{"name":"Dark of Night","class":"Cry Wolf","level":"4","background":"Gunsmith Apprentice","race":"Tabaxi","alignment":"Chaotic Good (The Shadow)","proficiency_bonus":"2","strength":"14","dexterity":"14","constitution":"10","intelligence":"11","wisdom":"12","charisma":"16","str_save":"2","dex_save":"4","con_save":"0","int_save":"1","wis_save":"3","cha_save":"3","hit_die":"8","total_hit_dice":"4","acrobatics":"2","animal_handling":"1","arcana":"3","athletics":"2","deception":"5","history":"0","insight":"1","intimidation":"3","investigation":"0","medicine":"0","nature":"1","perception":"7","performance":"3","persuasion":"3","religion":"1","sleight_of_hands":"3","stealth":"4","survival":"1","proficiencies":"Combat [roll:1d20+4]\r\nCulture Expertise [roll:1d20+7]\r\nEngineering [roll:1d20+2]\r\nLaw [roll:1d20+0]\r\nNavigation [roll:1d20+0]\r\nTech [roll:1d20+2]","armor_class":"18","hit_points":"26","initiative":"4","speed":"30","proficiences_and_languages":"Armor: Light Armor\r\nWeapon: 1-Handed weapons, 2-Handed Weapons\r\nTool: None\r\nLanguages: Common, Dwarvish, Elven, Skirmyl\r\nSkills: Combat, Culture, Deception, Engineering, Perception, Stealth, Technology\r\nExpertise: Culture\r\nSkill Modification: Sleight of Hand - Charisma","attacks":"Attack | Roll | Damage | Special\r\nTwo Birds +3 (1-Handed) | [roll:1d20+7] to Hit | [roll: 2d8+5] Pierce  | Bonus Reload, Ammo (4 per magazine), Range 30\/90ft, Light, Suppressor\r\n\r\nAnkle Shot (Two Birds) | DC 13 Wisdom  | |  Halve Movement Speed, -2 Attack Rolls until start of next turn.\r\n\r\nExorcist Driver +1 (2-Handed) | [roll:1d20+6] to Hit | [roll: 3d10+3] Poison  | Ammo (3 per magazine), Range 130\/370ft, Misfire 3, Min Str 14\r\nWeave Shot | Reroll 1 or 2 (2-Handed) | [roll: 1d6] Damage | Ranged Weapon Damage Bonus\r\n\r\nHunting Knife | [roll:1d20+4] to Hit | [roll: 1d4+2] Pierce   | Advantage on Opportunity Attacks\r\nUnarmed Strike | [roll:1d20+4] to Hit | [roll: 1d4+2] Bludg \r\n\r\nEther Step | Bonus, Teleport 20 feet","spellcasting":"Spell Attack: [roll: 1d20+5], Spell DC: 13 \r\nSpell Power: Apprentice\r\nCantrips: Minor Illusion\r\nInvocations: 2 - Eldritch Spear, Faede Away (1\/SR)\r\nSourcery - 1 Slot: Illusion\r\n__________________________________________\r\n\r\nPrimeval Sense (1\/LR): 60 feet, You may use your action to sense the presence and type of Primeval creatures or sources within a 60 foot radius around you. This ability may not detail the exact amount, location, or direction, but merely detail the presence within range.\r\n\r\nMinor Illusion (Cantrip): 30 feet, 1 minute, You create an illusory sound or image (no larger than a 5 foot cube) within range that can be determined as an illusion by a successful Investigation (Intelligence) check by another creature. At 5th level, the range of the spell increases to 60 feet. At 11th level, you may create both images and sounds. At 17th level, humanoid creatures have disadvantage on discerning the illusion.\r\n\r\nEldritch Spear (Invocation): You gain a +10 increased range to all ranged weapons and ranged cantrips (Already added onto all ranges).\r\n\r\nFaede Away (Invocation): Reaction, After damaged, 60 feet, Teleport up in a direction of your choice and turn invisible until the start of your next turn, or until you attack or cast a spell. Once you use this feature, you can\u2019t use it again until you finish a short or long rest\r\n\r\nFeign II (Sourcery): Self, 1 Hour, Repeat Action, Change the physical appearance and structure of your clothing and belongings, along with your own form. All changes are physical changes to your form, allowing you to change your looks, size, weight, smell, etc. as long as the new form is still humanoid.