{"name":"Sylvir","class":"Beastmaster","level":"3","background":"Outlander","race":"Wood Elf","alignment":"Neutral\/Good","proficiency_bonus":"2","strength":"13","dexterity":"15","constitution":"12","intelligence":"10","wisdom":"16","charisma":"8","str_save":"","dex_save":"","con_save":"","int_save":"","wis_save":"2","cha_save":"2","hit_die":"10","total_hit_dice":"2","acrobatics":"2","animal_handling":"2","arcana":"0","athletics":"3","deception":"-1","history":"0","insight":"2","intimidation":"-1","investigation":"0","medicine":"2","nature":"2","perception":"4","performance":"-1","persuasion":"-1","religion":"0","sleight_of_hands":"2","stealth":"4","survival":"4","proficiencies":"Saving Throws: Charisma, Wisdom \r\nSkills: Perception, Stealth, Nature \r\nOutlander Skills : Survival, Athletics","armor_class":"13","hit_points":"32","initiative":"2","speed":"30","proficiences_and_languages":"Armor: Light armor\r\nWeapons: Martial weapons, simple weapons\r\nTools: Lute\r\nLanguages: Common, Elvish\r\n\r\n***Current Health: 25","attacks":"Whip | 1d20 + 2 | damage 1d6 + 2\r\nLongbow | 1d20 +2 | damage 1d8 + 2","spellcasting":"","equipment":"MONEY - 270gold, 2110 silver, 3100 copper\r\nLOOT - carved wooden staff(25gp), small vial of perfume(25gp), iron bracers (25gp)\r\n\r\n6x Gnoll spear\r\n___________________________________________________________________\r\nPotions:\r\n- Health x1\r\n___________________________________________\r\n- A whip\r\n- A longbow with a quiver\r\n- Necklace --- Wolf's Fang, Kobold tooth, Phase Spider Queen Fang\r\n- a backpack\r\n- a crowbar\r\n- a hammer\r\n- 10 pitons\r\n- 10 torches\r\n- tinderbox\r\n- 10 days of rations\r\n- waterskin\r\n- 50 feet of hempen rope strapped to the side of it\r\n\r\n- A staff\r\n- a hunting trap\r\n- a set of traveler's clothes\r\n- a belt pouch containing 10 gp","personality_trait":"","ideal":"","bond":"--- For all companions ----------\r\nYour animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.\r\n\r\nYour companion uses your proficiency bonus, rather than its own\r\nIn addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls\r\nIt gains proficiency in any two skills of your choice\r\nIt gains proficiency in Strength and Dexterity saving throws\r\nFor every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.\r\n----------------------------------------\r\n\r\nBlood Hawk\r\nSmall beast, unaligned\r\n\r\nArmor Class 12(+2)\r\nHit Points 26\r\nSpeed 10 ft., fly 60 ft.\r\n\r\nSTR\t         DEX\tCON\tINT\t         WIS\tCHA\r\n6 (-2)\t16 (+3)\t10 (+0)\t3 (-4)\t14 (+2)\t5 (-3)\r\nSkills Perception +4\r\nSenses passive Perception 14\r\nLanguages \u2014\r\nChallenge 1\/8 (25 XP)\r\nKeen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.\r\n\r\nPack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.\r\n\r\nACTIONS\r\nBeak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.\r\n","flaw":"","features_and_traits":"-Beast Expert-\r\nBeginning at 1st level, you are already adept in handling beasts. You gain proficiency in the skill, Animal Handling, and you double your proficiency bonus for all checks made with this skill.\r\n\r\n-Beast Taming-\r\nBeginning at 1st level, you can expertly tame fierce beasts. As an action, you may attempt to tame a beast with any Challenge rate, as described below. The max CR of beasts you are able to tame increases as you level up, as indicated by the Beast CR column on the Beast Master feature chart. You may not tame any beast with an evil alignment.\r\n\r\nWhen you attempt to tame a beast, make a Wisdom (Animal Handling) check against a DC equal to 10 + the creatures CR rating (Minimum plus 1). On a success, you are able to spend 1 hour of work (counts as downtime) to fully tame the beast to be your new animal companion. At the end of 2 hours, the animal companion is tamed and obeys your commands to the best of its ability. Any action you command your creature to do during combat is used as a bonus action.\r\n\r\nYou are able to tame as many creatures as your Wisdom Modifier.\r\n\r\n-Beast Companionship-\r\nBeginning at the 1st level, your animal companion is greatly affected by the bond you share. It rolls for initiative, like any other creature, but you determine its actions, decisions, etc. If you are incapacitated or absent, your companion acts on its own.\r\n\r\nYour animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.