{"name":"Faux Dragon","class":"Paladin 5 Fighter 1","level":"6","background":"Acolyte","race":"Faux Dragon","alignment":"Lawful Neutral","proficiency_bonus":"","strength":"13","dexterity":"15","constitution":"12","intelligence":"12","wisdom":"9","charisma":"13","str_save":"5","dex_save":"2","con_save":"4","int_save":"1","wis_save":"2","cha_save":"3","hit_die":"10","total_hit_dice":"10","acrobatics":"2","animal_handling":"-1","arcana":"1","athletics":"5","deception":"0","history":"1","insight":"2","intimidation":"1","investigation":"1","medicine":"-1","nature":"1","perception":"-1","performance":"1","persuasion":"4","religion":"4","sleight_of_hands":"2","stealth":"2","survival":"-1","proficiencies":"Athletics, Insight, Persuasion, Religion","armor_class":"16","hit_points":"62","initiative":"2","speed":"30ft\/60ft","proficiences_and_languages":"Languages: Common, Draconic, Elvish, & Giant.","attacks":"Melee attack: Bite +3 to hit 1d8 reaches 5ft + 8 Fire dmg \r\nScratch +3 to hit 1d6 slash +5 fire damage 20% to trigger bleed. 5ft.\r\nFire Breath- 2d6 Fire, Can use every other turn. 15 feet cone.\r\n","spellcasting":"","equipment":"","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Darkvision: 120 ft\r\nAbility: Keen Sight- gives advantage on perception\r\nFlorescence- 15 foot radius of light in dark areas\r\n\r\nAffinity: Lvl 4. 2\/10","total_spell_slots_1":"4","total_spell_slots_2":"2","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"","class_features":"Channel Divinity\r\nYour oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws (DC 13).\r\n\r\n\/\r\nShort Rest\r\nChannel Divinity: Abjure the Extraplanar\r\nYou present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw (DC:13). On a failed save, the creature is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can\u2019t willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there\u2019s nowhere to move, the creature can use the Dodge action.\r\n\r\nChannel Divinity: Watcher\u2019s Will\r\nAs an action, you can use your channel divinity to choose up to 2 creatures you can see within 30 feet of you. For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.\r\n\r\nDivine Sense\r\nAs an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.\r\n\r\n\/\r\nLong Rest\r\nLay on Hands Pool\r\nYou have a pool of healing power that can restore 25 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.\r\n\r\n25\r\n\/\r\nLong Rest\r\nCurrent:\r\n\r\n25\r\n\r\nUnarmed Strike\r\nYou can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier\r\n\r\nBONUS ACTIONS\r\nActions in Combat\r\nTwo-Weapon Fighting\r\nSpells\r\nShield of FaithConcentration(1st)\r\nSecond Wind\r\nOnce per short rest, you can use a bonus action to regain 1d10 + 1 HP.\r\n\r\n\/\r\nShort Rest\r\nREACTIONS\r\nActions in Combat\r\nOpportunity Attack\r\nProtection\r\nWhile wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.\r\n\r\nOTHER\r\nActions in Combat\r\nInteract with an Object\r\nSpells\r\nAlarm(1st)\r\n,\r\nAugury(2nd)\r\nDivine Smite (Special)\r\nWhen you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.\r\n\r\nExtra Attack (Special)\r\nYou can attack twice, instead of once, whenever you take the Attack action on your turn.","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"170037, 170061, 172420,","spellbook_2_level_spells":"170061, 184565, 184176, ","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","templateId":"404","blockId":"399473","isShared":"on"}