{"name":"Jakar Jakar","class":"Rogue","level":"4","background":"Criminal\/Spy","race":"Half Elf","alignment":"Chaotic Neutral ","proficiency_bonus":"2","strength":"13","dexterity":"20","constitution":"20","intelligence":"13","wisdom":"15","charisma":"20","str_save":"1","dex_save":"7","con_save":"5","int_save":"3","wis_save":"2","cha_save":"5","hit_die":"8","total_hit_dice":"4","acrobatics":"7","animal_handling":"2","arcana":"1","athletics":"1","deception":"7","history":"1","insight":"4","intimidation":"5","investigation":"3","medicine":"2","nature":"1","perception":"6","performance":"5","persuasion":"7","religion":"1","sleight_of_hands":"7","stealth":"9","survival":"2","proficiencies":"Acrobatics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth","armor_class":"17","hit_points":"48","initiative":"10","speed":"30","proficiences_and_languages":"ARMOR\r\nLight Armor\r\nWEAPONS\r\nCrossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons\r\nTOOLS\r\nPlaying Card Set, Poisoner's Kit, Thieves' Tools\r\nLANGUAGES\r\nCommon, Elvish, Primordial","attacks":"Weapon | Attack | Damage\r\nShortsword | +7 | 1d6+5 \r\nShortbow | +7 | 1d6+5\r\nDagger | +7 | 1d4+5\r\nDagger | +7 | 1d4+5","spellcasting":"","equipment":"Arrows, Backpack, Ball Bearings (bag of 1,000), Bell, Candle, Clothes, Common, Crowbar ,Dagger x2, Dagger of Returning, Hammer, Lantern, Hooded, Leather Light Armor, Oil (flask), Piton, Rations (1 day) ,Rope, Hempen (50 feet), Shortbow, Shortsword, String, Thieves' Tools, Tinderbox, Waterskin 800 Gold\r\n\r\n","personality_trait":"I don\u2019t pay attention to the risks in a situation. Never tell me the odds.\r\nThe best way to get me to do something is to tell me I can\u2019t do it.","ideal":"Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)","bond":"I will become the greatest thief that ever lived.","flaw":"When faced with a choice between money and my friends, I usually choose the money.","features_and_traits":"Proficiencies\r\nAcrobatics\r\nDeception\r\nSleight of Hand\r\nStealth\r\n\r\nExpertise\r\nYour proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.\r\nStealth\r\nPerception\r\n\r\nSneak Attack2d6\r\nOnce per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don\u2019t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll.\r\nSneak Attack: (No Action)\r\n\r\nThieves\u2019 Cant\r\nYou have learned thieves\u2019 cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\nCunning Action\r\nYou can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.\r\nCunning Action: 1 Bonus Action\r\n\r\nRoguish Archetype\r\n\r\nSwashbuckler\r\n\r\nFancy Footwork\r\nWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.\r\n\r\nRakish Audacity\r\nStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.\r\n\r\nYou also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.\r\n\r\n\r\nRACIAL TRAITS\r\n\r\nAbility Score Improvement - +2 Charisma, +1 Constitution, +1 Wisdom\r\n\r\nDarkvision\r\nYou can see in darkness (shades of gray) up to 60 ft.\r\n\r\nFey Ancestry\r\nYou have advantage on saving throws against being charmed, and magic can\u2019t put you to sleep.\r\n\r\nSkill Versatility\r\nYou gain proficiency in two skills of your choice.\r\nInvestigation\r\nInsight\r\n\r\n4th Level Ability Score Improvement - Feat - Dual Wielding","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":"82, 226, 124, 113, 113, ","class_features":"42880, 152033, ","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"19372,","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":"","templateId":"404","blockId":"333943","isShared":"on"}