{"name":"Drake Payne","class":"Battlemaster (Fighter)","level":"5","background":"City Watch Guard","race":"Human Variant","alignment":"Neutral Good","ac":"16","initiative":"7","speed":"40","hitpoints":"36","hitdice":"10","hitdicenumber":"5","strength":"15","dexterity":"14","constitution":"16","intelligence":"10","wisdom":"12","charisma":"8","passivewisdom":"11","proficiencybonus":"3","str_save":"5","dex_save":"2","con_save":"3","int_save":"0","wis_save":"1","cha_save":"-1","acrobatics":"2","animalhandling":"1","arcana":"0","athletics":"5","deception":"-1","history":"0","insight":"4","intimidation":"3","investigation":"2","medicine":"1","nature":"0","perception":"4","performance":"-1","persuasion":"-1","religion":"0","sleightofhands":"2","stealth":"2","survival":"1","proficiences":"Human, Elven, Dwarven, Halfling","features":"City Watch:\r\nFeature: Watcher's Eye\r\nYour experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.\r\n--------------------------------------------------\r\n--------------------------------------------------\r\nFighter:\r\n\r\nFighting Style:\r\nGreat Weapon Fighting\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n--------------------------------------------------\r\nSecond Wind\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n--------------------------------------------------\r\nAction Surge\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n--------------------------------------------------\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n--------------------------------------------------\r\n--------------------------------------------------\r\nFighter: Battle Master\r\n\r\nCombat Superiority\r\nWhen you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.\r\n--------------------------------------------------\r\nManeuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.\r\n-----\r\nCommander's Strike\r\nWhen you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.\r\n-----\r\nFeinting Attack\r\nYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.\r\n-----\r\nParry\r\nWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.\r\n--------------------------------------------------\r\nSuperiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. 4d8s\r\n--------------------------------------------------\r\nSaving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:\r\n--------------------------------------------------\r\nManeuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) DC=13\r\n--------------------------------------------------\r\n--------------------------------------------------\r\nFeats:\r\n\r\nAlert:Always on the lookout for danger, you gain the following benefits:\r\n\u2022 You gain a +5 bonus to initiative.\r\n\u2022 You can\u2019t be surprised while you are conscious.\r\n\u2022 Other creatures don\u2019t gain advantage on attack rolls against you as a result of being hidden from you.\r\n--------------------------------------------------\r\nHeavy Armor Master\tPrerequisite: Proficiency with heavy armor\r\nYou can use your armor to deflect strikes that would kill others. You gain the following benefits:\r\n\u2022 Increase your Strength score by 1, to a maximum of 20.\r\n\u2022 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.","attackstable":"Greatsword | [roll: 1d20+5] | Slashing\r\nNet | [roll: 1d20+5] | Capture\r\nLite Crossbow | [roll: 1d20+5] | Piercing","attacks":"Greatsword Attack: +5 [roll: 1d20+5] 2d6+2 Damage: [roll: 2d6+3]\r\nNet Attack: +5 [roll:1d20+5]\r\nLite Crossbow Attack: +5 [roll: 1d20+5] 1d8+2 Damage: [roll 1d8+2]","spellcasting":"N\/A","traits":"I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.","ideal":"Nation. My city, nation, or people are all that matter. (Any)","bond":"I fight for those who cannot fight for themselves.","flaw":"I made a terrible mistake in battle cost many lives \u2013 and I would do anything to keep that mistake secret.","spellbook_0":"","spellbook_1":"","spellbook_2":"","spellbook_3":"","spellbook_4":"","spellbook_5":"","spellbook_6":"","spellbook_7":"","spellbook_8":"","spellbook_9":"","armsandequipment":"","feats":"","cp":"","sp":"9","ep":"","gp":"419","pp":"","equipment":"set of manacles\r\na horn with which to summon help\r\n A uniform in the style of your unit and indicative of your rank\r\nchain mail \r\nGreat sword\r\nNet(5\/15)\r\nlight crossbow and 20 bolts\r\n\u2022 a Backpack\r\n\u2022 a Bedroll\r\n\u2022 a Mess kit\r\n\u2022 a Tinderbox\r\n\u2022 10 torches\r\n\u2022 10 days of Rations\r\n\u2022 a Waterskin\r\n\u2022 50 feet of Hempen rope\r\n\u2022 Palm Sized Lantern-Sign of Templarhood, made of Bronze and adorned in copper around the edges of its hexagonal top, ring attached to a small chain, inside is a greyish candle. Can check for arcane things. Flame will point towards Arcane sources. Drake has his attached to his belt.","inspiration":"0","class_resources":"4","hitpoints_current":"36","hitpoints_temp":"","hitpoints_temp_current":"","conditions":"","xp":"7150","xp_to_next_level":"14000","hit_dice_used":"","spellslot_1":"","spellslot_2":"","spellslot_3":"","spellslot_4":"","spellslot_5":"","spellslot_6":"","spellslot_7":"","spellslot_8":"","spellslot_9":"","tags":"Drake Payne,Embers Light","isShared":"1","templateId":"26","blockId":"64754"}