\r\n\r\nWicked Mirage II (Sourcery): 60 feet, 15 foot Cube, 10 Minutes (C), Form an illusory image that lasts for the duration. The illusion contains only visual components, and you may use your action to move the image naturally within range. A creature may use an action to make a Investigation (Intelligence) check against your Spell DC to determine the illusion. \r\n\r\nBanshee's Wail II (Sourcery): 40 feet, Wisdom saving throw. On a failed save, the target takes [roll: 4d6] psychic damage (or half as much on a success) and must use its reaction to move as far away from you as safely possible. On a failed save, you may also choose to concentrate on the creature. For the next minute, the creature continues to take [roll: 1d6] psychic damage at the start of each of its turns. The target can use its action to make another Wisdom saving throw to end the effect. A target automatically succeeds if it is deafened.","equipment":"Two Birds +3 (Pepperbox Mk. III): Ankle Cutter, Suppressor, Scattervents\r\nExorcist Driver Mk. I +1: Hewn Grip\r\nEther Mantle: Sloped Armor, Haste Cells, Base AC = 14 + Spell\r\nHunting Knife\r\nBombs (3): Shrapnel Bomb, Flash Bomb, Gun Repair Kit (3 Uses)\r\nMedical Supply (2): Sedative Dose, Mindfire\r\nTrinket: Black Bullet Chain (+2 Perception)\r\nItems: Sending Crystal\r\nAmmo: 12 Held (35 Stored) 1H, 4 Held (20 Stored) 2H, 0 Held (0 Stored) H\r\nCurrency: 82 PP, 791 Echoes\r\n__________________________________________\r\n\r\nShrapnel Bomb: Bonus Action, When thrown, this bomb releases an explosion of galvanized metal to any creature within range. All creatures within a 15 foot radius must make a DC 12 Dexterity saving throw or take 5d6 piercing damage. Creatures that make the save take half damage instead. \r\n\r\nFlash Bomb: Bonus Action, When thrown, this bomb releases a blast of blinding light accompanied by a shrill screech to disorient any caught in the blast radius. All creatures within a 15 foot radius must make a DC 15 Wisdom saving throw or be blinded and deafened for 1 minute, making saves again at the end of each turn to end the effect. \r\n\r\nGun Repair Kit (3 Uses): You can use your Action to repair a single broken firearm (DC 10 Engineering), or Bonus Action (DC 15 Engineering) expending one use of the kit. Additionally, over a long rest, you may expend one use of this kit to repair without the need of a check. \r\n\r\nSedative Dose: Bonus Action, Touch, The target must succeed on a DC 15 Constitution saving throw or be slowed for 1d4 turns. While slowed, a target has its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can\u2019t use reactions. On its turn, it can use either an action or a bonus action, not both, and it can\u2019t make more than one melee or ranged attack during its turn. The target can only be subjected to this effect once per long rest. If the target is grappled or if the dose is applied while you are hidden, the save is made with disadvantage. \r\n\r\nMindfire: Bonus Action, Touch, The target may add their proficiency bonuses onto Intelligence and Wisdom ability checks made for 1 hour.","personality_trait":"Confident, Steady-Handed, Righteous, Sly ","ideal":"Blending into a Crowd, Respect, Freedom\r\nFind out what killed his father and become strong enough to fill his shoes\/purpose.","bond":"The Association\r\nThe Banner of the Hawk\r\n","flaw":"Through a combination of his innate connection to the illusions of the Weave, and the trauma of losing his father at a relatively young age, Night sees past visages and hallucinations that distort his sense of reality.","features_and_traits":"Danger Sense (Warden): You have advantage on Dexterity Saving throws. \r\n\r\nWeave Shot (Warden): You gain an additional [roll 1d6] damage on ranged weapon attacks.  \r\n\r\nGreat Weapon Ranger: When using a 2-Handed ranged weapon, you can choose to re-roll a 1 or 2 on attack or damage rolls once per turn.\r\n\r\nFeline Agility (Tabaxi): When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. \r\n\r\nResourceful (Engineering Specialty): When using a device, bomb or supply, you may roll a d10. On a roll of 10, the device is not consumed upon use.\r\n\r\nScoundrel's Toolkit (Wolf): You can reload any ranged weapon as a bonus action, add your proficiency bonus to your initiative rolls, and take the: Dodge, Dash, Disengage, Shove, Grapple, Disarm actions as bonus actions (instead of Actions).\r\n\r\nExtra Attack: When you take the attack action, you make make two attacks instead of one.","total_spell_slots_1":"2","total_spell_slots_2":"1","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":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","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":"good,tabaxi,association,pc,hero,night","isShared":"on","templateId":"404","blockId":"444988","world":"f48fff47-6dba-40cd-989c-e13e317f5f70","folder":""}