{"name":"Beilar","class":"Druid","level":"3","background":"Outlander","race":"Firbolg","alignment":"Neutral Good","proficiency_bonus":"2","strength":"7","dexterity":"10","constitution":"16","intelligence":"15","wisdom":"18","charisma":"12","str_save":"-2","dex_save":"0","con_save":"3","int_save":"4","wis_save":"6","cha_save":"1","hit_die":"8","total_hit_dice":"3","acrobatics":"0","animal_handling":"4","arcana":"2","athletics":"0","deception":"1","history":"2","insight":"4","intimidation":"1","investigation":"2","medicine":"4","nature":"4","perception":"6","performance":"1","persuasion":"1","religion":"2","sleight_of_hands":"0","stealth":"0","survival":"6","proficiencies":"[b]INT\/WIS[\/b]\r\n\u2022 Athletics\r\n\u2022 Nature\r\n\u2022 Perception\r\n\u2022 Survival\r\n","armor_class":"14","hit_points":"33","initiative":"+0","speed":"30","proficiences_and_languages":"[h2][b]Languages[\/b][\/h2]\r\n\u2022 Common\r\n\u2022 Draconic\r\n\u2022 Druidic\r\n\u2022 Elvish\r\n\u2022 Giant\r\n\u2022 Sylvan\r\n\r\n[h2][b]Proficiencies[\/b][\/h2]\r\n\u2022 Armor: Light armor, Medium armor, Shields\r\n\u2022 Weapons: Clubs, Daggers, Darts, Javelins, Maces, Q-staffs, Scimitars, Sickles, Slings, Spears\r\n\u2022 Tools: Herbalism Kit, Flute","attacks":"Quarterstaff | [roll:1d20] | [roll:1d6] Bludgeoning","spellcasting":"[center][b][h1] Spellcasting Ability: WIS[\/h1][\/b][\/center]\r\n[row]\r\n[col][h3]Spell Save DC +14[\/h3][\/col]\r\n[col][h3]Spell Attack Bonus +6 [\/h3][\/col]\r\n[\/row]\r\n[h2][b](0)Thorn Whip[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: 30 feet, Components: V, S, M \r\n(the stem of a plant with thorns), Duration: Instantaneous[\/u]\r\nYou create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes [roll:1d6] piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.\r\n[b]At Higher Levels.[\/b] This spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\r\n\r\n[h2][b](0)Druidcraft[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: 30 feet, Components: V, S, \r\nDuration: Instantaneous[\/u]\r\nWhispering to the spirits of nature, you create one of the following effects within range:\r\n\u2022 You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.\r\n\u2022 You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.\r\n\u2022 You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.\r\n\u2022 You instantly light or snuff out a candle, a torch, or a small campfire.\r\n\r\n------------------------------------------------------------------------------------------------------------\r\n[h2][b](1)Cure Wounds[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: Touch, Components: V, S, \r\nDuration: Instantaneous[\/u]\r\nA creature you touch regains a number of hit points equal to [roll:1d8] + your spellcasting ability modifier. This spell has no effect on undead or constructs.\r\n\r\n[b]At Higher Levels.[\/b] When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.\r\n\r\n[h2][b](1)Healing Word[\/b][\/h2]\r\n[u]Casting Time: 1 bonus action, Range: 60 feet, Components: V, \r\nDuration: Instantaneous[\/u]\r\nA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\r\n\r\n[b]At Higher Levels.[\/b] When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.\r\n\r\n[h2][b](1)Goodberry[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: Touch, Components: V, S, M \r\n(a sprig of mistletoe), Duration: Instantaneous[\/u]\r\nUp to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\r\n\r\nThe berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.\r\n\r\n[h2][b](1)Faerie Fire[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: 60 feet, Components: V, \r\nDuration: Concentration, up to 1 minute[\/u]\r\nEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).\r\nAny creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.\r\n\r\nAny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can\u2019t benefit from being invisible.\r\n\r\n[h2][b](1)Entangle[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: 90 feet, Components: V, S, \r\nDuration: Concentration, up to 1 minute[\/u]\r\nGrasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.\r\n\r\nA creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.\r\nWhen the spell ends, the conjured plants wilt away.\r\n\r\n------------------------------------------------------------------------------------------------------------\r\n[h2][b](2)Heat Metal[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: 60 feet, Components: V, S, M \r\n(a piece of iron and a flame), Duration: Concentration, up to 1 minute[\/u]\r\nChoose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [roll:2d8] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.