{"name":"Kreuzritter","class":"Paladin","level":"4","background":"Soldier","race":"Dragonborn","alignment":"Lawful Good","proficiency_bonus":"2","strength":"20","dexterity":"12","constitution":"16","intelligence":"7","wisdom":"10","charisma":"13","str_save":"5","dex_save":"1","con_save":"3","int_save":"-2","wis_save":"2","cha_save":"3","hit_die":"10","total_hit_dice":"10","acrobatics":"1","animal_handling":"0","arcana":"-2","athletics":"7","deception":"1","history":"-2","insight":"2","intimidation":"3","investigation":"-2","medicine":"0","nature":"-2","perception":"0","performance":"1","persuasion":"3","religion":"-2","sleight_of_hands":"1","stealth":"1","survival":"0","proficiencies":"Insight\r\nPersuasion, \r\nAthletics\r\nIntimidation","armor_class":"19","hit_points":"48","initiative":"1","speed":"30","proficiences_and_languages":"Armor: All armour, shields\r\nWeapons: Simple weapons, martial weapons\r\nTools: None\r\n\r\nSaving Throws: Wisdom, Charisma\r\nSkills: \r\nClass: Insight, Persuasion, \r\nBackground: Athletics, Intimidation","attacks":"Longsword | [roll:1d20+5+2] | [roll:1d8+5] \r\nSlashing\r\n\r\nJavelin| [roll:1d20+5+2] | [roll:1d6+5]\r\nPiercing Range 30\/120\r\n\r\nDragon breath  [roll:2d6] Saveing throw: 8+3+2=13\r\n15 ft cone cold \r\n\r\nDivine Smite [roll:2d8] Undead:  [roll:1d8]","spellcasting":"Divine Smite - on strike  2d8\r\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon\u2019s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.\r\n\r\nDivine Health\r\nBy 3rd level, the divine magic flowing through you makes you immune to disease.\r\n\r\nBane\r\n1st-level enchantment\r\nCasting Time: 1 action\r\nRange: 30 feet\r\nComponents: V, S, M (a drop of blood)\r\nDuration: Concentration, up to 1 minute\r\nUp to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw\r\n\r\nHunter's Mark\r\n1st-level divination\r\nCasting Time: 1 bonus action\r\nRange: 90 feet\r\nComponents: V\r\nDuration: Concentration, up to 1 hour\r\nYou choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.","equipment":"Longsword | [roll:1d20+5+2] | [roll:1d8+5] \r\nSlashing \r\nJavelin| [roll:1d20+5+2 | [roll:1d6+5] \r\nPiercing Range 30\/120\r\nShield +2AC\r\nChain mail (16AC)\r\nHoly symbol of Bahamut\r\n\r\na Backpack\r\n\u2022 a Blanket\r\n\u2022 10 candles\r\n\u2022 a Tinderbox\r\n\u2022 an alms box\r\n\u2022 2 blocks of incense\r\n\u2022 a censer\r\n\u2022 vestments\r\n\u2022 2 days of Rations\r\n\u2022 a Waterskin.\r\n\r\nAn insignia of rank, a trophy: an oriental dagger, a set of bone dice, a set of common clothes, and a belt pouch containing 10 gp\r\n","personality_trait":"I enjoy being strong and like breaking things.\r\n\r\nI am a holy crusader for Bahamut, fighting for justice in the eyes of my god","ideal":"Greater Good. Our lot is to lay down our lives in\r\ndefense of others. (Good)","bond":"I fight for those who cannot fight for themselves.","flaw":"My hatred of my enemies is blind and unreasoning.","features_and_traits":"F e a t u r e : M i l i t a r y R a n k\r\nYou have a military rank from your career as a soldier.\r\nSoldiers loyal to your former military organization\r\nstill recognize your authority and influence, and they\r\ndefer to you if they are o f a lower rank. You can invoke\r\nyour rank to exert influence over other soldiers and\r\nrequisition simple equipment or horses for temporary\r\nuse. You can also usually gain access to friendly\r\nmilitary encampments and fortresses where your\r\nrank is recognized.\r\n\r\n","total_spell_slots_1":"","total_spell_slots_2":"3","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":"Longsword | [roll:1d20+5+2] | [roll:1d8+5] \r\nSlashing\r\nJavelin| [roll:1d20+5+2 | [roll:1d6+5] \r\nPiercing Range 30\/120\r\n\r\nChainmaile 16 AC","class_features":"Oath of Vengeance\r\nLvl 3 - Bane, Hunter\u2019s Mark\r\n\r\n\r\nDivine Sense\r\nThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.\r\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.\r\n\r\nLay on Hands\r\nYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level \u00d7 5.\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\r\nThis feature has no effect on undead and constructs.\r\n\r\nFighting Style\r\n\r\nAt 2nd level, you adopt a style of fighting as your speciality. \r\nDefense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nSpellcasting\r\n\r\nBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.\r\nPreparing and Casting Spells\r\n\r\nThe Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (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 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 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 a 2nd-level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.\r\nSpellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Charisma modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\nYou can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.\r\n\r\nDivine Smite\r\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon\u2019s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.\r\nDivine Health\r\n\r\nBy 3rd level, the divine magic flowing through you makes you immune to disease.\r\nSacred Oath\r\n\r\nWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.\r\n\r\nYour choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.\r\nOath Spells\r\n\r\nEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don\u2019t count against the number of spells you can prepare each day.\r\n\r\nIf you gain an oath spell that doesn\u2019t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.\r\nChannel Divinity\r\n\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.\r\n\r\nWhen you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.\r\n\r\nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.\r\n\r\nAbility Score Improvement: Strength +1 and Cons +1","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"Dragonborn - Silver\r\n \tCold \t15 ft. cone (Con. save)","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"Lay on Hands, Divine Sense","spellbook_2_level_spells":"Divine Smite","spellbook_3_level_spells":"Divine Health","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":"14","temporary_hit_points":"","hit_dice_used":"","xp":"3000","inspiration":"","temporary_hit_points_current":"","conditions":"used 1 smite","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":"494049","world":""}