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  1. {"character":{"id":6435854,"readonlyUrl":"https://dndbeyond.com/characters/6435854","avatarUrl":"https://media-waterdeep.cursecdn.com/avatars/thumbnails/4809/870/200/150/636771425450769594.jpeg","frameAvatarUrl":"","backdropAvatarUrl":"","smallBackdropAvatarUrl":"","largeBackdropAvatarUrl":"","thumbnailBackdropAvatarUrl":"","defaultBackdrop":{"backdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/484/636453131399186965.jpeg","smallBackdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/485/636453131399655733.jpeg","largeBackdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/486/636453131400280753.jpeg","thumbnailBackdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/487/636453131400749482.jpeg"},"avatarId":4809870,"frameAvatarId":null,"backdropAvatarId":null,"smallBackdropAvatarId":null,"largeBackdropAvatarId":null,"thumbnailAvatarId":null,"themeColorId":null,"themeColor":null,"name":"Dameon snow ","socialName":null,"gender":"Male","faith":null,"age":19,"hair":"brown","eyes":"Dark Brown","skin":"Light tan","height":"6.0","weight":164,"inspiration":false,"baseHitPoints":28,"bonusHitPoints":null,"overrideHitPoints":null,"removedHitPoints":0,"temporaryHitPoints":0,"currentXp":6500,"alignmentId":null,"lifestyleId":null,"stats":[{"id":1,"name":null,"value":14},{"id":2,"name":null,"value":13},{"id":3,"name":null,"value":8},{"id":4,"name":null,"value":15},{"id":5,"name":null,"value":10},{"id":6,"name":null,"value":12}],"bonusStats":[{"id":1,"name":null,"value":null},{"id":2,"name":null,"value":null},{"id":3,"name":null,"value":null},{"id":4,"name":null,"value":null},{"id":5,"name":null,"value":null},{"id":6,"name":null,"value":null}],"overrideStats":[{"id":1,"name":null,"value":null},{"id":2,"name":null,"value":null},{"id":3,"name":null,"value":null},{"id":4,"name":null,"value":null},{"id":5,"name":null,"value":null},{"id":6,"name":null,"value":null}],"background":{"hasCustomBackground":false,"definition":{"id":32,"entityTypeId":1669830167,"name":"Pirate","description":"<p>You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span> something new.</span></p>\r\n<p>Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span>with all hands?</span></p>\r\n<p>What were your duties on board &mdash; boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span> or on the run?</span></p>\r\n<p><span>You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You&rsquo;ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you&rsquo;ve garnered a somewhat unsavory reputation in ma<span>ny a port town.</span></span></p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<p><strong><span>Skill Proficiencies: </span></strong><span></span>Athlet<span>ics, Perception<br></span><strong><span>Tool Proficiencies:</span></strong> Navigator&rsquo;s tools, v<span>ehicles (water)<br></span><strong><span>Equipment:</span></strong> A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch c<span>ontaining 10 gp</span></p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>&nbsp;</h5>\r\n<blockquote>\r\n<p><strong>&nbsp;FEATURE: BAD REPUTATION</strong>&nbsp;</p>\r\n<p>No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span>nt attachments.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My friends know they can rely on me, no matter what.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I work hard so that I can play hard when the work is done.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I enjoy sailing into new ports and making new friends over a flagon of ale.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I stretch the truth for the sake of a good story.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>To me, a tavern brawl is a nice way to get to know a new city.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I never pass up a friendly wager.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>My language is as foul as an otyugh nest.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I like a job well done, especially if I can convince someone else to do it.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span>Respect. </span>The thing that keeps a ship together is mutual respect between captain and crew. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span>Fairness. </span>We all do the work, so we all share in the rewards. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span>Freedom. </span>The sea is freedom &mdash; the freedom to go anywhere and do anything. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span>Mastery.</span> I&rsquo;m a predator, and the other ships on the sea are my prey. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span>People.</span> I&rsquo;m committed to my crewmates, not to ideals. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span>Aspiration.</span> Someday I&rsquo;ll own my own ship and chart my own destiny. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I&rsquo;m loyal to my captain first, everything else second.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The ship is most important &mdash; crewmates and captains come and go.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I&rsquo;ll always remember my first ship.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>In a harbor town, I have a paramour whose eyes nearly stole me from the sea.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I was cheated out of my fair share of the profits, and I want to get my due.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I follow orders, even if I think they&rsquo;re wrong.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I&rsquo;ll say anything to avoid having to do extra work.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Once someone questions my courage, I never back down no matter how dangerous the situation.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Once I start drinking, it&rsquo;s hard for me to stop.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can&rsquo;t help but pocket loose coins and other trinkets I come across.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>My pride will probably lead to my destruction.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span> something new.</span></p>\r\n<p>Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span>with all hands?</span></p>\r\n<p>What were your duties on board &mdash; boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span> or on the run?</span></p>\r\n<p><span>You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You&rsquo;ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you&rsquo;ve garnered a somewhat unsavory reputation in ma<span>ny a port town.</span></span></p>","skillProficienciesDescription":"Athletics, Perception","toolProficienciesDescription":"Navigator&rsquo;s tools, vehicles (water)","languagesDescription":"","equipmentDescription":"A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10 gp","featureName":"Bad Reputation","featureDescription":"<p>No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span>nt attachments.</span></p>","suggestedProficiencies":["Athletics","Perception"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":690,"description":"My friends know they can rely on me, no matter what.","diceRoll":1},{"id":691,"description":"I work hard so that I can play hard when the work is done.","diceRoll":2},{"id":692,"description":"I enjoy sailing into new ports and making new friends over a flagon of ale.","diceRoll":3},{"id":693,"description":"I stretch the truth for the sake of a good story.","diceRoll":4},{"id":694,"description":"To me, a tavern brawl is a nice way to get to know a new city.","diceRoll":5},{"id":695,"description":"I never pass up a friendly wager.","diceRoll":6},{"id":696,"description":"My language is as foul as an otyugh nest.","diceRoll":7},{"id":697,"description":"I like a job well done, especially if I can convince someone else to do it.\t","diceRoll":8}],"ideals":[{"id":698,"description":"Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)","diceRoll":1},{"id":699,"description":"Fairness. We all do the work, so we all share in the rewards. (Lawful)","diceRoll":2},{"id":700,"description":"Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic)","diceRoll":3},{"id":701,"description":"Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil)\t","diceRoll":4},{"id":702,"description":"People. I’m committed to my crewmates, not to ideals. (Neutral)","diceRoll":5},{"id":703,"description":"Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)","diceRoll":6}],"bonds":[{"id":704,"description":"I’m loyal to my captain first, everything else second.","diceRoll":1},{"id":705,"description":"The ship is most important — crewmates and captains come and go.","diceRoll":2},{"id":706,"description":"I’ll always remember my first ship.","diceRoll":3},{"id":707,"description":"In a harbor town, I have a paramour whose eyes nearly stole me from the sea.","diceRoll":4},{"id":708,"description":"I was cheated out of my fair share of the profits, and I want to get my due.","diceRoll":5},{"id":709,"description":"Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.","diceRoll":6}],"flaws":[{"id":710,"description":"I follow orders, even if I think they’re wrong.","diceRoll":1},{"id":711,"description":"I’ll say anything to avoid having to do extra work.","diceRoll":2},{"id":712,"description":"Once someone questions my courage, I never back down no matter how dangerous the situation.\t","diceRoll":3},{"id":713,"description":"Once I start drinking, it’s hard for me to stop.","diceRoll":4},{"id":714,"description":"I can’t help but pocket loose coins and other trinkets I come across.","diceRoll":5},{"id":715,"description":"My pride will probably lead to my destruction.","diceRoll":6}]},"customBackground":{"id":6435854,"entityTypeId":1581111423,"name":null,"description":null,"featuresBackground":null,"characteristicsBackground":null,"backgroundType":null}},"race":{"entityRaceId":1,"entityRaceTypeId":1743923279,"fullName":"Human","baseRaceId":null,"description":"<p>Humans are the most adaptable and ambitious people among the common races.&nbsp;Whatever drives them, humans are the innovators, the achievers, and the pioneers o<span>f the worlds.</span></p>\r\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed\"><strong>Racial Traits</strong><br>+1 to All Ability Scores, Extra Language</p>","avatarUrl":"https://media-waterdeep.cursecdn.com/avatars/thumbnails/6/257/315/315/636271801913545018.png","largeAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/6/258/636271801914013762.png","portraitAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/9/386/636327460764467148.jpeg","moreDetailsUrl":"/characters/races/human","isHomebrew":false,"sourceIds":[1,2],"groupIds":[1],"type":1,"subRaceShortName":null,"baseName":"Human","racialTraits":[{"definition":{"id":101,"entityTypeId":1960452172,"displayOrder":1,"name":"Ability Score Increase","description":"<p>&nbsp;Your ability scores each i<span>ncrease by 1.</span></p>","snippet":"","hideInBuilder":false,"hideInSheet":false,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":31,"creatureRules":[]}},{"definition":{"id":150,"entityTypeId":1960452172,"displayOrder":2,"name":"Age","description":"<p>Humans reach adulthood in their late teens and live less than a century.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":31,"creatureRules":[]}},{"definition":{"id":151,"entityTypeId":1960452172,"displayOrder":3,"name":"Alignment","description":"<p>&nbsp;Humans tend toward no particular alignment. The best and the worst are found among them.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":31,"creatureRules":[]}},{"definition":{"id":152,"entityTypeId":1960452172,"displayOrder":4,"name":"Size","description":"<p>Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":31,"creatureRules":[]}},{"definition":{"id":153,"entityTypeId":1960452172,"displayOrder":5,"name":"Speed","description":"<p>Your base walking speed is 30 feet.