{"id":"4faf1ca0-c35b-447c-9bca-f58cf6327b1b","sourceCharacterId":null,"name":"Lucian","species":{"id":"dhampir","name":"Dhampir","description":"Dhampirs are living people who possess vampiric prowess but are cursed with macabre hunger. Most dhampirs thirst for blood, but some gain sustenance from dreams, life energy, or other vital sources. Dhampirs must choose whether to fight to control their hunger or give in to predatory urges.\n\tDhampirs often arise from encounters with vampires; some are the descendants of a powerful vampire, while others are partially transformed by a vampire's bite. All manner of macabre bargains and necromantic influences might also give rise to a dhampir. Regardless of their origins, dhampirs exhibit their vampiric nature in various ways, including increased speed and a life-draining bite.\n\nSource:\tAstarion's Book of Hungers","size":"Medium","speed":"35","traits":[{"name":"Creature Type","description":"Humanoid"},{"name":"Size","description":"Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species."},{"name":"Darkvision","description":"You have Darkvision with a range of 60 feet."},{"name":"Spider Climb","description":"You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free."},{"name":"Trace of Undeath","description":"You have Resistance to Necrotic damage."},{"name":"Vampiric Bite","description":"When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike.\n\tIn addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:\n\nDrain. You regain Hit Points equal to the Piercing damage dealt.\n\nStrengthen. You gain a bonus to the next ability check or attack roll you make within the next minute; the bonus is equal to the Piercing damage dealt.\n\tYou can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest."}],"abilityScores":[],"proficiency":[],"skillProficiencies":[],"numberOfSkills":0,"spellAbility":"","source":"Astarion's Book of Hungers","variantSpecies":[],"features":[{"id":"species_feature_dhampir","name":"Dhampir Traits","description":"The following traits are granted by this species. Please ensure to apply any relevant modifiers (e.g., Dwarf Poison Resistance) manually if needed.\n\nCreature Type: Humanoid\n\nSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.\n\nDarkvision: You have Darkvision with a range of 60 feet.\n\nSpider Climb: You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.\n\nTrace of Undeath: You have Resistance to Necrotic damage.\n\nVampiric Bite: When you use your Unarmed Strike and deal damage, you can choose to bite with your fangs. You deal Piercing damage equal to 1d4 plus your Constitution modifier instead of the normal damage of an Unarmed Strike.\n\tIn addition, when you deal this damage to a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways:\n\nDrain. You regain Hit Points equal to the Piercing damage dealt.\n\nStrengthen. You gain a bonus to the next ability check or attack roll you make within the next minute; the bonus is equal to the Piercing damage dealt.\n\tYou can empower yourself with this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.","type":"Species Feature","prerequisiteList":[],"source":"Astarion's Book of Hungers","attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}]},"class":[{"id":"ranger","name":"Ranger","source":"Unknown","description":"far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.\n\tThanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.\n\nSource:\tPlayer's Handbook (2024) p. 119","primaryAbility":{"logic":"AND","abilities":{"Dexterity":"required","Wisdom":"required"}},"hitPointDie":"1d10","hitPointsAtLevel1":"10 + Constitution","hitPointsPerLevel":"1d10 + Constitution","savingThrowProficiencies":["Strength","Dexterity"],"skillProficiencies":["Animal Handling","Athletics","Insight","Investigation","Nature","Perception","Stealth","Survival"],"weaponProficiencies":"Simple Weapons, Martial Weapons","armorTraining":"Light Armor, Medium Armor, Shields","startingEquipmentOptions":["Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus","150GP"],"level":4,"numberOfSkills":3,"multiclassNumberOfSkills":1,"multiclassWeaponProficiencies":"Martial Weapons","multiclassArmorTraining":"Medium Armor","spellcastingMultiplier":0.5,"spellAbility":"Wisdom","classFeatures":{"1":[{"id":"1_Becoming A Ranger As A Level 1 Character_Ranger","name":"Becoming A Ranger As A Level 1 Character","description":"As a 1st-level Ranger, you begin play with 10 + your Constitution modifier hit points.\n\nCore Ranger Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D10 per Ranger level\nSaving Throw Proficiencies: Strength and Dexterity\nSkill Proficiencies: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150GP\n\nSource:\tPlayer's Handbook (2024) p. 119","type":"Ranger Class Feature","prerequisiteList":[],"customFields":{"Favored Enemy":{"1":2,"5":3,"9":4,"13":5,"17":6,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"","spentCustomFields":{"Favored Enemy":{"1":0}}},{"id":"1_Becoming A Ranger As A Multiclass Character_Ranger","name":"Becoming A Ranger As A Multiclass Character","description":"Core Ranger Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D10 per Ranger level\nSkill Proficiencies: Choose 1: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival\nWeapon Proficiencies: Martial weapons\nArmor Training: Light and Medium armor and Shields\n\nSource:\tPlayer's Handbook (2024) p. 119","type":"Ranger Class Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"1_Level1Spellcasting_Ranger","name":"Level 1: Spellcasting","description":"You have learned to use the magical essence of nature/divinity to cast spells. See the Spellcasting section for the general rules of spellcasting and the Ranger table for the number of spell slots you have at each level.","type":"Ranger Class Feature","prerequisiteList":[],"spellSlotsPerLevel":{"1":[2],"2":[2],"3":[3],"4":[3],"5":[4,2],"6":[4,2],"7":[4,3],"8":[4,3],"9":[4,3,2],"10":[4,3,2],"11":[4,3,3],"12":[4,3,3],"13":[4,3,3,1],"14":[4,3,3,1],"15":[4,3,3,2],"16":[4,3,3,2],"17":[4,3,3,3,1],"18":[4,3,3,3,1],"19":[4,3,3,3,2],"20":[4,3,3,3,2]},"preparedSpells":{"1":"2","2":"4","3":"5","4":"6","7":"7","9":"9","11":"10","13":"11","15":"12","17":"14","19":"15"},"cantrips":{"1":"0","2":"0","3":"0","4":"0","5":"0","6":"0","7":"0","8":"0","9":"0","10":"0","11":"0","12":"0","13":"0","14":"0","15":"0","16":"0","17":"0","18":"0","19":"0","20":"0"},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"subClasses":{"3":[{"subClassId":"3_Ranger_beast_master","name":"Beast Master","source":"Beast Master","description":"Bond with a Primal Beast\n\nA Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.