\r\n\r\nYour companion uses your proficiency bonus, rather than its own\r\nIn addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls\r\nIt gains proficiency in any two skills of your choice\r\nIt gains proficiency in Strength and Dexterity saving throws\r\nFor every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.\r\n\r\nBeginning at the 3rd level, you are at your best when nearest your beast companion. Whenever you are within 10 feet of your beast companion, if you are caught in a surprise attack, you may use your reaction to make a Wisdom saving throw of DC 8 + wisdom modifier. On a successful save, your beast companion will intercept and counter the attack.\r\n\r\nCompanion sense\r\nAt 4th level, you can now as an action close your eyes and as long as you are concentrating can see from the eyes of your companions. At 8th level in addition to sight you can now hear. At 12th level in addition to sight and hearing you can now smell. At 16th level in addition to sight, smell, and hearing you can now taste.","total_spell_slots_1":"0","total_spell_slots_2":"0","total_spell_slots_3":"0","total_spell_slots_4":"0","total_spell_slots_5":"0","total_spell_slots_6":"0","total_spell_slots_7":"0","total_spell_slots_8":"0","total_spell_slots_9":"0","arms_and_equipment":"","class_features":"From: https:\/\/www.dandwiki.com\/wiki\/Beast_Master_(5e_Class)\r\n\r\nBeast Expert\r\nBeginning at 1st level, you are already adept in handling beasts. You gain proficiency in the skill, Animal Handling, and you double your proficiency bonus for all checks made with this skill.\r\n\r\nBeast Taming\r\nBeginning at 1st level, you can expertly tame fierce beasts. As an action, you may attempt to tame a beast with any Challenge rate, as described below. The max CR of beasts you are able to tame increases as you level up, as indicated by the Beast CR column on the Beast Master feature chart. You may not tame any beast with an evil alignment.\r\n\r\nWhen you attempt to tame a beast, make a Wisdom (Animal Handling) check against a DC equal to 10 + the creatures CR rating (Minimum plus 1). On a success, you are able to spend 1 hour of work (counts as downtime) to fully tame the beast to be your new animal companion. At the end of 2 hours, the animal companion is tamed and obeys your commands to the best of its ability. Any action you command your creature to do during combat is used as a bonus action. \r\n\r\nYou are able to tame as many creatures as your Wisdom Modifier.\r\n\r\nBeast Companionship\r\nBeginning at the 1st level, your animal companion is greatly affected by the bond you share. It rolls for initiative, like any other creature, but you determine its actions, decisions, etc. If you are incapacitated or absent, your companion acts on its own.\r\n\r\nYour animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.\r\n\r\nYour companion uses your proficiency bonus, rather than its own\r\nIn addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls\r\nIt gains proficiency in any two skills of your choice\r\nIt gains proficiency in Strength and Dexterity saving throws\r\nFor every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise. \r\n\r\nCall of the Wild\r\nBeginning at the 2nd level, you are already in tune with the natural world by opening your senses. As an action, you are able to sense the presence of any creature you can tame within 30 feet of yourself.\r\n\r\nBeast Master Training\r\nBeginning at the 3rd level, you start to expand your repertoire of beastly expertise. You may choose to train to be a Monster Hunter or a Wild Walker. When you make your choice, you gain features at the 3rd level, and again at the 7th, 11th and 15th levels.\r\n\r\nAbility Score Increase\r\nWhen you reach 4th level, and again at 8th, 12th, 16th and 19th 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\nCompanion sense\r\nAt 4th level, you can now as an action close your eyes and as long as you are concentrating can see from the eyes of your companions. At 8th level in addition to sight you can now hear. At 12th level in addition to sight and hearing you can now smell. At 16th level in addition to sight, smell, and hearing you can now taste.\r\n\r\nTools of the Trade\r\nBeginning at the 5th level, you learn to make better use of the tools for taming beasts. When you use the attack action, and have a whip equipped, you are able to deal damage equal to the weapon's natural attack damage + your strength modifier + dexterity modifier.