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":31,"creatureRules":[]}},{"definition":{"id":64,"entityTypeId":1960452172,"displayOrder":6,"name":"Languages","description":"<p>You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.</p>","snippet":"You can speak, read, and write Common and one extra language.","hideInBuilder":false,"hideInSheet":false,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":31,"creatureRules":[]}}],"weightSpeeds":{"normal":{"walk":30,"fly":0,"burrow":0,"swim":0,"climb":0},"encumbered":null,"heavilyEncumbered":null,"pushDragLift":null,"override":null},"featIds":[88,197,200,201,225,280,284,297,299,355,396,413,507,606,607,633,683,754,794,796,808,845,861,856,854,855,859,857,993,1063,1112,1132,1172,1227,1237,1246,1316,1327,1441,1442,1455,1514,1567,1608,1629,1659,1708,1751,1788,1789,1791,2156,2157,2203,2221,2248,2269,2369,2464,2553,2620,2630,2673,2883,2922,2929,2961,3190,3272,3289,3428,3443,3650,3698,3767,3800,3885,4109,4192,4310,4338,4356,4432,4438,4504,4535,4541,4718,4723,4802,4822,4893,4973,4976,4995,5047,5076,5145,5232,5589,5623,5691,5804,5851,5857,5960,5962,5964,6046,6087,6090,6152,6225,6274,6474,6484,6549,6553,6555,6557,6566,6567,6568,6571,6572,6574,6612,6777,6833,6919,6941,7049,7204,7206,7336,6805,7656,7671,7702,7817,7886,8030,8032,8036,8037,8044,8053,8194,8354,8355,8358,8431,8432,8496,8606,8646,8648,8657,9132,9183,9229,9397,9604,9605,9624,9659,9705,9707,9730,9779,9840,9871,9953,10082,10083,10105,10131,10220,10539,10595,10649,10726,10863,10900,11234,1335,11413,11414,11708,5073,12008,12056,12184,12273,12450,12454,12474,12579,12593,12596,12598,12796,12944,13090,13342,13382,13379,13402,13506,13519,13610,13751,13752,13822,14092,14108,14113,14116,14215,14325,14336,14468,14686,14688,14689,14690,14860,14869,14957,15268,15410,15743,15790,15791,15792,15793,15794,15858,15948,15955,16007,16025,16162,16289,16367,16368,16426,16433,16436,16518,16549,16552,16633,16685,16761,16811,16929,16971,17047,17148,17642,17660,17986,18137,18259,18412,18620,18675,18918,18112,19321,19349,19351,19472,19621,19626,19650,19651,19659,19735,19752,19753,19801,20012,20153,20255,20306,20315,20474,21050,21052,21060,21149,21150,21191,21433,21434,21444,21448,21455,21469,21525,21578,21581,20643,21647,21690,21885,21915,21922,22070,22352,22424,22464,22466,22596,1736,23040,23143,23230,23254,23443,23581,23718,23801,24006,24208,24211,24304,24511,24562,19701,24939,24942,18932,24951,25021,25313,25323,25318,25375,25467,25631,25706,25729,25862,26119,26369,26373,26416,26437,26469,26651,27092,27493,27497,27548,27549,27588,27628,27629,27633,28021,28023,28164,28217,28248,28292,28359,28509,28531,28620,28622,28788,28978,29064,29113,29127,29172,29391,29454,29482,29729,29768,29910,29971,30070,30263,30338,30340,30502,30503,30843,31008,31391,31553,31685,31723,31792,31850,31851,32021,32038,32078,32090,32093,32177,32178,32183,32254,32338,32522,32757,32765,32976,33338,33282,33450,33575,33684,33710,33730,33789,33801,33953,34013,34124,34237,34403,34815,34944,34943,35083,35147,35180,35257,35262,35319,35429,35537,35748,35755,35844,35907,36013,36190,36202,36204,36414,36446,36528,36584,36666,36692,37000,37010,37092,37124,37148,37159,37361,37387,37388,37441,37518,37549,37642,37662,37773,38033,38094,38123,38127,38131,38242,38434,38548,38976,39061,39112,39127,39235,39470,39476,39593,39595,39691,39714,39715,39716,39717,39759,39862,39873,39875,39879,39881,39935,40096,40149,40306,40406,40512,40535,40590,40753,40781,40828,41078,41153,41201,41213,41397,41446,41568,41604,41495,41653,41697,41698,41710,41711,41750,41795,42035,42071,42199,42205,42206,42367,42407,42514,42525,42616,42619,42676,42686,42688,42702,42716,42770,42777,42806,43012,43050,43119,43238,43330,43361,43362,43842,43862,43904,43022,43980,43609,44102,44125,44126,44250,44255,44333,44482,44809,44868,44931,45015,45063,45132,45408,45451,45564,45609,45617,45619,45736,46113,46115,46266,46295,46299,46300,46312,46332,46408,46410,47046,47058,47135,47136,47269,47545,47551,47560,47822,47842,48135,16627,48274,48289,48393,48437,48734,48744,48881,48907,48978,48979,49079,49256,49431,49452,49459,49506,49527],"size":"Medium"},"notes":{"allies":null,"personalPossessions":"a belaying pin (club)\na rabbit foot","otherHoldings":null,"organizations":null,"enemies":null,"backstory":"I am the son of a pirate named captain snow or as I know him Drake Snow he controls one side of the sea. I was basically born on a ship i am part of his crew i helped him take care of the ship and navigate it when i was a kid. And when i turned 15 i became his first mate as i was young i still had more experience then most of the rest of the crew. when i was 21 we were sailing the sea one time when we ran into another group of pirates from first site wasn't that big of a deal we dealt with all kinds of pirates before. what we didn't know is that these pirates were more prepared and better equipped then us we fought them by cannon for a while until they decided to jump onto our ship what we didn't know before the attack was that these pirates weren't ordinary pirates they were the saint Laurent is what they called there boat and there captain captain RJ keeper. one of the worlds most deadly pirate crews we knew we couldn't win and just as the entire ship of ours was being takin over my father shoved me off i blacked out after that. I woke up in a small hut somewhere on the shore apparently some fishermen found me in the water a few miles out said it was nearly impossible for me to still be alive apparently i was out there for a day or two some thing i found out about the pirates that attacked us tho is that they take prisoners and use them as slaves basically there tools until they cant work anymore then the kill them so i knew from that that my father might still be alive so im trying to learn all i can about these pirates and go and save my dad and any crew left if any are still alive as him not being there the 3rd in command brooks is in charge with the rest of our fleet there are multiple ships in it and we control the west side of the sea. Are pirates are known as snows fatal army. And we serve under the god of weather Kallik. And each pirate in our crew has a tattoo of our flag.","otherNotes":null},"traits":{"personalityTraits":null,"ideals":null,"bonds":null,"flaws":null,"appearance":null},"preferences":{"useHomebrewContent":true,"progressionType":1,"encumbranceType":1,"ignoreCoinWeight":true,"hitPointType":1,"showUnarmedStrike":true,"showCompanions":false,"showWildShape":false,"primarySense":5,"primaryMovement":1,"privacyType":3,"sharingType":2,"abilityScoreDisplayType":2},"lifestyle":null,"inventory":[{"id":57130577,"entityTypeId":1439493548,"definition":{"baseItemId":8,"baseArmorName":"Shield","strengthRequirement":null,"armorClass":2,"stealthCheck":1,"id":8,"baseTypeId":701257905,"entityTypeId":701257905,"canEquip":true,"magic":false,"name":"Shield","snippet":null,"weight":6.00,"type":"Shield","description":"<p>A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Armor","cost":10.0000,"isPack":false,"tags":["Warding"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":true,"limitedUse":null},{"id":57130566,"entityTypeId":1439493548,"definition":{"baseItemId":10,"baseArmorName":"Leather","strengthRequirement":null,"armorClass":11,"stealthCheck":1,"id":10,"baseTypeId":701257905,"entityTypeId":701257905,"canEquip":true,"magic":false,"name":"Leather","snippet":null,"weight":10.00,"type":"Light Armor","description":"<p>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Armor","cost":10.0000,"isPack":false,"tags":["Warding"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":true,"limitedUse":null},{"displayAsAttack":null,"id":57130565,"entityTypeId":1439493548,"definition":{"baseItemId":11,"damage":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"damageType":"Bludgeoning","fixedDamage":null,"properties":[],"attackType":1,"categoryId":1,"range":5,"longRange":5,"isMonkWeapon":true,"weaponBehaviors":[],"id":11,"baseTypeId":1782728300,"entityTypeId":1782728300,"canEquip":true,"magic":false,"name":"Mace","snippet":null,"weight":4.00,"type":"Mace","description":"<p>Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Weapon","cost":5.0000,"isPack":false,"tags":["Damage","Combat"],"grantedModifiers":[]},"quantity":1,"isAttuned":null,"equipped":true,"limitedUse":null},{"displayAsAttack":null,"id":57130567,"entityTypeId":1439493548,"definition":{"baseItemId":15,"damage":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"damageType":"Piercing","fixedDamage":null,"properties":[{"id":24,"name":"Ammunition","description":"You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. \r\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" later in the section). A sling must be loaded to deal any damage when used in this way. ","notes":null},{"id":25,"name":"Loading","description":"Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. ","notes":null},{"id":26,"name":"Range","description":"A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. ","notes":null},{"id":27,"name":"Two-Handed","description":"This weapon requires two hands when you attack with it. ","notes":null}],"attackType":2,"categoryId":1,"range":80,"longRange":320,"isMonkWeapon":false,"weaponBehaviors":[],"id":15,"baseTypeId":1782728300,"entityTypeId":1782728300,"canEquip":true,"magic":false,"name":"Crossbow, Light","snippet":null,"weight":5.00,"type":"Crossbow, Light","description":"<p>Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Weapon","cost":25.0000,"isPack":false,"tags":["Damage","Combat"],"grantedModifiers":[]},"quantity":1,"isAttuned":null,"equipped":true,"limitedUse":null},{"displayAsAttack":null,"id":57130568,"entityTypeId":1439493548,"definition":{"subType":"Ammunition","isConsumable":true,"weaponBehaviors":[],"id":3,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":true,"magic":false,"name":"Crossbow Bolts","snippet":null,"weight":1.50,"type":"Gear","description":"<p>Crossbow bolts are&nbsp;used with&nbsp;a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":20,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":1.0000,"isPack":false,"tags":["Damage","Combat"],"grantedModifiers":[]},"quantity":20,"isAttuned":false,"equipped":true,"limitedUse":null},{"displayAsAttack":null,"id":57130569,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":20,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Backpack","snippet":null,"weight":5.00,"type":"Gear","description":"<p>A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold&nbsp;1 cubic foot/ 30 pounds of gear.</p>\r\n<p>You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":2.0000,"isPack":false,"tags":["Container"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130570,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":24,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Bedroll","snippet":null,"weight":7.00,"type":"Gear","description":"<p>You never know where you&rsquo;re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":1.0000,"isPack":false,"tags":["Utility"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130580,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":38,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Clothes, Common","snippet":null,"weight":3.00,"type":"Gear","description":"<p>This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.5000,"isPack":false,"tags":["Social","Outerwear"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130571,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":61,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Mess Kit","snippet":null,"weight":1.00,"type":"Gear","description":"<p>This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.2000,"isPack":false,"tags":["Social","Utility"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130574,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":75,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Rations (1 day)","snippet":null,"weight":2.00,"type":"Gear","description":"<p>Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.5000,"isPack":false,"tags":["Social","Utility","Consumable"],"grantedModifiers":[]},"quantity":10,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130576,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":77,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Rope, Hempen (50 feet)","snippet":null,"weight":10.00,"type":"Gear","description":"<p>Rope,&nbsp;has 2 hit points and can be burst with a DC 17 Strength check.