\n\nSource:\tPlayer's Handbook (2024) p. 122","features":{"3":[{"id":"3_Level 3: Primal Companion (Beast Master)_Beast Master","name":"Level 3: Primal Companion (Beast Master)","description":"You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.\n\tThe beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.\n\nThe Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command t he beast to take the Beast's Strike action. If you h ave the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.\n\nRestoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.\n\tWhenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.\n\nSource:\tPlayer's Handbook (2024) p. 122","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"7":[{"id":"7_Level 7: Exceptional Training (Beast Master)_Beast Master","name":"Level 7: Exceptional Training (Beast Master)","description":"When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.\n\tIn addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Bonus Action"}],"11":[{"id":"11_Level 11: Bestial Fury (Beast Master)_Beast Master","name":"Level 11: Bestial Fury (Beast Master)","description":"When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.\n\tIn addition, the first time each turn it hits a creature under the effect of your Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"15":[{"id":"15_Level 15: Share Spells (Beast Master)_Beast Master","name":"Level 15: Share Spells (Beast Master)","description":"When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Beast Master Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Ranger_fey_wanderer","name":"Fey Wanderer","source":"Fey Wanderer","description":"Wield Fey Mirth and Fury\n\nA fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.\n\nSource:\tPlayer's Handbook (2024) p. 123","features":{"3":[{"id":"3_Level 3: Fey Wanderer Spells (Fey Wanderer)_Fey Wanderer","name":"Level 3: Fey Wanderer Spells (Fey Wanderer)","description":"When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.\n\nFey Wanderer Spells:\nRanger Level | Spell\n3 | Charm Person\n5 | Misty Step\n9 | Summon Fey\n13 | Dimension Door\n17 | Mislead\n\nYou also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.\n\nFeywild Gifts:\n1d6 | Gift\n1 | Illusory butterflies flutter around you while you take a Short or Long Rest.\n2 | Flowers bloom from your hair each dawn.\n3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.\n4 | Your shadow dances while no one is looking directly at it.\n5 | Horns or antlers sprout from your head.\n6 | Your skin and hair change color each dawn.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dreadful Strikes (Fey Wanderer)_Fey Wanderer","name":"Level 3: Dreadful Strikes (Fey Wanderer)","description":"You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Otherworldly Glamour (Fey Wanderer)_Fey Wanderer","name":"Level 3: Otherworldly Glamour (Fey Wanderer)","description":"Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).\n\tYou also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.\n\nSource:\tPlayer's Handbook (2024) p. 123","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Beguiling Twist (Fey Wanderer)_Fey Wanderer","name":"Level 7: Beguiling Twist (Fey Wanderer)","description":"The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.\n\tIn addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}],"11":[{"id":"11_Level 11: Fey Reinforcements (Fey Wanderer)_Fey Wanderer","name":"Level 11: Fey Reinforcements (Fey Wanderer)","description":"You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.\n\tWhenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Misty Wanderer (Fey Wanderer)_Fey Wanderer","name":"Level 15: Misty Wanderer (Fey Wanderer)","description":"You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\tIn addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Fey Wanderer Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}]},"additionalSpells":{}},{"subClassId":"3_Ranger_gloom_stalker","name":"Gloom Stalker","source":"Gloom Stalker","description":"Draw on Shadow Magic to Fight Your Foes\n\nGloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.\n\nSource:\tPlayer's Handbook (2024) p. 125","features":{"3":[{"id":"3_Level 3: Gloom Stalker Spells (Gloom Stalker)_Gloom Stalker","name":"Level 3: Gloom Stalker Spells (Gloom Stalker)","description":"When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.\n\nGloom Stalker Spells:\nRanger Level | Spells\n3 | Disguise Self\n5 | Rope Trick\n9 | Fear\n13 | Greater Invisibility\n17 | Seeming\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Dread Ambusher (Gloom Stalker)_Gloom Stalker","name":"Level 3: Dread Ambusher (Gloom Stalker)","description":"You have mastered the art of creating fearsome ambushes, granting you the following benefits.\n\nAmbusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.\n\nDreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nInitiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.\n\nSource:\tPlayer's Handbook (2024) p. 125","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Umbral Sight (Gloom Stalker)_Gloom Stalker","name":"Level 3: Umbral Sight (Gloom Stalker)","description":"You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.