\r\n\r\nIf a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn\u2019t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.\r\n[b]At Higher Levels.[\/b] When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.\r\n\r\n[h2][b](2)Moonbeam[\/b][\/h2]\r\n[u]Casting Time: 1 action, Range: 120 feet, Components: V, S, M \r\n(several seeds of any moonseed plant and a piece of opalescent feldspar)[\/u]\r\n[u]Duration: Concentration, up to 1 minute[\/u]\r\nA silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.\r\n\r\nWhen a creature enters the spell\u2019s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes [roll:2d10] radiant damage on a failed save, or half as much damage on a successful one.\r\nA shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can\u2019t assume a different form until it leaves the spell\u2019s light.\r\n\r\nOn each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.\r\n[b]At Higher Levels.[\/b] When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.\r\n","equipment":"[h2][b]Explorer's Pack[\/b][\/h2]\r\n\u2022 Druidic Focus\r\n\u2022 Backpack\r\n\u2022 Hide Armor 12AC(+2max dex)\r\n\u2022 Bedroll\r\n\u2022 Wooden Shield +2AC\r\n\u2022 Mess kit\r\n\u2022 10 GP\r\n\u2022 Tinderbox\r\n\u2022 Traveler's Clothes\r\n\u2022 10 Torches\r\n\u2022 set of antlers on a headdress\r\n\u2022 10 Days of Rations    \r\n\u2022 Waterskin\r\n\u2022 50ft Hempen Rope","personality_trait":"[b][i]I have a lesson for every situation, drawn from observing nature.[\/i][\/b]","ideal":"[b][i]The natural world is more important than all the constructs of civilization[\/i][\/b]","bond":"[b][i]An injury to the unspoiled wilderness of my home is an injury to me.[\/i][\/b]","flaw":"[b][i]I am slow to trust members of other races, tribes, and societies.[\/i][\/b]","features_and_traits":"[center][h1][b]Race - Firbolg:[\/b][\/h1][\/center]\r\n[b]\u2022 Firbolg Magic.[\/b] You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.\r\n\r\n[b]\u2022 Hidden Step.[\/b] As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.\r\n\r\n[b]\u2022 Powerful Build.[\/b] You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.\r\n\r\n[b]\u2022 Speech of Beast and Leaf.[\/b] You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.\r\n\r\n[b]\u2022 Languages.[\/b] You can speak, read, and write Common, Elvish, and Giant.\r\n\r\n[center][h1][b]Background - Outlander:[\/b][\/h1][\/center]\r\n[b]\u2022 Feature: Wanderer[\/b]\r\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.\r\n\r\n[center][h1][b]Class - Druid[\/b][\/h1][\/center]\r\n[b]\u2022 Spellcasting[\/b]\r\nDrawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.\r\n\r\n[center][b]\u2022 Cantrips[\/b][\/center]\r\nAt 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.\r\n\r\n[center][b]\u2022 Preparing and Casting Spells[\/b][\/center]\r\nThe Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\n[b]\u2022 Spellcasting Ability[\/b]\r\nWisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.\r\n\r\n[b]Spell save DC = 8 + your proficiency bonus + your Wisdom modifier[\/b]\r\n[b]Spell attack modifier = your proficiency bonus + your Wisdom modifier[\/b]\r\n\r\n[b]\u2022 Ritual Casting[\/b]\r\nYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[b]\u2022 Spellcasting Focus[\/b]\r\nYou can use a druidic focus as a spellcasting focus for your druid spells.\r\n\r\n[center][h1][b]Circle of the Moon[\/b][\/h1][\/center]\r\n[b]\u2022 Combat Wild Shape[\/b]\r\nWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\r\nAdditionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.\r\n\r\n[b]\u2022 Circle Forms[\/b]\r\nThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.\r\n\r\nStarting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.","total_spell_slots_1":"4","total_spell_slots_2":"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":"85,111,119","class_features":"45477","creatures_and_mounts":"160,162,250,199,305,268,317,217,224,243,197,204,188,240,245,222,173,189,238,246,312,311,275,302,181,199219,276,321,198,272","possessions_and_property":"367257","racestatblock":"68967","retinue":"","spellbook_0_level_spells":"170018,169240","spellbook_1_level_spells":"332494,302858,332711,291599,172230","spellbook_2_level_spells":"184542,302918","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":"Druid,Firbolg,Moon","isShared":"on","templateId":"404","blockId":"369045"}