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":1.0000,"isPack":false,"tags":["Utility","Exploration"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130579,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":78,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Rope, Silk (50 feet)","snippet":null,"weight":5.00,"type":"Gear","description":"<p>Rope,&nbsp;has 2 hit points and can be burst with a DC 17 Strength check.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":10.0000,"isPack":false,"tags":["Utility","Exploration"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130572,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":90,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Tinderbox","snippet":null,"weight":1.00,"type":"Gear","description":"<p>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.</p>\r\n<p>&nbsp;</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.5000,"isPack":false,"tags":["Utility","Exploration"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130573,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":91,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Torch","snippet":null,"weight":1.00,"type":"Gear","description":"<p>A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.0010,"isPack":false,"tags":["Damage","Utility","Exploration","Combat"],"grantedModifiers":[]},"quantity":10,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130575,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":92,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Waterskin","snippet":null,"weight":5.00,"type":"Gear","description":"<p>A waterskin can hold&nbsp;4 pints of liquid.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.2000,"isPack":false,"tags":["Container"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":57130578,"entityTypeId":1439493548,"definition":{"subType":"Holy Symbol","isConsumable":false,"weaponBehaviors":[],"id":213,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Holy Symbol","snippet":null,"weight":0.00,"type":"Gear","description":"<p>A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the&nbsp;<a href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting#MaterialM\" rel=\"nofollow\">Spellcasting</a>&nbsp;section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.0000,"isPack":false,"tags":["Utility"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null}],"currencies":{"cp":0,"sp":0,"gp":10,"ep":0,"pp":0},"classes":[{"id":7100611,"entityTypeId":1446578651,"level":5,"isStartingClass":true,"hitDiceUsed":0,"definition":{"id":2,"name":"Cleric","description":"<p>A priestly champion who wields divine magic in service of a higher power</p>\r\n<p class=\"characters-statblock\" style=\"font-family:Roboto Condensed;font-size:14px\"><strong>Hit Die:</strong> d8<br><strong>Primary Ability:</strong>&nbsp;Wisdom<br><strong>Saves:</strong>&nbsp;Wisdom &amp; Charisma</p>","equipmentDescription":"<p>You start with the following equipment, in addition to the equipment granted by your background:</p>\r\n<ul>\r\n<li>(<span>a</span>) a mace or (<span>b</span>) a warhammer (if proficient)</li>\r\n<li>(<span>a</span>) scale mail, (<span>b</span>) leather armor, or (<span>c</span>) chain mail (if proficient)</li>\r\n<li>(<span>a</span>) a light crossbow and 20 bolts or (<span>b</span>) any simple weapon</li>\r\n<li>(<span>a</span>) a priest&rsquo;s pack or (<span>b</span>) an explorer&rsquo;s pack</li>\r\n<li>A shield and a holy symbol</li>\r\n</ul>","parentClassId":null,"avatarUrl":"https://media-waterdeep.cursecdn.com/avatars/thumbnails/6/370/315/315/636272706154751958.png","largeAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/6/371/636272706155064423.png","portraitAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/10/2/636336417054144618.jpeg","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sourceIds":[1],"hitDice":8,"classFeatures":[{"id":533,"name":"Hit Points","prerequisite":null,"description":"<p><strong><span>Hit Dice: </span></strong>1d8 per<span> cleric level<br></span><strong><span>Hit Points at 1st Level:</span></strong> 8 + your Constitu<span>tion modifier<br></span><strong><span>Hit Points at Higher Levels:</span></strong> 1d8 (or 5) + your Constitution modifier per cleric le<span>vel after 1st</span></p>","requiredLevel":1,"displayOrder":1},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"<p><strong><span>Armor:</span></strong> Light armor, medium a<span>rmor, shields<br></span><strong><span>Weapons:</span></strong> S<span>imple weapons<br></span><strong><span>Tools: </span></strong>None<br><strong><span>Saving Throws: </span></strong>Wis<span>dom, Charisma<br></span><strong><span>Skills:</span></strong> Choose two from History, Insight, Medicine, Persuasion,<span> and Religion</span></p>","requiredLevel":1,"displayOrder":2},{"id":108,"name":"Spellcasting","prerequisite":null,"description":"<p>As a conduit for divine power, you can cast cleric spells. See <span style=\"color:#9c0\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\" rel=\"nofollow\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#936\"><a style=\"color:#704cd9\" href=\"https://www.dndbeyond.com/spells?filter-class=2&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\" rel=\"nofollow\">Spells Listing</a></span>&nbsp;for the cleric spell list.</p>\r\n<h5>Cantrips</h5>\r\n<p>At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the <span>Cleric table.</span></p>\r\n<h5>Preparing and Casting Spells</h5>\r\n<p>The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell&rsquo;s level or higher. You regain all expended spell slots when you finish<span> a long rest.</span></p>\r\n<p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have<span> spell slots.</span></p>\r\n<p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span>cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of pre<span>pared spells.</span></p>\r\n<p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell <span>on your list.</span></p>\r\n<h5>Spellcasting Ability</h5>\r\n<p>Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p><strong><span>Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p><strong><span>Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5>Ritual Casting</h5>\r\n<p>You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the sp<span>ell prepared.</span></p>\r\n<h5>Spellcasting Focus</h5>\r\n<p>You can use a holy symbol (see the <span style=\"color:#47d18c\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\" rel=\"nofollow\">Adventuring Gear</a></span> section) as a spellcasting focus for your c<span>leric spells.</span></p>","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"<p>Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the <em>Player&rsquo;s Handbook</em> for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and<span> 17th levels.</span></p>\r\n<h5>Domain Spells</h5>\r\n<p>Each domain has a list of spells &mdash; its domain spells &mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prep<span>are each day.</span></p>\r\n<p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric s<span>pell for you.</span></p>","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"<p>At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain<span> description.</span></p>\r\n<p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Di<span>vinity again.</span></p>\r\n<p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric s<span>pell save DC.</span></p>\r\n<p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your e<span>xpended uses.</span></p>\r\n<h5>Channel Divinity: Turn Undead</h5>\r\n<p>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 take<span>s any damage.</span></p>\r\n<p>A turned creature must spend its turns trying to move as far away from you as it can, and it can&rsquo;t willingly move to a space within 30 feet of you. It also can&rsquo;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&rsquo;s nowhere to move, the creature can use the <span>Dodge action.</span></p>","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When 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&rsquo;t increase an ability score above 20 using <span>this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"<p>Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy <span>Undead table.</span></p>\r\n<h4>Destroy Undead Table</h4>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>\r\n<p>Cleric Level</p>\r\n</th>\r\n<th>\r\n<p>Destroys Undead of CR ...</p>\r\n</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>\r\n<p>5th</p>\r\n</td>\r\n<td>\r\n<p>1/2 or lower</p>\r\n</td>\r\n</tr>\r\n<tr>\r\n<td>\r\n<p>8th</p>\r\n</td>\r\n<td>\r\n<p>1 or lower</p>\r\n</td>\r\n</tr>\r\n<tr>\r\n<td>\r\n<p>11th</p>\r\n</td>\r\n<td>\r\n<p>2 or lower</p>\r\n</td>\r\n</tr>\r\n<tr>\r\n<td>\r\n<p>14th</p>\r\n</td>\r\n<td>\r\n<p>3 or lower</p>\r\n</td>\r\n</tr>\r\n<tr>\r\n<td>\r\n<p>17th</p>\r\n</td>\r\n<td>\r\n<p>4 or lower</p>\r\n</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p>&nbsp;</p>","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 8th level, and again at 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&rsquo;t increase an ability score above 20 using <span>this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":8,"displayOrder":8},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"<p>Beginning at 10th level, you can call on your deity to intervene on your behalf when your n<span>eed is great.</span></p>\r\n<p>Imploring your deity&rsquo;s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be<span> appropriate.</span></p>\r\n<p>If your deity intervenes, you can&rsquo;t use this feature again for 7 days. Otherwise, you can use it again after you finish<span> a long rest.</span></p>\r\n<p>At 20th level, your call for intervention succeeds automatically, no r<span>oll required.</span></p>","requiredLevel":10,"displayOrder":10},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 12th level, and again at 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&rsquo;t increase an ability score above 20 using <span>this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 16th level, and again at 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&rsquo;t increase an ability score above 20 using <span>this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 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&rsquo;t increase an ability score above 20 using <span>this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":19,"displayOrder":16}],"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":1,"sourcePageNumber":null},"subclassDefinition":{"id":33,"name":"Trickery Domain","description":"<p>Gods of trickery &mdash; such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki &mdash; are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They&rsquo;re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct c<span>onfrontation.</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#TrickeryDomain","spellCastingAbilityId":5,"sourceIds":[2],"hitDice":8,"classFeatures":[{"id":154,"name":"Blessing of the Trickster","prerequisite":null,"description":"<p>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.</p>","requiredLevel":1,"displayOrder":1},{"id":155,"name":"Channel Divinity: Invoke Duplicity","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</p>\r\n<p>As 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.</p>\r\n<p>For the duration, you can cast spells as though you were in the illusion&rsquo;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.