\n\tYou are also adept at evading creatures that rely on Darkvision. While entirely in Darkness. you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Iron Mind (Gloom Stalker)_Gloom Stalker","name":"Level 7: Iron Mind (Gloom Stalker)","description":"You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"11":[{"id":"11_Level 11: Stalker's Flurry (Gloom Stalker)_Gloom Stalker","name":"Level 11: Stalker's Flurry (Gloom Stalker)","description":"The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.\n\nSudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range.\n\nMass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Shadowy Dodge (Gloom Stalker)_Gloom Stalker","name":"Level 15: Shadowy Dodge (Gloom Stalker)","description":"When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}},{"subClassId":"3_Ranger_hunter","name":"Hunter","source":"Hunter","description":"Protect Nature and People from Destruction\n\nYou stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.\n\nSource:\tPlayer's Handbook (2024) p. 127","features":{"3":[{"id":"3_Level 3: Hunter's Lore (Hunter)_Hunter","name":"Level 3: Hunter's Lore (Hunter)","description":"You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hunter's Prey (Hunter)_Hunter","name":"Level 3: Hunter's Prey (Hunter)","description":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\nColossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal t his extra damage only once per turn.\n\nHorde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Defensive Tactics (Hunter)_Hunter","name":"Level 7: Defensive Tactics (Hunter)","description":"You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.\n\nEscape the Horde. Opportunity Attacks have Disadvantage against you.\n\nMultiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"11":[{"id":"11_Level 11: Superior Hunter's Prey (Hunter)_Hunter","name":"Level 11: Superior Hunter's Prey (Hunter)","description":"Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Superior Hunter's Defense (Hunter)_Hunter","name":"Level 15: Superior Hunter's Defense (Hunter)","description":"When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.\n\nSource:\tPlayer's Handbook (2024) p. 127","type":"Hunter Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"}]},"additionalSpells":{}},{"subClassId":"3_Ranger_winter_walker","name":"Winter Walker","source":"Winter Walker","description":"Withstand the Horrors of Frigid Wastelands\n\nWinter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","features":{"3":[{"id":"3_Level 3: Frigid Explorer (Winter Walker)_Winter Walker","name":"Level 3: Frigid Explorer (Winter Walker)","description":"You gain the following benefits.\n\nBiting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.\n\nFrost Resistance. You have Resistance to Cold damage.\n\nPolar Strikes. When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"3_Level 3: Hunter's Rime (Winter Walker)_Winter Walker","name":"Level 3: Hunter's Rime (Winter Walker)","description":"Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.\n\tAdditionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"},{"id":"3_Level 3: Winter Walker Spells (Winter Walker)_Winter Walker","name":"Level 3: Winter Walker Spells (Winter Walker)","description":"When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.\n\nRanger Level | Spells\n3 | Ice Knife\n5 | Hold Person\n9 | Remove Curse\n13 | Ice Storm\n17 | Cone of Cold\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"7":[{"id":"7_Level 7: Fortifying Soul (Winter Walker)_Winter Walker","name":"Level 7: Fortifying Soul (Winter Walker)","description":"Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.\n\tOnce you use this feature, you can't use it again until you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Fortifying Soul":{"7":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}],"11":[{"id":"11_Level 11: Chilling Retribution (Winter Walker)_Winter Walker","name":"Level 11: Chilling Retribution (Winter Walker)","description":"When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.\n\tYou can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Chilling Retribution":{"11":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Reaction"},{"id":"11_Level 11: Polar Strikes Improvement (Winter Walker)_Winter Walker","name":"Level 11: Polar Strikes Improvement (Winter Walker)","description":"Your Polar Strikes damage increases to 1d6 Cold damage.\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""}],"15":[{"id":"15_Level 15: Frozen Haunt (Winter Walker)_Winter Walker","name":"Level 15: Frozen Haunt (Winter Walker)","description":"When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).\n\nFrozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.\n\nPartially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.\n\nSource:\tForgotten Realms: Heroes of Faerûn (2024)","type":"Winter Walker Feature","prerequisiteList":[],"customFields":{"Frozen Haunt":{"15":1,"recovery":{"shortRest":"0","longRest":"all"}}},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":"Action"}]},"additionalSpells":{}}]},"selectedSubclassId":"3_Ranger_gloom_stalker","hpGainedPerLevel":{"1":12}}],"attributes":{"Strength":8,"Dexterity":17,"Constitution":14,"Intelligence":10,"Wisdom":16,"Charisma":8},"attributeModifiers":{"Strength":0,"Dexterity":0,"Constitution":0,"Intelligence":0,"Wisdom":0,"Charisma":0},"image":"https://dnd.caravanserai.gr/lucian/images/lucian-shadows.png","imagePosition":null,"imageZoom":1.0,"images":["https://dnd.caravanserai.gr/lucian/images/lucian-shadows.png"],"imagePositions":[null],"imageZooms":[1.0],"currentImageIndex":0,"bio":"Backstory\nRaised in the anti-magic zealotry of Luthcheq, Lucian was trained as a Witch Hunter to smell the \"taint\" of the Weave. His worldview shattered in Mordulkin when he witnessed Harkas Vane, a cleric of the Order of the Gauntlet, protect the weak with selfless magic. Lucian joined the Order, rising to the rank of Whitehawk—an investigator of the supernatural. Sent to Westgate to dismantle the Night Masks, he was ambushed by the vampire lord Lady Isovold. She forced her blood upon him, intending to make him a thrall. Lucian’s iron will halted the transformation, leaving him a Dhampir. Now, believed dead by the Order, he lives a \"ghost-life\" in the shadows, hunting Isovold not for justice, but for retribution.