{"name":"Theodore Bolas","class":"Bard\/Red Mage","level":"7","background":"Noble","race":"Draconblood Dragonborn","alignment":"Good Neutral","proficiency_bonus":"3","strength":"9","dexterity":"14","constitution":"14","intelligence":"12","wisdom":"12","charisma":"18","str_save":"-1","dex_save":"5","con_save":"2","int_save":"1","wis_save":"1","cha_save":"7","hit_die":"8","total_hit_dice":"7","acrobatics":"8","animal_handling":"1","arcana":"4","athletics":"-1","deception":"4","history":"4","insight":"1","intimidation":"4","investigation":"1","medicine":"1","nature":"1","perception":"1","performance":"4","persuasion":"10","religion":"1","sleight_of_hands":"2","stealth":"2","survival":"1","proficiencies":"History\r\nPersuasion x 2\r\nAcrobatics x 2\r\nArcana\r\n","armor_class":"15","hit_points":"55","initiative":"2","speed":"30","proficiences_and_languages":"Gaming Cards\r\nViol\r\nLight Armor\r\nMedium Armor\r\nCartographer's Tools\r\nJeweller's Tools\r\nCommon\r\nDraconic\r\nGiant\r\n","attacks":"Weapon | Attack | Damage | Crit Dmg | Bardic Inspiration\r\nPhoenix Rapier | [roll:1d20+8] | [roll:1d8+7] | [roll:2d8+7+2d6] | [roll:1d6]","spellcasting":"","equipment":"Set of Bolas Family attire (Red\/Gold) (Coat with 2 tails and a white shirt inside)\r\nBolas Viol\r\nLeather Armor\r\nRapier\r\nExplorer's Pack\r\nCape with family insignia (1 time enchantment to prevent 1 death)\r\nHat with Phoenix Feather (double up as a pen and a fire starter write fire in draconic)\r\n","personality_trait":"Despite my noble birth, I do not place myself above other folk. We all have the same blood. (trait from Eldest sister)\r\n","ideal":"Family. Blood runs thicker than water.\r\n","bond":"I will face any challenge to win the approval of my family","flaw":"I secretly believe that everyone is beneath me","features_and_traits":"Privilege - Seek an audience with any local noble with your status\r\n\r\nDarkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\r\n\r\nForceful Presence. When you make a Intimidation or Persuasion check, you can do so with advantage once per long rest.\r\n\r\nFlair (currently 4 points) - Certain Red Mage abilities require you to spend flair points from your pool. All expended flair points are recovered after a short or long rest.\r\n\r\nDual Cast - When you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.\r\n\r\nDueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\nBardic Inspiration (currently 4) - You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\r\n\u2022Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\r\n\u2022You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\r\n\u2022Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.\r\n\r\nJack of All Trades - You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.\r\n\r\nSong of Rest - You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.\r\n\r\nBlade Flourish - Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.\r\n\u2022 Defensive Flourish - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.\r\n\u2022 Slashing Flourish - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.\r\n\u2022 Mobile Flourish - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.\r\n\r\nCorps-a-corps - You have mastered the art of approaching a foe with lightning speed and dilevering a powerful strike. To perform Corps-la-corps you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards\r\nthat target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You take the attack action against the target, dealing a bonus 1d8 piercing damage if your attack lands.\r\n\r\nAthlete - You have undergone extensive physical training to gain the following benefits:\r\n\u2022 Increase your Strength or Dexterity score by 1, to a maximum of 20.\r\n\u2022 When you are prone, standing up uses only 5 feet of your movement.\r\n\u2022 Climbing doesn\u2019t cost you extra movement.\r\n\u2022 You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.\r\n\r\nLucky - You have inexplicable luck that seems to kick in at just the right moment.\r\n\u2022You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.\r\n\u2022You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker\u2019s roll or yours.\r\n\u2022If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.\r\n\u2022Regain your expended luck points when you finish a long rest.\r\n\r\nBeautiful Ward - Prerequisites: Charisma of 13 or higher. Your looks and charms are so great that they grant you a modicum of protection. \r\n\u2022Increase your Charisma score by 1, to a maximum of 20.\r\n\u2022When using your Dex Mod to calculate your AC, you may choose to use your Cha Mod instead.\r\n\u2022Humanoid creatures of the opposite sex make attack rolls against you at disadvantage until you deal damage to them.\r\n\u2022Gain advantage on Cha checks made against humanoid creatures of the opposite sex, until you deal damage to them. \r\n","total_spell_slots_1":"8","total_spell_slots_2":"5","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":"82, 411682","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"169245, 169938, 169237, 169251, 170007, 169260, 170024","spellbook_1_level_spells":"170051, 172389, 170061, 172241","spellbook_2_level_spells":"184531, 184491, 324749, 184544, 184586, 184591, 184572, 184505","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":"411358","isShared":"on"}