{"name":"Ashryn","class":"Fighter","level":"3","background":"City Watch","race":"Fire Genasi","alignment":"Neutral Good","proficiency_bonus":"2","strength":"15","dexterity":"13","constitution":"16","intelligence":"13","wisdom":"11","charisma":"9","str_save":"4","dex_save":"1","con_save":"5","int_save":"1","wis_save":"1","cha_save":"-1","hit_die":"10","total_hit_dice":"3","acrobatics":"4","animal_handling":"0","arcana":"1","athletics":"4","deception":"-1","history":"3","insight":"2","intimidation":"-1","investigation":"1","medicine":"0","nature":"1","perception":"0","performance":"-1","persuasion":"-1","religion":"1","sleight_of_hands":"2","stealth":"2","survival":"1","proficiencies":"Athletics(Background), Insight(background), Acrobatics(Class), History(Class)","armor_class":"19","hit_points":"","initiative":"2","speed":"30","proficiences_and_languages":"Armor: light armor, medium armor, heavy armor, shields\r\nWeapons: simple weapons, martial weapons\r\n","attacks":"Warhammer(One handed) | [roll: 1d20+4] | [roll: 1d8+4]\r\nWarhammer(Two handed) | [roll: 1d20+4] | [roll: 1d10+4]","spellcasting":"When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.\r\n \r\nCantrips\r\nYou learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.\r\n \r\nSpell Slots\r\nThe Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, 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\nFor example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.\r\n \r\n","equipment":"-Chain mail\r\n-Warhammer and a shield\r\n-two handaxes\r\n-an explorer's pack Includes:\r\n\r\na backpack\r\na bedroll\r\na mess kit\r\na tinderbox\r\n10 torches\r\n10 days of rations\r\na waterskin\r\n50 feet of hempen rope\r\n\r\n-A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp\r\n\r\n","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"(Background)Watcher's Eye: Your 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\nFighting Style: Defense (Fighter 1)\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nSecond Wind (Fighter 1)\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 (Fighter 2)\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\nMartial Archetype: Eldritch Knight (Fighter 3)\r\nWeapon Bond: (EK 3)\r\nAt 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.\r\n\r\nOnce you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.\r\n\r\nYou can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.\r\n\r\n","total_spell_slots_1":"2","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":"236285","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"236294","retinue":"","spellbook_0_level_spells":"56972,40411,127902","spellbook_1_level_spells":"56996,1314,1324","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":"Fighter","templateId":"404","blockId":"236100","isShared":"1"}