\n\nAppearance\nLucian is a figure designed to fade into the fog of a dock ward. He is of average height and gaunt, with skin the color of old parchment and eyes that reflect light like a cat's in the dark. His hair, once black, it’s now growing out stark white, a physical mark of the trauma of his turning. He wears practical, dark leathers reinforced with matte scale mail, and a long, high-collared coat. A shattered silver badge of the Gauntlet is hidden inside his coat, resting against a chest that beats too slowly.\n\nPersonality Traits\nThe Professional: I view monsters as problems to be solved, not fears to be indulged. I categorize threats by their weaknesses (Silver, Fire, Sunlight).\nThe Quiet: I speak rarely. In Luthcheq, silence was survival. In Westgate, silence is the only way to hear the enemy coming.\nThe Compartmentalizer: I treat my emotions like I treat my hunger—I lock them in a box. If I open the box, I lose control.\n\nIdeals\nRetribution (Neutral Good): The Law is a shelter for the corrupt. True justice is a balance sheet; those who take life must pay with their own. I answer to Assuran (Hoar), not the City Watch.\nProtection: The strong exist to bleed for the weak. I am no longer a knight, but I am still a shield.\n\nBonds\nFather Davor: The priest of Ilmater is the only one who knows I am alive and keeps me from becoming a monster. His chapel is my only sanctuary.\nLady Isovold: She made me. She haunts my mind with \"The Static.\" I will not rest until I drive a stake through her heart and burn the curse out of my blood.\nThe Shattered Badge: It reminds me of the man I used to be. I cannot wear it openly, but I will not discard it.\n\nFlaws\nThe Static: My connection to Isovold is fractured but active. In moments of weakness or hunger, I hear her laughter or see her memories instead of reality.\nThe Hunger: I am always thirsty. Every time I smell blood, I have to make a conscious choice not to be the monster she wants me to be.\nDead Man Walking: I push people away because I am dangerous to be around. I assume everyone I care about will eventually be used against me.","background":{"id":"luthcheq_witch_hunter","name":"Luthcheq Witch Hunter","source":"Homebrew","description":"You were trained in the mage-hating city of Luthcheq to hunt those who wield the \"unnatural\" power of the Weave. You are a master of tracking, interrogation, and identifying the subtle signs of supernatural influence.\n\nSource:\tHomebrew","abilityScores":["Intelligence","Wisdom","Dexterity"],"features":[{"id":"alert","name":"Alert","description":"You gain the following benefits:\n\nInitiative Proficiency: When you roll Initiative, you can add your Proficiency Bonus to the roll.\nInitiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.","type":"Background Feature","prerequisiteList":[],"source":"Player's Handbook (2024) p. 200","attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"PB","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}],"skillProficiencies":["Investigation","Insight"],"toolProficiency":"Thieves' Tools","equipment":["Traveler's clothes, Thieves' tools, Hunting trap, Weighted manacle, Silvered badge, Pouch, 15 GP","50 GP"]},"alignment":"Neutral Good","senses":null,"maxHP":36,"currentHP":36,"temporaryHP":0,"armorClass":16,"speed":"35","initiative":0,"armorClassModifier":0,"speedModifier":0,"initiativeModifier":0,"proficiencyBonusModifier":0,"customProeficiencyBonus":"","proficiencyBonus":2,"languages":["Common","Chessentan","Draconic","Abyssal","Undercommon"],"weaponProficiencies":["Simple Weapons","Martial Weapons"],"armorShieldProficiencies":["Light Armor","Medium Armor","Shields"],"instrumentProficiencies":[],"equipment":[{"id":"1771188441272","title":"Shortsword +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nVex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Martial, Finesse, Light","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2.0,"type":"Melee Weapon","hitBonus":6,"hitBonusFormula":null,"damages":{"Piercing":"1d6+4"},"damagesList":[{"type":"Piercing","formula":"1d6+4"}],"price":{},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","hitBonusAttribute":"Strength","useAttributeModifier":true,"useHitBonusModifier":true,"mastery":"Vex","rarity":"uncommon","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":1,"bonusWeaponHit":"1","bonusWeaponDamage":"1","charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188446609","title":"Dagger +1","source":"Dungeon Master's Guide (2024) p. 324","description":"You have a +1 bonus to attack and damage rolls made with this magic weapon.\n\nNick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in· stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tDungeon Master's Guide (2024) p. 324","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1.0,"type":"Melee 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Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188674019","title":"Case, Crossbow Bolt","source":"Player's Handbook (2024) p. 224","description":"A Crossbow Bolt Case holds up to 20 Bolts.\n\nSource:\tPlayer's Handbook (2024) p. 224","properties":"","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1.0,"type":"Gear","hitBonus":1,"hitBonusFormula":null,"damages":{},"damagesList":[],"price":{"GP":1.0},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","hitBonusAttribute":"Strength","useAttributeModifier":true,"useHitBonusModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188589358","title":"Bolt","source":"Player's Handbook (2024) p. 222","description":"Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of Ammunition: Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\tBolts are typically stored in a Crossbow Bolt Case (bought separately).