{"name":"Ranald's Gamble","prerequisites":"","description":"[b]Eldritch Blast:[\/b] You gain access to the Eldritch Blast cantrip, with the Grasp of Hadar invocation.\r\nOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.\r\n[br]\r\n[b]Artificer Infusion: [\/b]You may infuse one suit of armor. This suit has 6 charges. The wearer can expend the armor's charges in the following ways:\r\nWhen the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.\r\nIf the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.\r\nThe armor regains 1d6 expended charges daily at dawn.\r\n[br]\r\n[br]\r\n[b]Win Some, Lose Some:[\/b]\r\nYou can no longer cast: Spare the Dying, Detect Good and Evil, Spiritual Weapon\r\nYou can now cast: Healing Elixer, Spray of Cards, Wither and Bloom, Minor Illusion","tabledata":"","tags":"Isiah, Feat","templateId":"20","blockId":"1597713","world":"d456e675-1dbb-42c6-91b9-0b48d5898531","folder":"null","isShared":"on"}