobatics":"","animal_handling":"","arcana":"","athletics":"","deception":"","history":"","insight":"","intimidation":"","investigation":"","medicine":"","nature":"","perception":"","performance":"","persuasion":"","religion":"","sleight_of_hands":"","stealth":"","survival":"","proficiencies":"","armor_class":"11","hit_points":"130","initiative":"1","speed":"30","proficiences_and_languages":"Armor: None\r\nWeapons: Darts, daggers, slings, quarterstaffs, light crossbows\r\nTools: None\r\nSaving Throws: Constitution, Charisma\r\nLanguages: Common, Draconic, Goblin","attacks":"","spellcasting":"Spellcasting Ability: Charisma\r\nAttack Bonus: +10\r\nSpell Save DC: 18\r\n\r\nCantrips: Mage Hand, Prestidigitation, Message, Firebolt, Frostbite, Magic Stone and Eldritch Blast. \r\n\r\n1st Level: Hex, Detect Magic, Feather Fall, Mage Armor, Magic Missiles, Shield\r\n2nd Level: Blur, Darkness, Detect Thoughts, Dragon's Breath, Invisibility, Misty Step, Suggestion\r\n3rd Level: Counterspell, Fireball, Fly, Gaseous Form, Tounges \r\n4th Level: Dimension Door, Greater Invisibility,\r\n5th Level: Seeming\r\n\r\n","equipment":"Wings of Flying \r\nPearl of Power\r\nBag of Holding","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Change Appearance\r\nAs an action, you can transform your appearance or revert to your natural form. You can\u2019t duplicate the appearance of a creature you\u2019ve never seen, and you revert to your natural form if you die.\r\n\r\nYou decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can\u2019t appear as a creature of a different size than you, and your basic shape stays the same; if you\u2019re bipedal, you can\u2019t use this trait to become quadrupedal, for instance. Your clothing and other equipment don\u2019t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.\r\n\r\nEven to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.\r\n\r\nUnsettling Visage\r\nWhen a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.\r\n\r\nUsing this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can\u2019t use it again until you finish a short or long rest.\r\n\r\nDivergent Persona\r\nYou gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.\r\n\r\nEyes of the Dark\r\nStarting at 1st level, you have darkvision with a range of 120 feet.\r\n \r\nWhen you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.\r\n \r\nHound of Ill Omen\r\nAt 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the following changes:\r\n \r\nThe hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\r\nIt appears with a number of temporary hit points equal to half your sorcerer level.\r\nIt can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.\r\nAt the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.\r\n \r\nThe hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.\r\n \r\nShadow Walk\r\nAt 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.\r\n\r\nUmbral Form\r\nStarting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.\r\n \r\nYou remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.\r\n\r\nFont of Magic\r\nAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n \r\nSORCERY POINTS\r\nYou have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n \r\nFLEXIBLE CASTING\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n \r\nCREATING SPELL SLOTS\r\nYou can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n \r\nSpell Slot Level:Sorcery Point Cost\r\n1st:2\r\n2nd:3\r\n3rd:5\r\n4th:6\r\n5th:7\r\n\r\nMetamagic\r\nAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n \r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n \r\nDISTANT SPELL\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n \r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\nQUICKENED SPELL\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\nSUBTLE SPELL\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\nTWINNED SPELL\r\nWhen you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n \r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, Magic Missile and Scorching Ray aren't eligible, but Ray of Frost and Chromatic Orb are.\r\n\r\nMage Initiate: Gain Eldritch Blast, Magic Stone, and Hex.\r\nSpellbender: Regain Sorcerer Points equal to Constitution Modifier on a short rest. 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