\n\nSource:\tPlayer's Handbook (2024) p. 222","properties":"","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":38,"weight":0.075,"type":"Ammunition","hitBonus":1,"hitBonusFormula":null,"damages":{},"damagesList":[],"price":{"CP":5.0},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","hitBonusAttribute":"Strength","useAttributeModifier":true,"useHitBonusModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188380642","title":"Heavy Crossbow","source":"Player's Handbook (2024) p. 215","description":"Ammo: bolt\n\nPush (Mastery): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n\nAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of Ammunition: Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.\n\nHeavy: You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and  your Dexterity score isn't at least 13.\n\nLoading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.\n\nTwo-Handed: A Two-Handed weapon requires two hands when you attack with it.\n\nProficiency: martial, heavy crossbow\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Ammunition, Heavy, Loading, Two-Handed, Ranged (100/400)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":18.0,"type":"Ranged 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Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188703019","title":"Dagger","source":"Player's Handbook (2024) p. 215","description":"Nick (Mastery): When you make the extra attack of the Light property, you can make it as part of the Attack action in· stead of as a Bonus Action. You can make this extra attack only once per turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nThrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.\n\nProficiency: simple, dagger\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Finesse, Light, Thrown, Ranged (20/60)","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":1.0,"type":"Melee Weapon","hitBonus":6,"hitBonusFormula":null,"damages":{"Piercing":"1d4+4"},"damagesList":[{"type":"Piercing","formula":"1d4+4"}],"price":{"GP":2.0},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":"1d4","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","hitBonusAttribute":"Strength","useAttributeModifier":true,"useHitBonusModifier":true,"mastery":"Nick","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":true,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":"20/60","reach":null,"thrown":true,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188707663","title":"Shortsword","source":"Player's Handbook (2024) p. 215","description":"Vex (Mastery): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.\n\nFinesse: When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\n\nLight: When you take the Attack action on your turn and. attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.\n\nProficiency: martial, shortsword\nSource:\tPlayer's Handbook (2024) p. 215","properties":"Martial, Finesse, Light","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":2.0,"type":"Melee Weapon","hitBonus":6,"hitBonusFormula":null,"damages":{"Piercing":"1d6+4"},"damagesList":[{"type":"Piercing","formula":"1d6+4"}],"price":{"GP":10.0},"dexToAttack":true,"useAmmo":false,"ammunitionName":null,"martialWeapon":true,"originalDamageFormula":"1d6","ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","hitBonusAttribute":"Strength","useAttributeModifier":true,"useHitBonusModifier":true,"mastery":"Vex","rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":true,"light":true,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188749770","title":"Manacles","source":"Player's Handbook (2024) p. 226","description":"As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.\n\tEach set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check.\n\nSource:\tPlayer's Handbook (2024) p. 226","properties":"","equipped":false,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":6.0,"type":"Gear","hitBonus":1,"hitBonusFormula":null,"damages":{},"damagesList":[],"price":{"GP":2.0},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","hitBonusAttribute":"Strength","useAttributeModifier":true,"useHitBonusModifier":true,"mastery":null,"rarity":null,"useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":null,"recharge":null,"rechargeAmount":null,"consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":null,"reach":null,"thrown":false,"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false},{"id":"1771188910555","title":"Fractured Whitehawk Badge","source":"Homebrew","description":"This was once a pristine, polished silver emblem of the Order of the Gauntlet, specifically the hawk-crested shield carried by the \"Whitehawk\" investigators. Now, it is a ruin of its former glory. The face of the badge is split by a jagged fissure—a scar from the night you fell in Westgate. The bright silver has been intentionally tarnished with soot to prevent reflection in the dark.\n\nThe two broken halves are bound together with a rough strip of dried wolf-hide. On the reverse side, a prayer to Torm was once stamped, it has been violently scratched out and carved the three lightning bolts of Assuran.","properties":"Druidic Focus (Totem)","equipped":true,"attuned":false,"requiresAttunement":false,"quantity":1,"weight":0.0,"type":"Others","hitBonus":1,"hitBonusFormula":null,"damages":{},"damagesList":[],"price":{},"dexToAttack":false,"useAmmo":false,"ammunitionName":null,"martialWeapon":false,"originalDamageFormula":null,"ac":null,"attributesToAc":{"Strength":false,"Dexterity":true,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"stealthDisadvantage":false,"requirements":null,"damageAttribute":"Strength","hitBonusAttribute":"Strength","useAttributeModifier":true,"useHitBonusModifier":true,"mastery":null,"rarity":"common","useBothHands":false,"versatileDamage":null,"attachedSpells":null,"bonusAc":null,"bonusSavingThrow":null,"bonusWeapon":null,"charges":0,"recharge":"","rechargeAmount":"","consumedCharges":0,"consumeQuantityOnAttack":false,"proficiencyBonus":null,"bonusSpellAttack":null,"bonusSpellDC":null,"bonusHitPoints":null,"bonusInitiative":null,"bonusSpeed":null,"bonusPassiveWisdom":null,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"containedItems":null,"heavy":false,"finesse":false,"light":false,"loading":false,"range":"","reach":"","thrown":false,"skillBonus":{},"skillAdvModifier":{},"ignoreContainedWeight":false,"isMasteryActive":false,"isCursed":false,"isUnique":false}],"featuresAndTraits":[{"id":"1_Becoming A Ranger As A Level 1 Character_Ranger","name":"Ranger","description":"As a 1st-level Ranger, you begin play with 10 + your Constitution modifier hit points.