{"name":"Barrig Dealdor","class":"Cleric","level":"3","background":"Artisan","race":"Dwarf","alignment":"Lawful Good","proficiency_bonus":"","strength":"14","dexterity":"8","constitution":"15","intelligence":"8","wisdom":"14","charisma":"12","str_save":"2","dex_save":"-1","con_save":"4","int_save":"-1","wis_save":"4","cha_save":"1","hit_die":"8","total_hit_dice":"","acrobatics":"0","animal_handling":"4","arcana":"-1","athletics":"2","deception":"1","history":"1","insight":"4","intimidation":"1","investigation":"-1","medicine":"2","nature":"-1","perception":"2","performance":"1","persuasion":"1","religion":"-3","sleight_of_hands":"-1","stealth":"-1","survival":"2","proficiencies":"Armor: Light armor, medium armor, shields\r\nWeapons: Simple weapons\r\nTools: None\r\nSaving Throws: Wisdom, Charisma\r\nSkills: History, Insight, Animal Handling.","armor_class":"18","hit_points":"22","initiative":"-1","speed":"25","proficiences_and_languages":"","attacks":"Warhammer \/ +5 to hit \/ 1d8 bludgeoning damage.","spellcasting":"Cantrips: Produce flame, Mending\r\nLvl1: Searing Smite, Cure wounds, Healing word, Sheild\r\nLvl 2: Heat metal","equipment":"Warhammer, Chain mail armor, Emblem of Bao, Shield.","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"","total_spell_slots_1":"4","total_spell_slots_2":"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":"Channel Divinity\r\nAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.\r\n\r\nWhen you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC.\r\n\r\nBeginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.\r\n\r\nChannel Divinity: Turn Undead\r\nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can\u2019t willingly move to a space within 30 feet of you. It also can\u2019t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\u2019s nowhere to move, the creature can use the Dodge action.\r\n\r\nBonus Proficiencies\r\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.\r\n\r\nBlessing of the Forge\r\nAt 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it\u2019s armor or a +1 bonus to attack and damage rolls if it\u2019s a weapon.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\nChannel Divinity: Artisan's Blessing\r\nStarting at 2nd level, you can use your Channel Divinity to create simple items.\r\n\r\nYou conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.\r\n\r\nThe thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual\u2019s end, magically forming even nonmetal parts of the creation.\r\n\r\nThe ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.","creatures_and_mounts":"Barrig's Giant Ram (See NaturalCrit)","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":"392835"}