{"name":"Drixl Loon","class":"Lunar Warlock","level":"1","background":"Badlands (Wendigo Soul)","race":"Half-Elf (Dark Elf)","alignment":"Neutral Good","proficiency_bonus":"2","strength":"11","dexterity":"16","constitution":"16","intelligence":"10","wisdom":"11","charisma":"16","str_save":"2","dex_save":"5","con_save":"5","int_save":"2","wis_save":"5","cha_save":"7","hit_die":"8","total_hit_dice":"1","acrobatics":"3","animal_handling":"0","arcana":"0","athletics":"0","deception":"5","history":"0","insight":"2","intimidation":"3","investigation":"0","medicine":"0","nature":"0","perception":"0","performance":"3","persuasion":"3","religion":"0","sleight_of_hands":"3","stealth":"3","survival":"0","proficiencies":"Insight (Oun)\r\nDeception\r\nMartial","armor_class":"16","hit_points":"24","initiative":"3","speed":"30","proficiences_and_languages":"Armor: Light armor\r\nWeapons: Simple weapons\r\nTool Proficiencies: Painter's Supplies, Smith's Tools","attacks":"Dagger | [roll: 1d20+5] | [roll: 1d4+3]\r\nChill Touch | [roll: 1d20+5] | [roll: 1d8+3]\r\nGuiding Bolt | [roll: 1d20+5] | [roll: 4d6+3]","spellcasting":"Dancing lights\r\nLight\r\nSacred Flame\r\nChill Touch\r\nMage Hand\r\nGuiding Bolt\r\nSleep","equipment":"Imperial Robes\r\nFadesteel Ring (+3 HP)\r\n50gp\r\npainter's supplies\r\nlight crossbow - 20 bolts\r\narcane focus\r\nleather armor\r\nspear\r\n2x daggers\r\nDungeoneer's Pack: a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.\r\n","personality_trait":"","ideal":"Be Chill\r\nSee the World\r\nHave a good time","bond":"\u017dvaig\u017ed\u0117 (Patron)","flaw":"Lethargic","features_and_traits":"---------------------------------------------\r\nStarting Stat Array\r\n\r\nThe Mad Man: 15 \/ 15 \/ 14 \/ 11 \/ 11 \/ 10\r\n---------------------------------------------\r\nRace Features (Half-Elf Drow)\r\nAbility Score Increase Cha +2; Choose any other two unique +1 (Dex, Con)\r\n\r\nDarkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. \r\n\r\nFey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.\r\n\r\nDark Elf Magic: A half-elf of drow descent know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.\r\n\r\nLanguages: Common, Elven, Celestial\r\n---------------------------------------------\r\nBadlands Origin\r\n\r\n+10 HP\r\n+2 to Saving Throws\r\n---------------------------------------------\r\nDeity: Oun\r\n\r\n- Skill Proficiency in Insight\r\n---------------------------------------------\r\nLunar Warlock Class Features\r\n\r\nBlessing of the Moon:  At first level, you gain the Light and Sacred Flame cantrips, they count as Warlock cantrips for you, but don\u2019t count against your number of Cantrips known. Additionally, when you cast a warlock spell that deals radiant or necrotic damage, you add your Charisma modifier to one radiant or necrotic damage roll of that spell against one of its targets.\r\n---------------------------------------------\r\nIitanas Imperium Faction Features \r\n\r\nImperial Dance: The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3. \r\n\r\nAladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check). \r\n\r\nHouse of Malcees\r\nAshes of Heresy\r\nWhenever you would succeed on a saving throw vs an enemy controlled spell, you gain a +5 to the next damage roll you make with a weapon or spell. If that spell was from a divine source, the damage bonus is +10. 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