\n\nCore Ranger Traits\nPrimary Ability: Dexterity and Wisdom\nHit Point Die: D10 per Ranger level\nSaving Throw Proficiencies: Strength and Dexterity\nSkill Proficiencies: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival\nWeapon Proficiencies: Simple and Martial weapons\nArmor Training: Light and Medium armor and Shields\nStarting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150GP","type":"Ranger Class Feature","prerequisiteList":[],"customFields":{"Favored Enemy":{"1":2,"5":3,"9":4,"13":5,"17":6,"recovery":{"shortRest":"0","longRest":"all"}}},"source":"Source:\tPlayer's Handbook (2024) p. 119","attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"proficiencyBonus":"","bonusAc":"","bonusSavingThrow":"","bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":true,"Survival":true},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":true,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"},{"id":"darkvision_120_custom","name":"Darkvision (120 ft.)","description":"If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.","type":"","prerequisiteList":[],"source":"Player's Handbook (2024)","attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"},{"id":"spider_climb_dhampir","name":"Spider Climb","description":"You have a Climb Speed equal to your Speed. When you reach character level 3, you can move up, down, and across vertical surfaces and along ceilings while leaving your hands free.","type":"Dhampir Feature","prerequisiteList":[],"source":"Astarion's Book of Hungers","attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"},{"id":"1_Level1Spellcasting_Ranger","name":"Level 1: Spellcasting","description":"You have learned to use the magical essence of nature/divinity to cast spells. See the Spellcasting section for the general rules of spellcasting and the Ranger table for the number of spell slots you have at each level.","type":"Ranger Class Feature","prerequisiteList":[],"spellSlotsPerLevel":{"1":[2],"2":[2],"3":[3],"4":[3],"5":[4,2],"6":[4,2],"7":[4,3],"8":[4,3],"9":[4,3,2],"10":[4,3,2],"11":[4,3,3],"12":[4,3,3],"13":[4,3,3,1],"14":[4,3,3,1],"15":[4,3,3,2],"16":[4,3,3,2],"17":[4,3,3,3,1],"18":[4,3,3,3,1],"19":[4,3,3,3,2],"20":[4,3,3,3,2]},"preparedSpells":{"1":"2","2":"3","3":"4","4":"5","7":"7","9":"9","11":"10","13":"11","15":"12","17":"14","19":"15","5":"6","6":"6","8":"7","10":"9","12":"10","14":"11","16":"12","18":"14","20":"15"},"cantrips":{"1":"0","2":"0","3":"0","4":"0","5":"0","6":"0","7":"0","8":"0","9":"0","10":"0","11":"0","12":"0","13":"0","14":"0","15":"0","16":"0","17":"0","18":"0","19":"0","20":"0"},"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"proficiencyBonus":"","bonusAc":"","bonusSavingThrow":"","bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"},{"id":"3_Level 3: Gloom Stalker Spells (Gloom Stalker)_Gloom Stalker","name":"Level 3: Gloom Stalker Spells","description":"When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.\n\nGloom Stalker Spells:\nRanger Level | Spells\n3 | Disguise Self\n5 | Rope Trick\n9 | Fear\n13 | Greater Invisibility\n17 | Seeming\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"},{"id":"3_Level 3: Dread Ambusher (Gloom Stalker)_Gloom Stalker","name":"Level 3: Dread Ambusher (Gloom Stalker)","description":"You have mastered the art of creating fearsome ambushes, granting you the following benefits.\n\nAmbusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.\n\nDreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\n\nInitiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.","type":"Gloom Stalker Feature","prerequisiteList":[],"customFields":{"Dreadful Strike":{"scaling":{"type":"attribute","baseValue":0,"attribute":"Wisdom"},"recovery":{"shortRest":"0","longRest":"all"}}},"source":"Player's Handbook (2024) p. 125","attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"WIS","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","toggleableModifiers":[{"id":"1771178024238","name":"Ambusher's Leap","description":"At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.","active":true,"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"bonusSpeed":"10","skillProficiencies":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false,"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false,"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false,"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false}}]},{"id":"3_Level 3: Umbral Sight (Gloom Stalker)_Gloom Stalker","name":"Level 3: Umbral Sight (Gloom Stalker)","description":"You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.\n\tYou are also adept at evading creatures that rely on Darkvision. While entirely in Darkness. you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.\n\nSource:\tPlayer's Handbook (2024) p. 126","type":"Gloom Stalker Feature","prerequisiteList":[],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0"}],"feats":[{"id":"fighting_style_twoweapon_fighting","name":"Fighting Style: Two-Weapon Fighting","description":"When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.\n\nSource:\tPlayer's Handbook (2024) p. 210","type":"Feat","prerequisiteList":[{"name":"Fighting Style Feature"}],"attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":false,"skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","actionType":""},{"id":"mage_slayer_dexterity","name":"Mage Slayer (Dexterity)","description":"You gain the following benefits.