{"name":"Shaggy Rogers","class":"Wizard","level":"6","background":"","race":"Dragonborn","alignment":"Neutral-Good","proficiency_bonus":"3","strength":"16","dexterity":"10","constitution":"13","intelligence":"18","wisdom":"15","charisma":"12","str_save":"5","dex_save":"0","con_save":"1","int_save":"6","wis_save":"4","cha_save":"1","hit_die":"6","total_hit_dice":"4","acrobatics":"0","animal_handling":"4","arcana":"7","athletics":"5","deception":"1","history":"4","insight":"5","intimidation":"4","investigation":"4","medicine":"2","nature":"4","perception":"5","performance":"1","persuasion":"1","religion":"4","sleight_of_hands":"0","stealth":"0","survival":"2","proficiencies":"","armor_class":"18","hit_points":"58","initiative":"2","speed":"30ft","proficiences_and_languages":"","attacks":"Acid Breath | [roll:1d20+2] | [roll:2d6+2]\r\nQuarterstaff | [roll:1d20+1] | [roll:1d6+1]\r\nGreat Fiery Sword | [roll:1d20+3] | [roll:2d8+3]\r\n\r\n\r\n","spellcasting":"Fire Bolt: Shoot a bolt of fire and make a ranged spell attack against the target, 1d10, 120 ft, Evocation\r\n\r\nChill Touch: Create a ghostly skeletal hand and send it to a target within range, the target takes 1d8 necrotic damage as well as not being able to heal till the start of your next turn, if the target is undead, it has disadvantage on attack rolls till the start of your next turn, 120ft, Necromancy\r\n\r\nMold Earth: You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\r\nIf you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn\u2019t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation \r\n\r\nMagic Missile, 1st lvl: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several, 120 ft, Evocation\r\n\r\nDisguise Self, 1st lvl: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.\r\n\r\nThe changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.\r\n\r\nTo discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC, Illusion\r\n\r\nWitch Bolt, 1st lvl: A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.\r\nMake a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell\u2019s range or if it has total cover from you, 30 ft, Evocation\r\n\r\nAbsorb Elements, 1st lvl: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends, Abjuration \r\n\r\nHideous Laughter, 1st lvl: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends, 30 ft, Enchantment\r\n\r\nIce Knife, 1st lvl: You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage, 60 ft, Conjuration\r\n\r\nRay Of Sickness, 1st lvl: A ray of sickening greenish energy lashes out toward a creature within range.\r\nMake a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn 60 ft, Necromancy\r\n\r\nThunderwave, 1st lvl: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet, Evocation\r\n\r\nSpider Climb, 2nd lvl: Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed, Transmutation\r\n\r\nInvisibility, 2nd lvl: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell, Illusion\r\n\r\nShatter, 2nd level Evocation\r\nA sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn\u2019t being worn or carried also takes the damage if it\u2019s in the spell\u2019s area.\r\nAt Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.\r\n\r\nSee Invisibility, 2nd lvl Divination\r\nFor the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.\r\n\r\nSummon Fey\r\n3rd-level conjuration\r\n\r\nCasting Time: 1 action\r\nRange: 90 feet\r\nComponents: V, S, M (a gilded flower worth at least 300 gp)\r\nDuration: Concentration, up to 1 hour\r\n\r\nYou call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.\r\n\r\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don\u2019t issue any, it takes the Dodge action and uses its move to avoid danger.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell\u2019s level appears in the stat block.\r\n\r\nBestow Curse\r\nLEVEL\r\n3rd\r\nCASTING TIME\r\n1 Action\r\nRANGE\/AREA\r\nTouch\r\nCOMPONENTS\r\nV, S\r\nDURATION\r\nConcentration 1 Minute\r\nSCHOOL\r\nNecromancy\r\nATTACK\/SAVE\r\nWIS Save\r\nDAMAGE\/EFFECT\r\nDebuff\r\nYou touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:\r\n\r\nChoose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.\r\nWhile cursed, the target has disadvantage on attack rolls against you.\r\nWhile cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.\r\nWhile the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.\r\n\r\nA remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.\r\n\r\nAt Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.\r\n\r\nFireball 3rd level\r\nA bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd\r\n\r\n\r\nAnimate Dead 3rd level:\r\nThis spell creates an undead servant. Choose two piles of bones or corpses of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).\r\nCreature adds you proficiency bonus to weapon rolls\r\n\r\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\r\n\r\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.\r\n\r\nRemove Curse 3rd level\r\nAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded","equipment":"Ring Mail, 50ft Rope, 12 Squalid, 5 Wine Glasses, Ord Of Elemental Damage, gloves of missile snaring, 109 gp, scroll of firestorm, Dust Of Revealing, sword of Allius, 30 auric fingers, 20 rat tails, horn of blasting, pearl of power","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Resistant To Acid Damage\r\nArcane Recovery: You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher\r\nGrim Harvest: at 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. once per turn, when you kill one or more creatures with a spell of 1st lvl or higher, you regain hit points equal to twice the spells lvl, or three times if the spell belongs to the school of necromancy. you dont gain this benefit for killing constructs or the undead.","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":"","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":"","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":"483066","world":"","folder":""}