{"name":"Barend Loder","class":"Warlock","level":"1","background":"Haunted One","race":"Changeling","alignment":"Neutral Evil","proficiency_bonus":"2","strength":"7","dexterity":"13","constitution":"15","intelligence":"15","wisdom":"13","charisma":"17","str_save":"0","dex_save":"0","con_save":"2","int_save":"0","wis_save":"1","cha_save":"3","hit_die":"","total_hit_dice":"","acrobatics":"0","animal_handling":"1","arcana":"0","athletics":"0","deception":"5","history":"0","insight":"1","intimidation":"5","investigation":"0","medicine":"1","nature":"0","perception":"1","performance":"3","persuasion":"5","religion":"0","sleight_of_hands":"3","stealth":"3","survival":"1","proficiencies":"Jeweler's Kit","armor_class":"11","hit_points":"10","initiative":"","speed":"30","proficiences_and_languages":"+2 Cha\r\n+1 Con\r\nPersuasion Prof\r\nDeception Prof\r\nArcana Prof\r\nIntimidation Prof\r\nCommon\r\nUndercommon\r\nGnome","attacks":"","spellcasting":"(Cantrips)\r\nEldritch Blast\r\nEvocation cantrip\r\nCasting Time: 1 action\r\nRange: 120 feet\r\nComponents: V, S\r\nDuration: Instantaneous\r\nA beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.\r\nThe spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.\r\n\r\nChill Touch\r\nNecromancy cantrip\r\nCasting Time: 1 action\r\nRange: 120 feet\r\nComponents: V, S\r\nDuration: 1 round\r\nYou create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.\r\nIf you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.\r\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).\r\n\r\n\r\n\r\n(1st Level Spells)\r\nHex\r\n1st-level enchantment\r\nCasting Time: 1 bonus action\r\nRange: 90 feet\r\nComponents: V, S, M (the petrified eye of a newt)\r\nDuration: Concentration, up to 1 hour\r\nYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.\r\nIf the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.\r\nA remove curse cast on the target ends this spell early.\r\nAt Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.\r\n\r\nTasha's Hideous Laughter\r\n1st-level enchantment\r\nCasting Time: 1 action\r\nRange: 30 feet\r\nComponents: V, S, M (tiny tarts and a feather that is waved in the air)\r\nDuration: Concentration, up to 1 minute\r\nA creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.\r\nAt the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.\r\n\r\nCharm Person-\r\nYou attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.","equipment":"A Quarterstaff\r\nA Component Pouch\r\nA Scholar's Pack\r\nLeather Armor\r\nA Sickle\r\nA Pair of Daggers","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Changeling\r\nAbility Scores: Cha +2; Choose any +1(Con)\r\nSize: Medium\r\nSpeed: 30 ft.\r\nAge. Changelings mature slightly faster than humans but share a similar lifespan\u2014typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.\r\nAlignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.\r\nSize. Your size is Medium.\r\nShapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.\r\nYou stay in the new form until you use an action to revert to your true form or until you die.\r\nChangeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.\r\nLanguages. You can speak, read, and write Common and two other languages of your choice.\r\n\r\nAwakened Mind\r\nStarting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.","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":"488200","world":""}