\n\nAbility Score Increase: Increase your Dexterity score by 1, to a maximum of 20.\n\nConcentration Breaker: When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.\n\nGuarded Mind: If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.","type":"Feat","prerequisiteList":[{"name":"Level 4+"}],"abilityScoreIncrease":{"dexterity":1},"customFields":{"Guarded Mind":{"1":"1","2":"1","3":"1","4":"1","5":"1","6":"1","7":"1","8":"1","9":"1","10":"1","11":"1","12":"1","13":"1","14":"1","15":"1","16":"1","17":"1","18":"1","19":"1","20":"1","recovery":{"shortRest":"all","longRest":"all"}}},"source":"Source:\tPlayer's Handbook (2024) p. 205","attributesToAc":{"Strength":false,"Dexterity":false,"Constitution":false,"Intelligence":false,"Wisdom":false,"Charisma":false},"abilityScoreImprovement":true,"bonusWeaponHit":"","bonusWeaponDamage":"","bonusSpellAttack":"","bonusSpellDC":"","bonusHitPoints":"","bonusInitiative":"","bonusSpeed":"","bonusPassiveWisdom":"","skillProficiencies":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"skillExpertise":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"halfSkillProficiency":{"Acrobatics":false,"Animal Handling":false,"Arcana":false,"Athletics":false,"Deception":false,"History":false,"Insight":false,"Intimidation":false,"Investigation":false,"Medicine":false,"Nature":false,"Perception":false,"Performance":false,"Persuasion":false,"Religion":false,"Sleight of Hand":false,"Stealth":false,"Survival":false},"customResource":"0","spentCustomFields":{"Guarded Mind":{"4":0}}}],"spells":[{"id":"hunters_mark","title":"Hunter's Mark","source":"You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\tIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.","level":1,"school":"Divination","castingTime":"Bonus Action","range":"90 feet","duration":"Concentration, up to 1 hour","description":"You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.\n\tIf the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.","atHigherLevels":"Using a Higher-Level Spell Slot: Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).","prepared":true,"roll":{"base":"1d6"},"rollList":[{"type":"base","formula":"1d6"}],"tags":["Paladin (Oath of Vengeance)","School: Divination","Ranger"],"preparingClass":"Always Prepared (Subclass)","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":{"sourceType":"subclass","sourceId":"","sourceName":"Always Prepared (Subclass)","resourceType":"customField","resourceName":"","cost":0}},{"id":"disguise_self","title":"Disguise Self","source":"You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","level":1,"school":"Illusion","castingTime":"Action","range":"Self","duration":"1 hour","description":"You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.\n\tThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.\n\tTo discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.","atHigherLevels":"","prepared":true,"roll":{},"rollList":[],"tags":["Cleric (Trickery Domain)","Ranger (Gloom Stalker)","School: Illusion","Bard","Sorcerer","Wizard"],"preparingClass":"Always Prepared (Subclass)","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":{"sourceType":"subclass","sourceId":"","sourceName":"Always Prepared (Subclass)","resourceType":"customField","resourceName":"","cost":0}},{"id":"cure_wounds","title":"Cure Wounds","source":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","level":1,"school":"Abjuration","castingTime":"Action","range":"Touch","duration":"Instantaneous","description":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","atHigherLevels":"Using a Higher-Level Spell Slot: The healing increases by 2d8 for each spell slot level above 1.","prepared":true,"roll":{"1":"2d8+SPELL","2":"4d8+SPELL","3":"6d8+SPELL","4":"8d8+SPELL","5":"10d8+%0","6":"12d8+SPELL","7":"14d8+SPELL","8":"16d8+SPELL","9":"18d8+SPELL"},"rollList":[{"type":"1","formula":"2d8+SPELL"},{"type":"2","formula":"4d8+SPELL"},{"type":"3","formula":"6d8+SPELL"},{"type":"4","formula":"8d8+SPELL"},{"type":"5","formula":"10d8+%0"},{"type":"6","formula":"12d8+SPELL"},{"type":"7","formula":"14d8+SPELL"},{"type":"8","formula":"16d8+SPELL"},{"type":"9","formula":"18d8+SPELL"}],"tags":["Cleric (Life Domain)","Druid (Circle of the Moon)","Warlock (Celestial Patron)","School: Abjuration","Touch Spells","Bard","Cleric","Druid","Ranger","Paladin","Sorcerer (Spellfire Sorcery)"],"preparingClass":"Ranger","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":{"sourceType":"class","sourceId":"","sourceName":"Ranger","resourceType":"customField","resourceName":"","cost":0}},{"id":"speak_with_animals","title":"Speak with Animals","source":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","level":1,"school":"Divination","castingTime":"Action","range":"Self","duration":"10 minute","description":"For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.\n\tMost Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.","atHigherLevels":"","prepared":true,"roll":{},"rollList":[],"tags":["Paladin (Oath of the Ancients)","School: Divination","Ritual Caster","Bard","Druid","Ranger","Warlock"],"preparingClass":"Ranger","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":{"sourceType":"class","sourceId":"","sourceName":"Ranger","resourceType":"customField","resourceName":"","cost":0}},{"id":"animal_friendship","title":"Animal Friendship","source":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","level":1,"school":"Enchantment","castingTime":"Action","range":"30 feet","duration":"24 hour","description":"Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.","atHigherLevels":"Using a Higher-Level Spell Slot: You can target one additional Beast for each spell slot level above 1.","prepared":false,"roll":{},"rollList":[],"tags":["School: Enchantment","Bard","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a morsel of food","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":null},{"id":"alarm","title":"Alarm","source":"You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\n\nAudible Alarm: The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm: You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.","level":1,"school":"Abjuration","castingTime":"1 minute","range":"30 feet","duration":"8 hour","description":"You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:\n\nAudible Alarm: The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.