\r\n\r\nWhen using a net, any net you throw now must be dealt 10 slashing damage (AC 10) to free a creature trapped within and destroy the net. Additionally, you may now throw a net for a range of 15\/25.\r\n\r\nAmbush Attack\r\nBeginning at the 6th level, you start to emulate the mannerisms of a beast. When you and your beast companion are not noticed by other creatures, you have advantage on initiative during a surprise attack.\r\n\r\nAdditionally, you may command your companion to execute a stealth attack. The damage of this stealth attack is equal to the beast's natural damage + your beast master level.\r\n\r\nStrong Arm\r\nBeginning at the 9th level, you learn how to handle even the unruliest creatures. You now have advantage on all grappling checks.\r\n\r\nWild Sense\r\nBeginning at the 10th level, you learn to better tune yourself to the world around you. As an action, you are able to open your awareness to the presence of beasts, as well as any hostile creatures within 30 feet of yourself that are not concealed by magic. If there is a hostile creature within range of this feature, it must make a stealth saving throw of DC8 + Wisdom + Proficiency. On a failed save, it is noticed by you. You only know the type of the creature that is detected by this feature, but not their specific identity.\r\n\r\nMaster's Tools\r\nBeginning at the 13th level, you have mastered the use of your beast taming tools. When you use the attack action and have a whip equipped, you may choose to increase the reach of your attack by 5 additional feet.\r\n\r\nThe AC for any net you use is now 15, and it must be dealt 15 slashing damage to free a creature trapped inside of it. You net can now be thrown at a distance of 30\/50\r\n\r\nGrowing Herd\r\nBeginning at the 14th level, your skills at taming beasts grow even greater. You may now have more beasts equal to your proficiency bonus to the number of companions you may have at one time. Each must be of a CR compatible with your level, as indicated by the Beast Master feature chart.\r\n\r\nCalming Presence\r\nBeginning at the 17th level, despite the wild nature of your specialty, you are able to placate almost all others. Any creature you are able to tame will no longer attack you, unless provoked.\r\n\r\nBe the Beast\r\nBeginning at the 18th level, you take on more characteristics of the beasts you tame:\r\n\r\nYou are now able to climb with a speed of 40 feet, and are not slowed down by climbing during combat.\r\nYou are able to use an action to deal a bite attack, which deals 6d4 piercing damage. Additionally, you are able to use an action to perform a claw attack, which deals 4d8 slashing damage.\r\nYou gain a swim speed of 40 feet, and do not have to come up for air.\r\nMaster's Bond\r\nBeginning at the 20th level, you and your beast companions work, play, act and think as one. When you have spent 8 hours taming a companion, a drastic change occurs in them. Your companion's ability scores now equal your own, except for their intelligence.\r\n\r\nAdditionally, you and your companion are now able to understand one another, as if you are speaking the same language.\r\n\r\nBeast Master Training\r\nBeast Masters usually will find a higher calling to a certain area in their career, and they will train not only their wild companions but themselves extensively to become the best in a that area of beast mastering.\r\n\r\nMonster Hunter\r\nSometimes, beasts are not enough of a challenge to handle. A Monster Hunter expands their understanding of other wild creatures. All the better to tame the wilderness.\r\n\r\nMonster Mash\r\nBeginning at the 3rd level, your aptitude for taming expands greatly. You are now able to use your Beast Taming feature on monstrosities with a CR appropriate to your current level, as indicated by the Beast Master feature chart. When attempting to tame a monstrosity, it must have an Intelligence score of 9 or lower in order for your Beast Taming feature to work on it at all. If the monstrosity has an Intelligence score of 10 or higher, then your attempt to tame it must require a critical success.\r\n\r\nMagical Hunter\r\nBeginning at the 7th level, you infuse your weapons to better tame the wilds. Your attacks now count as magical for the sake of overcoming resistances.