</p>","requiredLevel":2,"displayOrder":2},{"id":156,"name":"Channel Divinity: Cloak of Shadows","prerequisite":null,"description":"<p>Starting at 6th level, you can use your Channel Divinity to vanish.</p>\r\n<p>As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.</p>","requiredLevel":6,"displayOrder":3},{"id":157,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with poison &mdash; a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","requiredLevel":8,"displayOrder":4},{"id":158,"name":"Improved Duplicity","prerequisite":null,"description":"<p>At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.</p>","requiredLevel":17,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":2,"sourcePageNumber":62},"classFeatures":[{"definition":{"id":154,"entityTypeId":12168134,"displayOrder":100,"name":"Blessing of the Trickster","description":"<p>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.</p>","snippet":"As an action you can touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks for 1 hour or until you use this feature again.","activation":{"activationTime":1,"activationType":1},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":true,"limitedUse":[{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":63,"creatureRules":[]},"levelScale":null},{"definition":{"id":533,"entityTypeId":12168134,"displayOrder":1,"name":"Hit Points","description":"<p><strong><span>Hit Dice: </span></strong>1d8 per<span> cleric level<br></span><strong><span>Hit Points at 1st Level:</span></strong> 8 + your Constitu<span>tion modifier<br></span><strong><span>Hit Points at Higher Levels:</span></strong> 1d8 (or 5) + your Constitution modifier per cleric le<span>vel after 1st</span></p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":57,"creatureRules":[]},"levelScale":null},{"definition":{"id":461,"entityTypeId":12168134,"displayOrder":2,"name":"Proficiencies","description":"<p><strong><span>Armor:</span></strong> Light armor, medium a<span>rmor, shields<br></span><strong><span>Weapons:</span></strong> S<span>imple weapons<br></span><strong><span>Tools: </span></strong>None<br><strong><span>Saving Throws: </span></strong>Wis<span>dom, Charisma<br></span><strong><span>Skills:</span></strong> Choose two from History, Insight, Medicine, Persuasion,<span> and Religion</span></p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><strong><span>Armor:</span></strong> Light armor, medium a<span>rmor, shields</span></p>","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":57,"creatureRules":[]},"levelScale":null},{"definition":{"id":108,"entityTypeId":12168134,"displayOrder":3,"name":"Spellcasting","description":"<p>As a conduit for divine power, you can cast cleric spells. See <span style=\"color:#9c0\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\" rel=\"nofollow\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#936\"><a style=\"color:#704cd9\" href=\"https://www.dndbeyond.com/spells?filter-class=2&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\" rel=\"nofollow\">Spells Listing</a></span>&nbsp;for the cleric spell list.</p>\r\n<h5>Cantrips</h5>\r\n<p>At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the <span>Cleric table.</span></p>\r\n<h5>Preparing and Casting Spells</h5>\r\n<p>The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell&rsquo;s level or higher. You regain all expended spell slots when you finish<span> a long rest.</span></p>\r\n<p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have<span> spell slots.</span></p>\r\n<p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span>cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of pre<span>pared spells.</span></p>\r\n<p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell <span>on your list.</span></p>\r\n<h5>Spellcasting Ability</h5>\r\n<p>Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p><strong><span>Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p><strong><span>Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5>Ritual Casting</h5>\r\n<p>You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the sp<span>ell prepared.</span></p>\r\n<h5>Spellcasting Focus</h5>\r\n<p>You can use a holy symbol (see the <span style=\"color:#47d18c\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\" rel=\"nofollow\">Adventuring Gear</a></span> section) as a spellcasting focus for your c<span>leric spells.</span></p>","snippet":"You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC {{savedc:wis}}, Spell Attack {{spellattack:wis}}) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><em>This feature is affected by multiclassing</em>. See the <a href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/customization-options#ClassFeatures\" rel=\"nofollow\">Multiclassing</a> rules for more information.</p>\r\n<p>As a conduit for divine power, you can cast cleric spells. See <span style=\"color:#9c0\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\" rel=\"nofollow\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color:#936\"><a style=\"color:#704cd9\" href=\"https://www.dndbeyond.com/spells?filter-class=2&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\" rel=\"nofollow\">Spells Listing</a></span>&nbsp;for the cleric spell list.</p>\r\n<h5>Cantrips</h5>\r\n<p>At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the <span>Cleric table.</span></p>\r\n<h5>Preparing and Casting Spells</h5>\r\n<p>The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell&rsquo;s level or higher. You regain all expended spell slots when you finish<span> a long rest.</span></p>\r\n<p>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have<span> spell slots.</span></p>\r\n<p>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span>cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn&rsquo;t remove it from your list of pre<span>pared spells.</span></p>\r\n<p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell <span>on your list.</span></p>\r\n<h5>Spellcasting Ability</h5>\r\n<p>Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p><strong><span>Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p><strong><span>Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5>Ritual Casting</h5>\r\n<p>You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the sp<span>ell prepared.</span></p>\r\n<h5>Spellcasting Focus</h5>\r\n<p>You can use a holy symbol (see the <span style=\"color:#47d18c\"><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\" rel=\"nofollow\">Adventuring Gear</a></span> section) as a spellcasting focus for your c<span>leric spells.</span></p>","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":58,"creatureRules":[]},"levelScale":null},{"definition":{"id":109,"entityTypeId":12168134,"displayOrder":4,"name":"Divine Domain","description":"<p>Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the <em>Player&rsquo;s Handbook</em> for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and<span> 17th levels.</span></p>\r\n<h5>Domain Spells</h5>\r\n<p>Each domain has a list of spells &mdash; its domain spells &mdash; that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn&rsquo;t count against the number of spells you can prep<span>are each day.</span></p>\r\n<p>If you have a domain spell that doesn&rsquo;t appear on the cleric spell list, the spell is nonetheless a cleric s<span>pell for you.</span></p>","snippet":"You choose a divine domain that grants you additional spells and other features related to your deity.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":58,"creatureRules":[]},"levelScale":null},{"definition":{"id":155,"entityTypeId":12168134,"displayOrder":200,"name":"Channel Divinity: Invoke Duplicity","description":"<p>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</p>\r\n<p>As 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.</p>\r\n<p>For the duration, you can cast spells as though you were in the illusion&rsquo;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.</p>","snippet":"As an action, you can use Channel Divinity to create an 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 within 30 ft. of you. As a bonus action, you can move the illusion up to 30 ft., but it must remain within 120 ft.of you. You can cast spells as the illusion, and 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.","activation":{"activationTime":1,"activationType":1},"multiClassDescription":"","requiredLevel":2,"isSubClassFeature":true,"limitedUse":[{"level":null,"uses":1},{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":63,"creatureRules":[]},"levelScale":null},{"definition":{"id":110,"entityTypeId":12168134,"displayOrder":5,"name":"Channel Divinity","description":"<p>At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain<span> description.</span></p>\r\n<p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Di<span>vinity again.</span></p>\r\n<p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric s<span>pell save DC.</span></p>\r\n<p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your e<span>xpended uses.</span></p>\r\n<h5>Channel Divinity: Turn Undead</h5>\r\n<p>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 take<span>s any damage.</span></p>\r\n<p>A turned creature must spend its turns trying to move as far away from you as it can, and it can&rsquo;t willingly move to a space within 30 feet of you. It also can&rsquo;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&rsquo;s nowhere to move, the creature can use the <span>Dodge action.</span></p>","snippet":"You can channel divine energy to fuel magical effects a number of times per short rest based on your level: [2nd] 1, [6th] 2, [18th] 3","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><em>This feature could be affected by multiclassing</em>. See the <a href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/customization-options#ClassFeatures\" rel=\"nofollow\">Multiclassing</a> rules for more information.</p>\r\n<p>At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain<span> description.</span></p>\r\n<p>When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Di<span>vinity again.</span></p>\r\n<p>Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric s<span>pell save DC.</span></p>\r\n<p>Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your e<span>xpended uses.</span></p>\r\n<h5>Channel Divinity: Turn Undead</h5>\r\n<p>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 take<span>s any damage.</span></p>\r\n<p>A turned creature must spend its turns trying to move as far away from you as it can, and it can&rsquo;t willingly move to a space within 30 feet of you. It also can&rsquo;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&rsquo;s nowhere to move, the creature can use the <span>Dodge action.</span></p>","requiredLevel":2,"isSubClassFeature":false,"limitedUse":[{"level":1,"uses":1},{"level":6,"uses":2},{"level":18,"uses":3},{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":58,"creatureRules":[]},"levelScale":null},{"definition":{"id":111,"entityTypeId":12168134,"displayOrder":6,"name":"Ability Score Improvement","description":"<p>When 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. 