\n\nMental Alarm: You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.","atHigherLevels":"","prepared":false,"roll":{},"rollList":[],"tags":["Sorcerer (Clockwork Sorcery)","School: Abjuration","Ritual Caster","Ranger","Wizard"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a bell and silver wire","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":null},{"id":"detect_magic","title":"Detect Magic","source":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's the Player's Handbook (2024).\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":true,"roll":{},"rollList":[],"tags":["School: Divination","Ritual Caster","Bard","Cleric","Druid","Ranger","Sorcerer","Warlock","Wizard","Paladin","Cleric (Knowledge Domain)"],"preparingClass":"Ranger","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":{"sourceType":"class","sourceId":"","sourceName":"Ranger","resourceType":"customField","resourceName":"","cost":0}},{"id":"detect_poison_and_disease","title":"Detect Poison and Disease","source":"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","level":1,"school":"Divination","castingTime":"Action","range":"30 feet","duration":"Concentration, up to 10 minute","description":"For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.\n\tThe spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.","atHigherLevels":"","prepared":false,"roll":{},"rollList":[],"tags":["School: Divination","Ritual Caster","Cleric","Druid","Ranger","Paladin"],"preparingClass":"","ritual":true,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a yew leaf","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":null},{"id":"ensnaring_strike","title":"Ensnaring Strike","source":"As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\tWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.","level":1,"school":"Conjuration","castingTime":"Bonus Action, which you take immediately after hitting a creature with a weapon","range":"Self","duration":"Concentration, up to 1 minute","description":"As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.\n\tWhile Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.","atHigherLevels":"Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.","prepared":false,"roll":{"1":"1d6","2":"2d6","3":"3d6","4":"4d6","5":"5d6","6":"6d6","7":"7d6","8":"8d6","9":"9d6"},"rollList":[{"type":"1","formula":"1d6"},{"type":"2","formula":"2d6"},{"type":"3","formula":"3d6"},{"type":"4","formula":"4d6"},{"type":"5","formula":"5d6"},{"type":"6","formula":"6d6"},{"type":"7","formula":"7d6"},{"type":"8","formula":"8d6"},{"type":"9","formula":"9d6"}],"tags":["Paladin (Oath of the Ancients)","School: Conjuration","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":false,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":null},{"id":"entangle","title":"Entangle","source":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","level":1,"school":"Conjuration","castingTime":"Action","range":"90 feet","duration":"Concentration, up to 1 minute","description":"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.\n\tEach creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.","atHigherLevels":"","prepared":false,"roll":{},"rollList":[],"tags":["School: Conjuration","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":null},{"id":"fog_cloud","title":"Fog Cloud","source":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","level":1,"school":"Conjuration","castingTime":"Action","range":"120 feet","duration":"Concentration, up to 1 hour","description":"You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.","atHigherLevels":"Using a Higher-Level Spell Slot: The fog's radius increases by 20 feet for each spell slot level above 1.","prepared":true,"roll":{},"rollList":[],"tags":["Druid (Circle of the Land) (Polar)","Druid (Circle of the Sea)","School: Conjuration","Druid","Ranger","Sorcerer","Wizard"],"preparingClass":"Ranger","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":false,"materialComponentDesc":"","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":true,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":{"sourceType":"class","sourceId":"","sourceName":"Ranger","resourceType":"customField","resourceName":"","cost":0}},{"id":"goodberry","title":"Goodberry","source":"Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\tUneaten berries disappear when the spell ends.","level":1,"school":"Conjuration","castingTime":"Action","range":"Touch","duration":"24 hour","description":"Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.\n\tUneaten berries disappear when the spell ends.","atHigherLevels":"","prepared":false,"roll":{},"rollList":[],"tags":["School: Conjuration","Touch Spells","Druid","Ranger"],"preparingClass":"","ritual":false,"verbalComponent":true,"somaticComponent":true,"materialComponent":true,"materialComponentDesc":"a sprig of mistletoe","dontRequiresSpellcastingFeature":false,"hasSpellAttack":false,"spellcastingAttribute":"Wisdom","requiresConcentration":false,"isConcentrating":false,"customHitBonus":"","customDC":"","quickReminderEnabled":false,"image":null,"imageAlignment":null,"imageZoom":1.0,"toggleableModifiers":[],"chargeCost":null},{"id":"hail_of_thorns","title":"Hail of Thorns","source":"As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.","level":1,"school":"Conjuration","castingTime":"Bonus Action, which you take immediately after hitting a creature with a Ranged weapon","range":"Self","duration":"Instantaneous","description":"As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. 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