\r\n\r\nStare Down Evil\r\nBeginning at the 11th level, you are able to get to the heart of a creature you are trying to tame. You are now able to tame creatures whose alignment is evil. Upon successfully taming an evil creature, its alignment changes to neutral.\r\n\r\nGiant Wrangler\r\nBeginning at the 15th level, you learn how to better handle creatures larger than yourself. You have advantage on attacks and skill checks against any creature up to 2 sizes larger than yourself.\r\n\r\nAdditionally, you are able to use your net to entrap and restrain creatures that are sized huge or smaller.\r\n\r\nUltimate tamer\r\nAt 19th level, You are able to use your net to entrap and restrain creatures that are sized gargantuan or smaller.\r\n\r\nAdditionally, double the number of companions as long as they are all monstrosities.\r\n\r\nWild Walker\r\nWild Walkers are more in tune with the natural world than almost any other sapient creature. Their bonds with the animals is truly profound, and grants them an awareness few others have.\r\n\r\nPride of Lions\r\nBeginning at the 3rd level, you are at your best when nearest your beast companion. Whenever you are within 10 feet of your beast companion, if you are caught in a surprise attack, you may use your reaction to make a Wisdom saving throw of DC 8 + wisdom modifier. On a successful save, your beast companion will intercept and counter the attack.\r\n\r\nFetch\r\nBeginning at the 7th level, you have trained your beast to steal what you cannot acquire. You can command your beast companion to sneak up on other and steal an item. When your companion successfully completes a stealth check, they are able to perform a sleight of hand check. When rolling for sleight of hand, your companion adds your dexterity modifier + your proficiency bonus to the roll. The item that they steal must be light enough for them to reasonably carry.\r\n\r\nFeral Senses\r\nBeginning at the 11th level, your bond with beasts makes their senses rub off onto you, making your sense of sight, hearing and smell increase exponentially. You gain the following attributes from this feature:\r\n\r\nYou gain the darkvision trait. If you are playing as a creature who already has the darkvision trait, upgrade it to superior darkvision.\r\nYou gain advantage on perception skill checks related to hearing and listening.\r\nYou are able to spend 1 minute to discern the scent of a creature or object. When you identify the scent, you are able to track its source from up to 1 mile away.\r\n\r\nProtective Bond\r\nBeginning at the 15th level, your bond with your beast companions reaches its deepest level. When your beast companions is attacked with any action that may kill it, you may use your reaction to alert your beast companions to take the dodge action. On a successful dodge, your beast companions will counter attack if the creature that attacked them is within range.\r\n\r\nCharm protection\r\nAt 19th level, your bond with your beast companions are great that it protects you and your beast companions from being charmed. You and your beast companions are now immune to the charm condition. \r\n\r\nAdditional, triple the number of companions you may have.","creatures_and_mounts":"--- For all companions ----------\r\nYour animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.\r\n\r\nYour companion uses your proficiency bonus, rather than its own\r\nIn addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls\r\nIt gains proficiency in any two skills of your choice\r\nIt gains proficiency in Strength and Dexterity saving throws\r\nFor every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.\r\n----------------------------------------\r\n\r\nBlood Hawk\r\nSmall beast, unaligned\r\n\r\nArmor Class 12\r\nHit Points 7 (2d6)\r\nSpeed 10 ft., fly 60 ft.\r\n\r\nSTR\tDEX\tCON\tINT\tWIS\tCHA\r\n6 (-2)\t14 (+2)\t10 (+0)\t3 (-4)\t14 (+2)\t5 (-3)\r\nSkills Perception +4\r\nSenses passive Perception 14\r\nLanguages \u2014\r\nChallenge 1\/8 (25 XP)\r\nKeen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.\r\n\r\nPack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.\r\n\r\nACTIONS\r\nBeak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","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":"25","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":"451380","world":""}