{"name":"Ebon Russet","class":"Swordsman 6\/ Sorcerer 1","level":"7","background":"1st, 4th level Monk\/ 2nd, 3rd, 5th, 6th level Fighter\/ 7th level Sorcerer","race":"Human","alignment":"","proficiency_bonus":"3","strength":"20","dexterity":"20","constitution":"20","intelligence":"16","wisdom":"16","charisma":"16","str_save":"8","dex_save":"10","con_save":"8","int_save":"3","wis_save":"3","cha_save":"3","hit_die":"10","total_hit_dice":"6","acrobatics":"7","animal_handling":"3","arcana":"3","athletics":"8","deception":"3","history":"3","insight":"3","intimidation":"3","investigation":"6","medicine":"3","nature":"3","perception":"8","performance":"3","persuasion":"5","religion":"3","sleight_of_hands":"4","stealth":"9","survival":"3","proficiencies":"Strength, Dexterity, Constitution.","armor_class":"21","hit_points":"74","initiative":"5","speed":"40","proficiences_and_languages":"Acrobatics, Athletics, Investigation, Perception, Stealth, Light Armor, Medium Armor, Heavy Armor, Simple and Martial Weapons, Martial Arts, Unarmored Defense, Martial Archetype: Scout, 3 attacks per round. Driving with half proficiency, can give advantage once.","attacks":"Weapon | Attack | Damage\r\n7 Branch sword | +8\/+8 | d8\/d10\/d8 rifle\r\nDual Swords | +8\/+8 | d8&d6\/2d6,d12 rifle\r\nFist | +8 | d4","spellcasting":"Spellcasting Ability: CHA\r\nSpell save DC: 14\r\nSpell Attack Bonus: 6","equipment":"7 Branch Sword, Duel Swords, Dress Attire, Gold Signet Ring of Rahja, New Years Sword, Anti-Venom, 2 potions of greater healing(4d4+6), Supreme Healing potion(10d4+20), Armor of Barbarian Rage( Gain the Ability to Rage), Blood Houma, 78GP, Magnets. 40 water canteens, 40 rashins, pack of Grim Darks. Terracium weave shawl(+1 AC and +1 DR)","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"COMBAT SUPERIORITY\r\nAt 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.\r\n\r\nSuperiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level.\r\nUsing Superiority Dice. You can expend superiority dice to gain a number of different benefits:\r\n-When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.\r\n-When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.\r\n-If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it. \r\n\r\nNATURAL EXPLORER: Desert. \r\nYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.\r\n\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n\r\nDifficult terrain doesn't slow your group's travel.\r\nYour group can't become lost except by magical means.\r\nEven when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\nIf you are traveling alone, you can move stealthily at a normal pace.\r\nWhen you forage, you find twice as much food as you normally would.\r\nWhile tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\nYou choose additional favored terrain types at 7th and 15th level.\r\n \r\nELECTRIC SEMBLANCE: LEVEL 1\r\nMetamagic: twin spell\r\n2 sorcery points.\r\nElectrical Field can now attack those who I designate and only them.\r\n+2 to Dex Saves.\r\n\r\nMOVEMENT SPEED-UP(+10)\r\n+2 Electricity armor bonus.\r\nSignet Ring of Gold \"Rahja\": Maximum Charges: 100\r\nCurrent Charge: 22\r\nAt the end of the day, however much energy you have amassed is absorbed into the ring. You may pull up to your level of stored electricity from the ring, up to the maximum of 8. If you fail to remember to charge the ring at the end of the day, the charges will reset to 0. If you crit on a ranged attack, gain an additional charge. If you crit with a melee attack, gain an additional 3 attacks until the end of the combat. Damage die type: d8.\r\n\r\nBRUTISH STRIKER:\r\n You are exceptionally quick in combat and you strike with overwhelming strength.\r\n*When you take the attack action and hit with a weapon that you are proficient with, the weapon's damage increases by 1d4 until the end of your current turn. the extra damage dealt increases to 1d6 at 10th level, 1d8 at 16th level, and 1d10 at 20th level. Once you use this ability, you can't use it again until you finish a long rest.\r\n*If you move at least 10 feet or more in a straight line immediately before making a melee weapon attack and hit a creature, you may shove that creature.\r\n*When you take the attack action your speed increases by 10ft until the end of your turn.\r\n\r\nULTRA INSTINCT:\r\n You've been pushed to the brink more times than you can count. As a response, your body has learned to automatically react to a threat.\r\n*Increase your Dexterity score by 1, to a maximum of 20.\r\n*You have advantage on dexterity saving throws.\r\n*Whenever a melee attack against you misses, you can move up to 5 feet away from the aggressor without provoking an opportunity attack. You can only do so if you have movement remaining and are not Grappled, Paralyzed, Petrified, Restrained, Stunned, Unconscious or otherwise prevented from moving.\r\n\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\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\nSLOW FALL:\r\nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.\r\n\r\nBlessing of the harmonic desert( Inspiration Die) ","total_spell_slots_1":"3","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":"20 tea bags of slow, last ten minutes. dc 16.","racestatblock":"","retinue":"","spellbook_0_level_spells":"170000, 169259","spellbook_1_level_spells":"172448, 170053, 172399","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"409870","world":""}