{"name":"Ch'aad Merrilove","class":"Barbarian","level":"4","background":"Outlander","race":"Wood elf","alignment":"Chaotic Good","proficiency_bonus":"2","strength":"16","dexterity":"14","constitution":"14","intelligence":"9","wisdom":"11","charisma":"10","str_save":"5","dex_save":"2","con_save":"4","int_save":"0","wis_save":"-1","cha_save":"0","hit_die":"12","total_hit_dice":"4","acrobatics":"1","animal_handling":"2","arcana":"-1","athletics":"3","deception":"0","history":"-1","insight":"0","intimidation":"0","investigation":"-1","medicine":"0","nature":"-1","perception":"2","performance":"0","persuasion":"0","religion":"-1","sleight_of_hands":"2","stealth":"2","survival":"2","proficiencies":"Animal handling, Survival, Perception\r\n\r\nLanguages: Common and elvish","armor_class":"14","hit_points":"44","initiative":"1","speed":"35","proficiences_and_languages":"Armor: Light armor, medium armor, shields\r\nWeapons: Simple weapons, Martial weapons\r\nTools: -","attacks":"Great-sword | [roll:1d20+5] | [roll:2d6+3]\r\nHand-axe | [roll:1d20+5] | [roll:1d6+3]\r\nJavelin | [roll:1d20+5] | [roll:1d6+3]\r\n","spellcasting":"","equipment":"Weapons: Great-sword, Hand-axe (x2), Javelin (x4)\r\nArmor: -\r\nMiscellanious: Amulet carved from a bear's tooth, Explorer's pack, A Hunting trap\r\nMoney: 10gp\r\nAmmo: -","personality_trait":"Himbo with a heart of gold","ideal":"I want to document all mythological creatures.","bond":"I will protect my sister no matter what.","flaw":"I can not spell \/ I am illiterate","features_and_traits":"- Rage:\r\nOn your turn, you can enter a rage as a bonus action.\r\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\r\nYou have advantage on Strength checks and Strength saving throws.\r\nWhen you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.\r\nYou have resistance to bludgeoning, piercing, and slashing damage.\r\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n- Danger sense:\r\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.\r\n- Reckless attack:\r\nWhen you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.\r\n- Totem Spirit, Eagle:\r\nWhile you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\r\n\r\n- Darkvision:\r\nYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\r\n- Fey Ancestry:\r\nYou have advantage on saving throws against being charmed, and magic can't put you to sleep.\r\n- Trance: \r\nElves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is \"trance\". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.\r\n- Mask of the wild:\r\nYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\r\n\r\n- Wanderer:\r\nYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.","total_spell_slots_1":"","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":"","creatures_and_mounts":"","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":"","templateId":"404","blockId":"541283","world":"","isShared":"on"}