{"name":"Jaron Chaos-Horn","class":"Barbarian","level":"1","background":"Gruul Anarch","race":"Minotaur","alignment":"Chaotic Neutral","proficiency_bonus":"2","strength":"17","dexterity":"12","constitution":"16","intelligence":"9","wisdom":"10","charisma":"10","str_save":"5","dex_save":"1","con_save":"5","int_save":"-1","wis_save":"0","cha_save":"0","hit_die":"12","total_hit_dice":"12","acrobatics":"1","animal_handling":"2","arcana":"-1","athletics":"5","deception":"0","history":"-1","insight":"0","intimidation":"2","investigation":"-1","medicine":"0","nature":"-1","perception":"2","performance":"0","persuasion":"2","religion":"-1","sleight_of_hands":"1","stealth":"1","survival":"0","proficiencies":"STR\r\nCON\r\nAnimal Handling\r\nIntimidation\r\nAthletics\r\nPerception\r\nPersuasion ","armor_class":"14","hit_points":"15","initiative":"2","speed":"30","proficiences_and_languages":"Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None\r\nSaving Throws: Strength, Constitution\r\nSkills: Choose two from Animal Handling, Intimidation\r\nHerbalism Kit\r\nLanguages: Common, Amonket, peudo snake, Minotaur","attacks":"Great Axe | roll: 1d20+5 | [roll: 1d12+3] Slashing\r\nHandaxe | roll: 1d20+5 |  [roll: 1d6+3] Slashing\r\nJavelin | roll: 1d20+5 | [roll: 1d6+3] Piercing\r\nHorn | roll: 1d20+5 | [roll: 1d6+3] Piercing","spellcasting":"","equipment":"An explorer\u2019s pack and four javelins\r\n- Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope\r\nGreatAxe\r\n2 Handaxes\r\nA Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp\r\n","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Rage\r\n- In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.\r\n- While raging, you gain the following benefits if you aren't wearing heavy armor:\r\n\u2022 You have advantage on Strength Checks and Strength Saving Throws.\r\n\u2022 When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.\r\n\u2022 You have Resistance to bludgeoning, piercing, and slashing damage.\r\n- If you are able to cast Spells, you can't cast them or concentrate on them while raging.\r\n- Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.\r\n- Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.\r\n- # of Rages:2\tDamage Increase: +2\r\nUnarmored Defense\r\n- While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.\r\nFeature: Rubblebelt Refuge\r\n- You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.\r\nHorns\r\n- Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\r\nGoring Rush\r\n- Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.\r\nHammering Horns\r\n- Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficency bonus + your Strength modifier, you push it up to 10 feet away from you.\r\nImposing Presence\r\n- You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.\r\n","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":"345499, 116, 129, 115, 115, 345502, 345504\r\nA Gruul insignia, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp\r\n","class_features":"Rage\r\n- In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.\r\n- While raging, you gain the following benefits if you aren't wearing heavy armor:\r\n\u2022 You have advantage on Strength Checks and Strength Saving Throws.\r\n\u2022 When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.\r\n\u2022 You have Resistance to bludgeoning, piercing, and slashing damage.\r\n- If you are able to cast Spells, you can't cast them or concentrate on them while raging.\r\n- Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.\r\n- Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.\r\n- # of Rages:2\tDamage Increase: +2\r\nUnarmored Defense\r\n- While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.\r\nFeature: Rubblebelt Refuge\r\n- You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day.\r\nHorns\r\n- Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\r\nGoring Rush\r\n- Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.\r\nHammering Horns\r\n- Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficency bonus + your Strength modifier, you push it up to 10 feet away from you.\r\nImposing Presence\r\n- You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.\r\n","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"Minotaur\r\n","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":"334543"}