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resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a tiny strip of white cloth","saveDcAbilityId":null,"healing":"","healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":211,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_1990_79","type":"bonus","subType":"hit-points","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":5,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"","friendlyTypeName":"Bonus","friendlySubtypeName":"Hit Points","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":15,"dice":null,"value":5,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":10,"diceString":null},"level":3,"description":""},{"die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":15,"diceString":null},"level":4,"description":""},{"die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":20,"diceString":null},"level":5,"description":""},{"die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":25,"diceString":null},"level":6,"description":""},{"die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":30,"diceString":null},"level":7,"description":""},{"die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":35,"diceString":null},"level":8,"description":""},{"die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":40,"diceString":null},"level":9,"description":""}]}}],"conditions":[],"tags":["Healing","Buff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136039,"entityTypeId":435869154,"definition":{"id":1996,"name":"Animate Dead","level":3,"school":"Necromancy","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":6},"range":{"origin":"Ranged","rangeValue":10,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>This spell creates an undead servant. Choose a pile of bones or a corpse 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).</p>\r\n<p>On 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.</p>\r\n<p>The 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.</p>\r\n<p><strong>At Higher Levels.</strong> 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.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a drop of blood, a piece of flesh, and a pinch of bone dust","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":212,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":1,"dice":null,"value":2,"details":""}],"additionalAttacks":[],"additionalTargets":[{"targets":2,"level":4,"description":""},{"targets":4,"level":5,"description":""},{"targets":6,"level":6,"description":""},{"targets":8,"level":7,"description":""},{"targets":10,"level":8,"description":""},{"targets":12,"level":9,"description":""}],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Creation"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":10,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":6},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136071,"entityTypeId":435869154,"definition":{"id":2007,"name":"Augury","level":2,"school":"Divination","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":6},"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:</p>\r\n<ul>\r\n<li><strong>Weal</strong>, for good results</li>\r\n<li><strong>Woe</strong>, for bad results</li>\r\n<li><strong>Weal and woe</strong>, for both good and bad results</li>\r\n<li><strong>Nothing</strong>, for results that aren't especially good or bad</li>\r\n</ul>\r\n<p><br>The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.</p>\r\n<p>If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.</p>","snippet":"","concentration":false,"ritual":true,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"specially marked sticks, bones, or similar tokens worth at least 25 gp","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":215,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Foreknowledge"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":6},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136081,"entityTypeId":435869154,"definition":{"id":2009,"name":"Bane","level":1,"school":"Enchantment","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>Up 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.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a drop of blood","saveDcAbilityId":6,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":216,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":1,"dice":null,"value":1,"details":""}],"additionalAttacks":[],"additionalTargets":[{"targets":1,"level":2,"description":""},{"targets":2,"level":3,"description":""},{"targets":3,"level":4,"description":""},{"targets":4,"level":5,"description":""},{"targets":5,"level":6,"description":""},{"targets":6,"level":7,"description":""},{"targets":7,"level":8,"description":""},{"targets":8,"level":9,"description":""}],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Debuff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136105,"entityTypeId":435869154,"definition":{"id":2012,"name":"Beacon of Hope","level":3,"school":"Abjuration","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":217,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2012_13","type":"advantage","subType":"wisdom-saving-throws","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"","friendlyTypeName":"Advantage","friendlySubtypeName":"Wisdom Saving Throws","usePrimaryStat":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}}],"conditions":[],"tags":["Buff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136112,"entityTypeId":435869154,"definition":{"id":2013,"name":"Bestow Curse","level":3,"school":"Necromancy","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You 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:</p>\r\n<ul>\r\n<li>Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.</li>\r\n<li>While cursed, the target has disadvantage on attack rolls against you.</li>\r\n<li>While 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.</li>\r\n<li>While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.</li>\r\n</ul>\r\n<p><br>A <strong>remove curse</strong>&nbsp;spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.</p>\r\n<p><strong>At Higher Levels.</strong> 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.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":5,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":218,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":null,"typeId":3,"dice":null,"value":0,"details":"See Description"}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Debuff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136125,"entityTypeId":435869154,"definition":{"id":2016,"name":"Bless","level":1,"school":"Enchantment","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a sprinkling of holy water","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":219,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":1,"dice":null,"value":1,"details":""}],"additionalAttacks":[],"additionalTargets":[{"targets":1,"level":2,"description":""},{"targets":2,"level":3,"description":""},{"targets":3,"level":4,"description":""},{"targets":4,"level":5,"description":""},{"targets":5,"level":6,"description":""},{"targets":6,"level":7,"description":""},{"targets":7,"level":8,"description":""},{"targets":8,"level":9,"description":""}],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2016_15","type":"bonus","subType":"melee-weapon-attacks","die":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"count":1,"duration":0,"durationUnit":null,"restriction":"Concentration","friendlyTypeName":"Bonus","friendlySubtypeName":"Melee Weapon Attacks","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2016_16","type":"bonus","subType":"ranged-weapon-attacks","die":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"count":1,"duration":0,"durationUnit":null,"restriction":"Concentration","friendlyTypeName":"Bonus","friendlySubtypeName":"Ranged Weapon Attacks","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2016_17","type":"bonus","subType":"spell-attacks","die":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"count":1,"duration":0,"durationUnit":null,"restriction":"Concentration","friendlyTypeName":"Bonus","friendlySubtypeName":"Spell Attacks","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2016_18","type":"bonus","subType":"saving-throws","die":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"count":1,"duration":0,"durationUnit":null,"restriction":"Concentration","friendlyTypeName":"Bonus","friendlySubtypeName":"Saving Throws","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}}],"conditions":[],"tags":["Buff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136147,"entityTypeId":435869154,"definition":{"id":2018,"name":"Blindness/Deafness","level":2,"school":"Necromancy","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1],"componentsDescription":"","saveDcAbilityId":3,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":219,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":1,"dice":null,"value":1,"details":""}],"additionalAttacks":[],"additionalTargets":[{"targets":1,"level":3,"description":""},{"targets":2,"level":4,"description":""},{"targets":3,"level":5,"description":""},{"targets":4,"level":6,"description":""},{"targets":5,"level":7,"description":""},{"targets":6,"level":8,"description":""},{"targets":7,"level":9,"description":""}],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[{"type":1,"conditionId":1,"conditionDuration":1,"durationUnit":"Minute","exception":"Caster Choice: Blinded, Deafened"},{"type":1,"conditionId":3,"conditionDuration":1,"durationUnit":"Minute","exception":"Caster Choice: Blinded, Deafened"}],"tags":["Debuff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136153,"entityTypeId":435869154,"definition":{"id":2019,"name":"Blink","level":3,"school":"Transmutation","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.</p>\r\n<p>While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":219,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Utility"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":true,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":275666,"entityTypeId":435869154,"definition":{"id":2023,"name":"Calm Emotions","level":2,"school":"Enchantment","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":60,"aoeType":"Sphere","aoeValue":20},"asPartOfWeaponAttack":false,"description":"<p>You 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.</p>\r\n<p>You 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.</p>\r\n<p>Alternatively, 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 GM rules otherwise.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":6,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":221,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[{"type":3,"conditionId":2,"conditionDuration":1,"durationUnit":"Minute","exception":""},{"type":3,"conditionId":5,"conditionDuration":1,"durationUnit":"Minute","exception":""}],"tags":["Social"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":"Sphere","aoeValue":20},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136193,"entityTypeId":435869154,"definition":{"id":2025,"name":"Charm Person","level":1,"school":"Enchantment","duration":{"durationInterval":1,"durationUnit":"Hour","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You 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.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":5,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":221,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":1,"dice":null,"value":1,"details":"Creatures must be within 30 feet of each other"}],"additionalAttacks":[],"additionalTargets":[{"targets":1,"level":2,"description":"Creatures must be within 30 feet of each other"},{"targets":2,"level":3,"description":"Creatures must be within 30 feet of each other"},{"targets":3,"level":4,"description":"Creatures must be within 30 feet of each other"},{"targets":4,"level":5,"description":"Creatures must be within 30 feet of each other"},{"targets":5,"level":6,"description":"Creatures must be within 30 feet of each other"},{"targets":6,"level":7,"description":"Creatures must be within 30 feet of each other"},{"targets":7,"level":8,"description":"Creatures must be within 30 feet of each other"},{"targets":8,"level":9,"description":"Creatures must be within 30 feet of each other"}],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[{"type":1,"conditionId":2,"conditionDuration":1,"durationUnit":"Hour","exception":"Spell duration or until harmful action"}],"tags":["Control","Social"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":true,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136209,"entityTypeId":435869154,"definition":{"id":2028,"name":"Clairvoyance","level":3,"school":"Divination","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":10,"activationType":6},"range":{"origin":"Ranged","rangeValue":5280,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.