{"name":"Cidddium Brisley","class":"Fighter","level":"3","background":"Failed Merchant","race":"Human","alignment":"chaotic good","proficiency_bonus":"2","strength":"16","dexterity":"12","constitution":"16","intelligence":"9","wisdom":"10","charisma":"10","str_save":"5","dex_save":"1","con_save":"5","int_save":"-1","wis_save":"0","cha_save":"0","hit_die":"10","total_hit_dice":"3","acrobatics":"3","animal_handling":"0","arcana":"-1","athletics":"5","deception":"0","history":"-1","insight":"0","intimidation":"2","investigation":"-1","medicine":"0","nature":"-1","perception":"0","performance":"0","persuasion":"2","religion":"-1","sleight_of_hands":"1","stealth":"1","survival":"2","proficiencies":"Athletics\r\nAcrobatics\r\nSurvival\r\nIntimidation'\r\nPersuasion","armor_class":"16","hit_points":"31","initiative":"1","speed":"30","proficiences_and_languages":"Languages: Common and Draconic\r\n\r\nLight, medium, Heavy Armor\r\nShields\r\nSimple and Martial Weapons\r\nWoodcarvers Tools","attacks":"trident|1d20+5|1d6+3\r\nbattleaxe|1d20+5|1d8+3\r\nlight crossbow|1d20+3|1d8+1\r\nquarterstaff|1d20+5|1d6+3\r\nbattleaxe|1d20+5|1d10+3\r\nHalberd|1d20+5|1d10+3","spellcasting":"","equipment":"chain mail\r\ntrident\r\nbattleaxe\r\nlight crossbow\r\nbolts (20)\r\ndungeoneer's pack( 4 Rations)\r\nmerchant's scale,\r\na set of fine clothes\r\nand a belt pouch containing 10 gp\r\nwoodcarver Tools","personality_trait":"\tIf I can be everyone's friend, I'll always have support.","ideal":"Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)","bond":"My family means everything to me. I failed them before, and I must not do so again.","flaw":"I find that most people are trustworthy. Hey, where's my belt pouch?","features_and_traits":"Feature: Supply Chain\r\nFrom your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.\r\n\r\nPolearm Mastery\r\nYou can keep your enemies at bay with reach weapons. You gain the following benefits:\r\nWhen you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.\r\nWhile you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.\r\n\r\nGreat Weapon Fighting\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\nAction Surge\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\nEcho Knight\r\nA mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.\r\n\r\nManifest Echo\r\n3rd-level Echo Knight feature\r\n\r\nYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.\r\n\r\nYour echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.\r\n\r\nYou can use the echo in the following ways:\r\n\r\nAs a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.\r\nWhen you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.\r\nWhen a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.\r\n\r\nUnleash Incarnation\r\n3rd-level Echo Knight feature\r\n\r\nYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.\r\n\r\nYou can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\nAbility Score Improvement\r\nWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\nAbility Score Improvement\r\nWhen you reach 6th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\nMartial Archetype feature\r\nAt 7th level, you gain a feature granted by your Martial Archetype.\r\n\r\nEcho Avatar\r\n7th-level Echo Knight feature\r\n\r\nYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.\r\n\r\nAbility Score Improvement\r\nWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\nIf your DM allows the use of feats, you may instead take a feat.\r\n\r\nIndomitable\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\nMartial Archetype feature\r\nAt 10th level, you gain a feature granted by your Martial Archetype.\r\n\r\nShadow Martyr\r\n10th-level Echo Knight feature\r\n\r\nYou can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"3700","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"370086"}