{"name":"Sarissa","class":"Cleric (Trickster) Rogue (Assassin)","level":"8 (5\/3 C\/R)","background":"Haunted One","race":"Winter Eladrin","alignment":"LE","proficiency_bonus":"3","strength":"12","dexterity":"20","constitution":"16","intelligence":"16","wisdom":"19","charisma":"16","str_save":"1","dex_save":"5","con_save":"3","int_save":"3","wis_save":"7","cha_save":"6","hit_die":"8","total_hit_dice":"8","acrobatics":"5","animal_handling":"4","arcana":"3","athletics":"1","deception":"6","history":"3","insight":"7","intimidation":"3","investigation":"9","medicine":"4","nature":"3","perception":"4","performance":"3","persuasion":"6","religion":"3","sleight_of_hands":"8","stealth":"11","survival":"9","proficiencies":"Deception, Insight, Persuasion, Sleight of Hand, Survival +2\r\n\r\nExpertise:\r\nInvestigation, Stealth","armor_class":"17","hit_points":"68","initiative":"5","speed":"30","proficiences_and_languages":"Light Armor, Medium Armor, Shields, Thieves Tools, disguise kit, poisoner's kit. Riddles.\r\n\r\nLanguages: Common, Manx, Thieves Can't\r\n\r\n60ft darkvision\r\n\r\nApplicant for the Artifacts guild","attacks":"Toll the Dead | [roll:1d8] | [roll:1d12] \r\nGuiding Bolt | [roll:1d20+7] | [roll:4d8]\r\nInflict Wounds | [roll:1d20+7] | [roll:3d10]\r\nShortbow | [roll:1d20+8] | [roll:1d8+5] \r\nTeeth Dagger| [roll:3d20kh1+8] | [roll:5d4+8] ","spellcasting":"Cantrips:\r\nGuidance\r\nResistance\r\nThaumaturgy\r\nToll The Dead\r\nMending\r\n\r\n1st Level:\r\nCharm Person\r\n[spoiler]V\/S\/ 30 ft\r\nYou attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.[\/spoiler]\r\nDisguise Self\r\n[spoiler]V\/S\/ 1 Hour\r\nYou make yourself\u2014including your clothing, armor, weapons, and other belongings on your person\u2014look 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.[\/spoiler]\r\nBane\r\n[spoiler]Conc. V\/S\/M 1 min.\r\nUp to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.[\/spoiler]\r\nCure Wounds\r\n[spoiler]V\/S\/\/ Touch\r\nA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.[\/spoiler]\r\nGuiding Bolt\r\n[spoiler]V\/S\/\/ 120ft\r\nA flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.[\/spoiler]\r\nPass Without a Trace\r\n[spoiler]Conc. V\/S\/M Self 1 Hour\r\nA veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.\r\n[\/spoiler]\r\nLesser Restoration\r\n[spoiler]Conc. V\/S\/M 60ft \r\nChoose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\r\n[\/spoiler]\r\nHold Person\r\n[spoiler]Conc. V\/S\/M 60ft \r\nChoose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.\r\n[\/spoiler]\r\nMirror Image\r\n[spoiler]V\/S\/ Self\r\nThree illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.\r\n\r\nEach time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.\r\n\r\nIf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.\r\n\r\nA duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.\r\n\r\nA creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.\r\n[\/spoiler]\r\nCalm Emotions\r\n[spoiler]Conc. V\/S\/ 30ft\r\nYou attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.\r\n\r\nYou can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\r\n\r\nAlternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.\r\n[\/spoiler]\r\nInflict Wounds\r\n[spoiler] V\/S\/ Touch\r\nMake a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.[\/spoiler]\r\nProtection from Evil and Good","equipment":"Leather Armor, Mace, Explorer's Pack (1 Backpack, 1 Bedroll, 1 Mess kit, 1 Tinderbox, 10 torches, 10 days of Rations, 1 Waterskin, 40 feet of Hempen rope), Shortbow, 36 arrows, 10 poisoned arrows\r\nHoly Symbol of the Graveyard Hag (Callieach): overflowing black cauldron\r\nThieves Tools\r\n1 Sticky Lizard Sack\r\nAnti-static comb\r\n1 Mushroom (Less potent downer)\r\nBrass ring (Red Cap)\r\n69 gp, 92 sp, and 54 bp\r\n\r\n3 vials of not blood","personality_trait":"Cold, Efficient, Ruthless, and Mischievous\r\n\r\nRoll for health\r\n[spoiler]8\/5\/5\/5\/5\/7\/5\/4[\/spoiler]","ideal":"","bond":"","flaw":"","features_and_traits":"Blessing of the Trickster\r\n[spoiler]Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.[\/spoiler]\r\nHeart of Darkness\r\n[spoiler]Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.[\/spoiler]\r\nHeartsick\r\n[spoiler]You feel emotions more keenly than others. Anything that causes an emotion effect is rolled at a disadvantage.