</p>\r\n<p>When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.</p>\r\n<p>A creature that can see the sensor (such as a creature benefiting from <strong>see invisibility</strong> or truesight) sees a luminous, intangible orb about the size of your fist.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":222,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Scrying","Detection","Utility"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":5280,"aoeType":null,"aoeValue":null},"activation":{"activationTime":10,"activationType":6},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136231,"entityTypeId":435869154,"definition":{"id":2032,"name":"Command","level":1,"school":"Enchantment","duration":{"durationInterval":1,"durationUnit":"Round","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.</p>\r\n<p>Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.</p>\r\n<p><strong>Approach.</strong> The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.</p>\r\n<p><strong>Drop.</strong> The target drops whatever it is holding and then ends its turn.</p>\r\n<p><strong>Flee.</strong> The target spends its turn moving away from you by the fastest available means.</p>\r\n<p><strong>Grovel.</strong> The target falls prone and then ends its turn.</p>\r\n<p><strong>Halt.</strong> The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1],"componentsDescription":"","saveDcAbilityId":5,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":223,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":1,"dice":null,"value":1,"details":""}],"additionalAttacks":[],"additionalTargets":[{"targets":1,"level":2,"description":""},{"targets":2,"level":3,"description":""},{"targets":3,"level":4,"description":""},{"targets":4,"level":5,"description":""},{"targets":5,"level":6,"description":""},{"targets":6,"level":7,"description":""},{"targets":7,"level":8,"description":""},{"targets":8,"level":9,"description":""}],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":true,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136431,"entityTypeId":435869154,"definition":{"id":2048,"name":"Continual Flame","level":2,"school":"Evocation","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Until Dispelled"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A <strong>continual flame</strong> can be covered or hidden but not smothered or quenched.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"ruby dust worth 50 gp, which the spell consumes","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":227,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Creation"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136456,"entityTypeId":435869154,"definition":{"id":2052,"name":"Create Food and Water","level":3,"school":"Conjuration","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. 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Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.</p>\r\n<p>If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":230,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":"Sphere","aoeValue":60},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136555,"entityTypeId":435869154,"definition":{"id":2064,"name":"Detect Evil and Good","level":1,"school":"Divination","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"asPartOfWeaponAttack":false,"description":"<p>For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.</p>\r\n<p>The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":231,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Detection"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136561,"entityTypeId":435869154,"definition":{"id":2065,"name":"Detect Magic","level":1,"school":"Divination","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"asPartOfWeaponAttack":false,"description":"<p>For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.</p>\r\n<p>The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</p>","snippet":"","concentration":true,"ritual":true,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":231,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Detection"],"castingTimeDescription":""},"prepared":true,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136569,"entityTypeId":435869154,"definition":{"id":2066,"name":"Detect Poison and Disease","level":1,"school":"Divination","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"asPartOfWeaponAttack":false,"description":"<p>For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.</p>\r\n<p>The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</p>","snippet":"","concentration":true,"ritual":true,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a yew leaf","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":231,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Detection"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136607,"entityTypeId":435869154,"definition":{"id":2069,"name":"Disguise Self","level":1,"school":"Illusion","duration":{"durationInterval":1,"durationUnit":"Hour","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>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.</p>\r\n<p>The 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.</p>\r\n<p>To 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.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":233,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Shapechanging"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":true,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136615,"entityTypeId":435869154,"definition":{"id":2072,"name":"Dispel Magic","level":3,"school":"Abjuration","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":120,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>Choose one creature, object, or magical effect within range. 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On a successful check, the spell ends.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":234,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":null,"typeId":12,"dice":null,"value":0,"details":"(See Description)"}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":120,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136617,"entityTypeId":435869154,"definition":{"id":2072,"name":"Dispel Magic","level":3,"school":"Abjuration","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":120,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":234,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":null,"typeId":12,"dice":null,"value":0,"details":"(See Description)"}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":true,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":120,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136709,"entityTypeId":435869154,"definition":{"id":2083,"name":"Enhance Ability","level":2,"school":"Transmutation","duration":{"durationInterval":1,"durationUnit":"Hour","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.</p>\r\n<p><strong>Bear's Endurance.</strong> The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.</p>\r\n<p><strong>Bull's Strength.</strong> The target has advantage on Strength checks, and his or her carrying capacity doubles.</p>\r\n<p><strong>Cat's Grace.</strong> The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.</p>\r\n<p><strong>Eagle's Splendor.</strong> The target has advantage on Charisma checks.</p>\r\n<p><strong>Fox's Cunning.</strong> The target has advantage on Intelligence checks.</p>\r\n<p><strong>Owl's Wisdom.</strong> The target has advantage on Wisdom checks.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"fur or a feather from a 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You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.</p>\r\n<p>The glyph is nearly invisible and requires a successful Intelligence (<a class=\"tooltip-hover\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Investigation\" data-tooltip-href=\"http:www.dndbeyond.com/skills/8-tooltip?disable-webm=1&disable-webm=1\" rel=\"nofollow\">Investigation</a>) check against your spell save DC to be found.</p>\r\n<p>You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.</p>\r\n<p>You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don&rsquo;t trigger the glyph, such as those who say a certain password.</p>\r\n<p>When you inscribe the glyph, choose&nbsp;<em><span>explosive runes</span></em>&nbsp;or a&nbsp;<span><em>spell glyph</em>.</span></p>\r\n<p><em><strong><span>Explosive Runes.</span></strong></em>&nbsp;When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.</p>\r\n<p><em><strong><span>Spell Glyph.</span></strong></em>&nbsp;You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.</p>\r\n<p><strong><span>At Higher Levels.</span></strong>&nbsp;When you cast this spell using a spell slot of 4th level or higher, the damage of an&nbsp;<span><em>explosive runes</em>&nbsp;</span>glyph increases by 1d8 for each slot level above 3rd. 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Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"burning incense","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":277,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Communication","Social"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":10,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138787,"entityTypeId":435869154,"definition":{"id":2263,"name":"Spiritual Weapon","level":2,"school":"Evocation","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":3},"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. 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Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":1,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":278,"requiresSavingThrow":false,"requiresAttackRoll":true,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2263_269","type":"damage","subType":"force","die":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"count":1,"duration":0,"durationUnit":null,"restriction":"","friendlyTypeName":"Damage","friendlySubtypeName":"Force","usePrimaryStat":true,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":2,"typeId":15,"dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":0,"diceString":"1d8"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":2,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"2d8"},"level":4,"description":""},{"die":{"diceCount":3,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"3d8"},"level":6,"description":""},{"die":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"level":8,"description":""}]}}],"conditions":[],"tags":["Damage"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":3},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138784,"entityTypeId":435869154,"definition":{"id":2264,"name":"Spirit Guardians","level":3,"school":"Conjuration","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.