{"name":"Davner Wildcloak","class":"Rogue","level":"7","background":"","race":"Halfling","alignment":"Chaotic Neutral","proficiency_bonus":"3","strength":"11","dexterity":"19","constitution":"13","intelligence":"12","wisdom":"14","charisma":"14","str_save":"0","dex_save":"7","con_save":"1","int_save":"4","wis_save":"2","cha_save":"3","hit_die":"8","total_hit_dice":"5","acrobatics":"4","animal_handling":"4","arcana":"2","athletics":"0","deception":"8","history":"1","insight":"2","intimidation":"2","investigation":"7","medicine":"2","nature":"1","perception":"5","performance":"2","persuasion":"2","religion":"1","sleight_of_hands":"10","stealth":"10","survival":"2","proficiencies":"Deception\r\nStealth\r\nPerception\r\nInvestigation","armor_class":"15","hit_points":"54","initiative":"4","speed":"25","proficiences_and_languages":"ARMOR\r\nLight Armor\r\nWEAPONS\r\nCrossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons\r\nTOOLS\r\nDice Set, Forgery Kit, Thieves' Tools\r\nLANGUAGES\r\nCommon, Halfling, Thieves\u2019 Cant","attacks":"Weapon | Attack | Damage | Range\r\n\r\nCrossbow | [roll:1d20+7] | [roll:1d6+4] | (30\/120)\r\n\r\nShortsword | [roll:1d20+7] | [roll:1d6+4] | 5ft\r\n\r\nBolts from the Grave | [roll:1d20+4] | [roll:4d6+4] | 30ft\r\n","spellcasting":"Charm of the Storm\r\nYou become charged with the power of the storm, to the extent that tiny sparks crackle in your eyes. You can cast lighting bolt spell (8d6, action, dex save, 100ft, 3rd-level version) as an action, once a day. Once used three times, the charm vanishes from you.\r\n\r\nBolts from the Grave (Special)\r\nImmediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven\u2019t used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes 3d6 necrotic damage. This uses your Sneak Attack for the turn.\r\n\r\nSneak Attack (Special)\r\nOnce per turn, you can deal an extra 4d6 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\n\r\n","equipment":"2,827 gold\r\n145 silver\r\n220 copper\r\n\r\nWand of Secrets\r\nWand\r\n\r\n3\/3 Charges, Detection\r\n--\r\nAzurite\r\nGear\r\n15\r\n150\r\n--\r\nBackpack\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n2\r\n--\r\nContainer\r\n--\r\nBall Bearings (bag of 1,000)\r\nGearAdventuring Gear\r\n2lb.\r\n1000\r\n1\r\n\r\n--\r\nBell\r\n1\r\n1\r\n--\r\nCommunication, Utility\r\n--\r\nCandle\r\n1\r\n0.01\r\n--\r\nClockwork Amulet\r\n1\r\nWondrous Item, Common\r\nThis copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.\r\n\r\nWhen you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can\u2019t be used again until the next dawn. \r\n--\r\nClothes, Common\r\nGearAdventuring Gear\r\n3lb.\r\n1\r\n0.5\r\nSocial, Outerwear\r\n--\r\nMartial, Ammunition, Range, Light, Loading, Range (30\/120)\r\nCrossbow, Hand\r\nCrossbow, Hand\r\n3lb.\r\n75\r\nMartial, Ammunition, Range, Light, Loading, Range (30\/120)\r\n--\r\nCrowbar\r\nGearAdventuring Gear\r\n10lb.\r\n2\r\n4\r\n--\r\nUtility, Exploration\r\nDagger\r\nDagger\r\n1lb.\r\n--\r\nSimple, Finesse, Light, Thrown, Range (20\/60)\r\nDagger\r\nDagger\r\n1lb.\r\n2\r\nSimple, Finesse, Light, Thrown, Range (20\/60)\r\n--\r\nDread Helm\r\nWondrous item\r\nSocial\r\n--\r\nForgery Kit\r\nGear\r\n5lb.\r\n1\r\n15\r\n--\r\nHammer\r\nGearAdventuring Gear\r\n3lb.\r\n1\r\n1\r\n--\r\nLantern, Hooded\r\nGearAdventuring Gear\r\n2lb.\r\n1\r\n5\r\n--\r\nLeather\r\nLight ArmorLeather\r\n10lb.\r\n10\r\nAC 11\r\n--\r\nMagick of Gnomengarde\r\n1\r\nContains wizard spells \"burning hands, detect magic, identify, mage armour, magic missile, shield, and sleep.\"\r\n--\r\nIn Common and Gnomish\r\n--\r\nMystery Key\r\n--\r\n1\r\n--\r\n--\r\nMagic Item\r\n--\r\nOil (flask)\r\nGearAdventuring Gear\r\n1lb.\r\n1\r\n0.1\r\nDamage, Utility, Combat\r\n--\r\nPearl\r\nGear\r\n6\r\n600\r\n--\r\nPiton\r\nGearAdventuring Gear\r\n2.5lb.\r\n10\r\n0.5\r\nUtility\r\n--\r\nPole of Collapsing\r\nWhile holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.\r\n1\r\n--\r\nPotion of Healing\r\nA character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.\r\n3 potions\r\n--\r\nRapier\r\nRapier\r\n2lb.\r\n25\r\nMartial, Finesse\r\n--\r\nRations (1 day)\r\nGearAdventuring Gear\r\n10lb.\r\n5\r\n2.5\r\n--\r\nRope, Hempen (50 feet)\r\nGearAdventuring Gear\r\n10lb.\r\n1\r\n1\r\n--\r\nSending Stone\r\n1\r\n--\r\nShortsword\r\nShortsword\r\n2lb.\r\n10\r\nMartial, Finesse, Light\r\n--\r\nString\r\nGearAdventuring Gear\r\n10\r\nUtility\r\n--\r\nThieves' Tools\r\nGear\r\n2lb.\r\n2\r\n50\r\n--\r\nTinderbox\r\nGearAdventuring Gear\r\n1lb.\r\n1\r\n0.5\r\n--\r\nWand of Pyrotechnics\r\n1\r\nWand, Common\r\n--\r\nWaterskin\r\n\r\nDust of Disappearance \r\nFound in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.\r\n\r\nBoots of Elvenkind\r\nWhile you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.\r\n\r\n1 Dragon Wing\r\n1 Dragon Claw\r\n1 Dragon Fang\r\n18 Dragon Scales\r\n47 kg Dragon Meat\r\n3 Dragon Bones","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"15 PASSIVE WIS (PERCEPTION)\r\n17 PASSIVE INT (INVESTIGATION)\r\n12 PASSIVE WIS (INSIGHT)","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":"","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":"","isShared":"on","templateId":"404","blockId":"448551","world":""}