[\/spoiler]\r\nAdaptive Physiology\r\n[spoiler]You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained[\/spoiler]\r\nDetect Scrying\r\n[spoiler]You may cast detect scrying once per day as a spell-like ability using your highest casting class for it.\r\nYou can see anything that is invisible due to divination magics.\r\nAny scrying done against you is counted as one level lower.[\/spoiler]\r\nImproved Blessing\r\n[spoiler]Add +1\/2 to the cleric\u2019s caster level for spells cast on worshipers of the cleric\u2019s deity. Increases healing \/other benefits. Roll d2 calling with number if called correctly you do gain a 1\/2 cleric level to additional target inclusion like bless.[\/spoiler]\r\nUnsettling Visage\r\n[spoiler]When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can\u2019t use it again until you finish a short or long rest.[\/spoiler]\r\nChange Appearance\r\n[spoiler]As an action, you can transform your appearance or revert to your natural form. You can\u2019t duplicate the appearance of a creature you\u2019ve never seen, and you revert to your natural form if you die.\r\nYou can only create a copy of what you have access to in the changeling storage zone. You can make yourself appear as a member of another race, though none of your game statistics change. You also can\u2019t appear as a creature of a different size than you, and your basic shape stays the same; if you\u2019re bipedal, you can\u2019t use this trait to become quadrupedal, for instance. Your clothing and other equipment don\u2019t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.\r\nYou have a shorter durations of ability to change into something not stored by using something such as blood, hair, fingernail to change to the others form. Each instance of this is shorter than the last.[\/spoiler]\r\nInscrutable\r\n[spoiler]Cause disadvantage on others when they are trying to insight you.\r\nEven to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection[\/spoiler]\r\n\r\n[spoiler]In pure changeling form\r\nClaw\r\nMelee Weapon Attack: +str\/dex to hit, reach 5 ft., one target. Hit: 1d4 + str\/dex slashing damage. On a crit apply 1d4 additional bleed damage.\r\nNatural Armor: when you are wearing no armor you gain an additional +1 AC\r\n20 ft Climb Speed[\/spoiler]\r\n\r\nSilver sap \r\n[spoiler]You hate silver, and it causes detriments to you. If you stay with contact long enough you will die. (in pure form, you are uncomfortable with it in a changed form)[\/spoiler]\r\nTurn Undead\r\n[spoiler]As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.[\/spoiler]\r\nExpertise\r\n[spoiler]Stealth and Investigation Expertise[\/spoiler]\r\nSneak Attack\r\n[spoiler]Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.[\/spoiler]\r\nThieves Can't\r\n[spoiler]During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.\r\n\r\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[\/spoiler]\r\nCunning Action\r\n[spoiler]You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.[\/spoiler]\r\nAssasinate\r\n[spoiler]You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.[\/spoiler]\r\nChannel Divinity\r\n[spoiler]Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.\r\n\r\nAs an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.\r\n\r\nFor the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.[\/spoiler]\r\nDetect Scrying\r\n[spoiler]You may cast detect scrying once per day as a spell-like ability using your highest casting class for it. You can see anything that is invisible due to divination magics. Any scrying done against you is counted as one level lower.[\/spoiler]\r\nImproved Blessings\r\n[spoiler]Add +1\/2 to the cleric\u2019s caster level for spells cast on worshipers of the cleric\u2019s deity. Increases healing \/other benefits. Roll d2 calling with number if called correctly you do gain a 1\/2 cleric level to additional target inclusion like bless.[\/spoiler]\r\nElven Accuracy\r\n[spoiler]The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:\r\n- Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\r\n- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.[\/spoiler]","total_spell_slots_1":"4","total_spell_slots_2":"3","total_spell_slots_3":"2","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":"Blink, Dispel Magic, Spirit Guardians, Sending","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":"502619","world":""}