</p>\r\n<p>When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a holy 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Alignment","friendlyTypeName":"Damage","friendlySubtypeName":"Necrotic","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":15,"dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":0,"diceString":"1d8"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"level":4,"description":""},{"die":{"diceCount":5,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"5d8"},"level":5,"description":""},{"die":{"diceCount":6,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"6d8"},"level":6,"description":""},{"die":{"diceCount":7,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"7d8"},"level":7,"description":""},{"die":{"diceCount":8,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"8d8"},"level":8,"description":""},{"die":{"diceCount":9,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"9d8"},"level":9,"description":""}]}},{"id":"spell_2264_263","type":"set","subType":"innate-speed-walking","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Speed Halved","friendlyTypeName":"Set","friendlySubtypeName":"Innate Speed (Walking)","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2264_264","type":"set","subType":"innate-speed-burrowing","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Speed Halved","friendlyTypeName":"Set","friendlySubtypeName":"Innate Speed (Burrowing)","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2264_265","type":"set","subType":"innate-speed-climbing","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Speed Halved","friendlyTypeName":"Set","friendlySubtypeName":"Innate Speed (Climbing)","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2264_266","type":"set","subType":"innate-speed-climbing","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Speed Halved","friendlyTypeName":"Set","friendlySubtypeName":"Innate Speed (Climbing)","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2264_267","type":"set","subType":"innate-speed-flying","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Speed Halved","friendlyTypeName":"Set","friendlySubtypeName":"Innate Speed (Flying)","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2264_268","type":"set","subType":"innate-speed-swimming","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Speed Halved","friendlyTypeName":"Set","friendlySubtypeName":"Innate Speed (Swimming)","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}}],"conditions":[],"tags":["Damage","Control"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Self","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138846,"entityTypeId":435869154,"definition":{"id":2277,"name":"Thaumaturgy","level":0,"school":"Transmutation","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:</p>\r\n<ul>\r\n<li>Your voice booms up to three times as loud as normal for 1 minute.</li>\r\n<li>You cause flames to flicker, brighten, dim, or change color for 1 minute.</li>\r\n<li>You cause harmless tremors in the ground for 1 minute.</li>\r\n<li>You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.</li>\r\n<li>You instantaneously cause an unlocked door or window to fly open or slam shut.</li>\r\n<li>You alter the appearance of your eyes for 1 minute.</li>\r\n</ul>\r\n<p><br>If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":282,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"characterlevel","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":false,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138857,"entityTypeId":435869154,"definition":{"id":2281,"name":"Tongues","level":3,"school":"Divination","duration":{"durationInterval":1,"durationUnit":"Hour","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,3],"componentsDescription":"a small clay model of a ziggurat","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":283,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Communication","Social"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138930,"entityTypeId":435869154,"definition":{"id":2296,"name":"Warding Bond","level":2,"school":"Abjuration","duration":{"durationInterval":1,"durationUnit":"Hour","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.</p>\r\n<p>The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":287,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2296_301","type":"bonus","subType":"armor-class","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":1,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"While target is within 60 feet of caster","friendlyTypeName":"Bonus","friendlySubtypeName":"Armor Class","usePrimaryStat":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2296_302","type":"bonus","subType":"saving-throws","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":1,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"While target is within 60 feet of caster","friendlyTypeName":"Bonus","friendlySubtypeName":"Saving Throws","usePrimaryStat":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}},{"id":"spell_2296_303","type":"resistance","subType":"all","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":null,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Damage transferred to caster","friendlyTypeName":"Resistance","friendlySubtypeName":"All","usePrimaryStat":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}}],"conditions":[],"tags":["Buff","Warding"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138937,"entityTypeId":435869154,"definition":{"id":2298,"name":"Water Walk","level":3,"school":"Transmutation","duration":{"durationInterval":1,"durationUnit":"Hour","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"asPartOfWeaponAttack":false,"description":"<p>This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.</p>\r\n<p>If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.</p>","snippet":"","concentration":false,"ritual":true,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a piece of cork","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":287,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Movement"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138960,"entityTypeId":435869154,"definition":{"id":2305,"name":"Zone of Truth","level":2,"school":"Enchantment","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":60,"aoeType":"Sphere","aoeValue":15},"asPartOfWeaponAttack":false,"description":"<p>You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.</p>\r\n<p>An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":6,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":289,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"castOnlyAsRitual":false,"ritualCastingType":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":"Sphere","aoeValue":15},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0}]}],"customItems":[],"campaign":null,"creatures":[]},"characterConfiguration":{"startingEquipmentType":3,"abilityScoreType":1,"showHelpText":false},"characterData":{"backgrounds":[{"id":7,"entityTypeId":1669830167,"name":"Acolyte","description":"<p>You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash;performing sacred rites is not the same thing as channeling divine power.</p>\r\n<p>Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The <a href=\"https://www.dndbeyond.com/compendium/rules/phb/appendix-b-gods-of-the-multiverse\" rel=\"nofollow\">Gods of the Multiverse</a> section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.&nbsp;</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong>&nbsp;Insight, Religion</dt>\r\n<dt><strong>Languages:</strong> Two of your choice</dt>\r\n<dt><strong>Equipment:</strong> A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp</dt>\r\n</dl>\r\n<blockquote>\r\n<p><strong>FEATURE: SHELTER OF THE FAITHFUL</strong></p>\r\n<p>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.</p>\r\n<p>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I idolize a particular hero of my faith, and constantly refer to that person&rsquo;s deeds and example.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I see omens in every event and action. The gods try to speak to us, we just need to listen.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Nothing can shake my optimistic attitude.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I quote (or misquote) sacred texts and proverbs in almost every situation.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I&rsquo;ve enjoyed fine food, drink, and high society among my temple&rsquo;s elite. Rough living grates on me.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I&rsquo;ve spent so long in the temple that I have little practical experience dealing with people in the outside world.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><strong>Tradition.</strong> The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><strong>Charity.</strong> I always try to help those in need, no matter what the personal cost. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><strong>Change.</strong> We must help bring about the changes the gods are constantly working in the world. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><strong>Power.</strong> I hope to one day rise to the top of my faith&rsquo;s religious hierarchy. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><strong>Faith.</strong> I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><strong>Aspiration.</strong> I seek to prove myself worthy of my god&rsquo;s favor by matching my actions against his or her teachings. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I would die to recover an ancient relic of my faith that was lost long ago.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I owe my life to the priest who took me in when my parents died.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Everything I do is for the common people.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I will do anything to protect the temple where I served.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I judge others harshly, and myself even more severely.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I put too much trust in those who wield power within my temple&rsquo;s hierarchy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My piety sometimes leads me to blindly trust those that profess faith in my god.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am inflexible in my thinking.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I am suspicious of strangers and expect the worst of them.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash;performing sacred rites is not the same thing as channeling divine power.</p>\r\n<p>Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The <span style=\"color:#47d18c\"><strong><a style=\"color:#47d18c\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-b-gods-of-the-multiverse\" rel=\"nofollow\">Gods of the Multiverse</a></strong></span>&nbsp;section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.&nbsp;</p>","skillProficienciesDescription":"Insight, Religion","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp","featureName":"Shelter of the Faithful","featureDescription":"<dl>\r\n<dt></dt>\r\n</dl>\r\n<p>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.</p>\r\n<p>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</p>\r\n<div>&nbsp;</div>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.</p>\r\n<div>&nbsp;</div>","suggestedProficiencies":["Religion","Insight"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":43,"description":"I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.","diceRoll":1},{"id":44,"description":"I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.","diceRoll":2},{"id":45,"description":"I see omens in every event and action. The gods try to speak to us, we just need to listen.","diceRoll":3},{"id":46,"description":"Nothing can shake my optimistic attitude.","diceRoll":4},{"id":47,"description":"I quote (or misquote) sacred texts and proverbs in almost every situation.","diceRoll":5},{"id":48,"description":"I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.","diceRoll":6},{"id":49,"description":"I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.","diceRoll":7},{"id":50,"description":"I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.","diceRoll":8}],"ideals":[{"id":57,"description":"Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)","diceRoll":1},{"id":58,"description":"Charity. I always try to help those in need, no matter what the personal cost. (Good)","diceRoll":2},{"id":59,"description":"Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)","diceRoll":3},{"id":60,"description":"Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)","diceRoll":4},{"id":61,"description":"Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)","diceRoll":5},{"id":62,"description":"Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)","diceRoll":6}],"bonds":[{"id":51,"description":"I would die to recover an ancient relic of my faith that was lost long ago.","diceRoll":1},{"id":52,"description":"I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.","diceRoll":2},{"id":53,"description":"I owe my life to the priest who took me in when my parents died.","diceRoll":3},{"id":54,"description":"Everything I do is for the common people.","diceRoll":4},{"id":55,"description":"I will do anything to protect the temple where I served.","diceRoll":5},{"id":56,"description":"I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.","diceRoll":6}],"flaws":[{"id":63,"description":"I judge others harshly, and myself even more severely.","diceRoll":1},{"id":64,"description":"I put too much trust in those who wield power within my temple’s hierarchy.","diceRoll":2},{"id":65,"description":"My piety sometimes leads me to blindly trust those that profess faith in my god.","diceRoll":3},{"id":66,"description":"I am inflexible in my thinking.","diceRoll":4},{"id":67,"description":"I am suspicious of strangers and expect the worst of them.","diceRoll":5},{"id":68,"description":"Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.","diceRoll":6}]},{"id":8,"entityTypeId":1669830167,"name":"Criminal / Spy","description":"<p>You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You&rsquo;re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong>&nbsp;Deception, Stealth</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of gaming set, thieves&rsquo; tools</dt>\r\n<dt><strong>Equipment:</strong> A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp</dt>\r\n</dl>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5 id=\"criminal-specialty\">Criminal Specialty</h5>\r\n<p>There are many kinds of criminals, and within a thieves&rsquo; guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Specialty</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Blackmailer</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Burglar</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Enforcer</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Fence</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Highway robber</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Hired killer</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>Pickpocket</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>Smuggler</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p><strong>FEATURE: CRIMINAL CONTACT</strong></p>\r\n<p>You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5 id=\"variant-criminal-spy\">Variant Criminal: Spy</h5>\r\n<p>Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I always have a plan for what to do when things go wrong.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>The first thing I do in a new place is note the locations of everything valuable&mdash;or where such things could be hidden.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I would rather make a new friend than a new enemy.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I am incredibly slow to trust. Those who seem the fairest often have the most to hide.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I don&rsquo;t pay attention to the risks in a situation. Never tell me the odds.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>The best way to get me to do something is to tell me I can&rsquo;t do it.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I blow up at the slightest insult.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><strong>Honor.</strong> I don&rsquo;t steal from others in the trade. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><strong>Freedom.</strong> Chains are meant to be broken, as are those who would forge them. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><strong>Charity.</strong> I steal from the wealthy so that I can help people in need. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><strong>Greed.</strong> I will do whatever it takes to become wealthy. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><strong>People.</strong> I&rsquo;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><strong>Redemption.</strong> There&rsquo;s a spark of good in everyone. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I&rsquo;m trying to pay off an old debt I owe to a generous benefactor.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>My ill-gotten gains go to support my family.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Something important was taken from me, and I aim to steal it back.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I will become the greatest thief that ever lived.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I&rsquo;m guilty of a terrible crime. I hope I can redeem myself for it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Someone I loved died because of I mistake I made. That will never happen again.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>When I see something valuable, I can&rsquo;t think about anything but how to steal it.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>When faced with a choice between money and my friends, I usually choose the money.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>If there&rsquo;s a plan, I&rsquo;ll forget it. If I don&rsquo;t forget it, I&rsquo;ll ignore it.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a &ldquo;tell&rdquo; that reveals when I&rsquo;m lying.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I turn tail and run when things look bad.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>An innocent person is in prison for a crime that I committed. I&rsquo;m okay with that.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You&rsquo;re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.</p>","skillProficienciesDescription":"Deception, Stealth","toolProficienciesDescription":"One type of gaming set, thieves&rsquo; tools","languagesDescription":"","equipmentDescription":"A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp","featureName":"Criminal Contact","featureDescription":"<p>You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.</p>","suggestedProficiencies":["Stealth","Deception"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":69,"description":"I always have a plan for what to do when things go wrong.","diceRoll":1},{"id":70,"description":"I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.","diceRoll":2},{"id":71,"description":"The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.","diceRoll":3},{"id":72,"description":"I would rather make a new friend than a new enemy.","diceRoll":4},{"id":73,"description":"I am incredibly slow to trust. Those who seem the fairest often have the most to hide.","diceRoll":5},{"id":74,"description":"I don’t pay attention to the risks in a situation. Never tell me the odds.","diceRoll":6},{"id":75,"description":"The best way to get me to do something is to tell me I can’t do it.","diceRoll":7},{"id":76,"description":"I blow up at the slightest insult.","diceRoll":8}],"ideals":[{"id":77,"description":"Honor. I don’t steal from others in the trade. (Lawful)","diceRoll":1},{"id":78,"description":"Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)","diceRoll":2},{"id":79,"description":"Charity. I steal from the wealthy so that I can help people in need. (Good)","diceRoll":3},{"id":80,"description":"Greed. I will do whatever it takes to become wealthy. (Evil)","diceRoll":4},{"id":81,"description":"People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)","diceRoll":5},{"id":82,"description":"Redemption. There’s a spark of good in everyone. (Good)","diceRoll":6}],"bonds":[{"id":83,"description":"I’m trying to pay off an old debt I owe to a generous benefactor.","diceRoll":1},{"id":84,"description":"My ill-gotten gains go to support my family.","diceRoll":2},{"id":85,"description":"Something important was taken from me, and I aim to steal it back.","diceRoll":3},{"id":86,"description":"I will become the greatest thief that ever lived.","diceRoll":4},{"id":87,"description":"I’m guilty of a terrible crime. I hope I can redeem myself for it.","diceRoll":5},{"id":88,"description":"Someone I loved died because of I mistake I made. That will never happen again.","diceRoll":6}],"flaws":[{"id":89,"description":"When I see something valuable, I can’t think about anything but how to steal it.","diceRoll":1},{"id":90,"description":"When faced with a choice between money and my friends, I usually choose the money.","diceRoll":2},{"id":91,"description":"If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.","diceRoll":3},{"id":92,"description":"I have a “tell” that reveals when I’m lying.","diceRoll":4},{"id":93,"description":"I turn tail and run when things look bad.","diceRoll":5},{"id":94,"description":"An innocent person is in prison for a crime that I committed. I’m okay with that.","diceRoll":6}]},{"id":9,"entityTypeId":1669830167,"name":"Folk Hero","description":"<p>You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong>&nbsp;Animal Handling, Survival</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of artisan&rsquo;s tools, vehicles (land)</dt>\r\n<dt><strong>Equipment:</strong> A set of artisan&rsquo;s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp</dt>\r\n</dl>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5 id=\"defining-event\">Defining Event</h5>\r\n<p>You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d10</th>\r\n<th style=\"text-align:left\">Defining Event</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I stood up to a tyrant&rsquo;s agents.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I saved people during a natural disaster.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I stood alone against a terrible monster.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I stole from a corrupt merchant to help the poor.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I led a militia to fight off an invading army.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I broke into a tyrant&rsquo;s castle and stole weapons to arm the people.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I trained the peasantry to use farm implements as weapons against a tyrant&rsquo;s soldiers.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>A lord rescinded an unpopular decree after I led a symbolic act of protest against it.</td>\r\n</tr>\r\n<tr>\r\n<td>9</td>\r\n<td>A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.</td>\r\n</tr>\r\n<tr>\r\n<td>10</td>\r\n<td>Recruited into a lord&rsquo;s army, I rose to leadership and was commended for my heroism.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p><strong>FEATURE: RUSTIC HOSPITALITY</strong></p>\r\n<p>Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I judge people by their actions, not their words.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>If someone is in trouble, I&rsquo;m always ready to lend help.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>When I set my mind to something, I follow through no matter what gets in my way.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a strong sense of fair play and always try to find the most equitable solution to arguments.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I&rsquo;m confident in my own abilities and do what I can to instill confidence in others.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Thinking is for other people. I prefer action.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I misuse long words in an attempt to sound smarter.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I get bored easily. When am I going to get on with my destiny?</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><strong>Respect.</strong> People deserve to be treated with dignity and respect. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><strong>Fairness.</strong> No one should get preferential treatment before the law, and no one is above the law. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><strong>Freedom.</strong> Tyrants must not be allowed to oppress the people. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><strong>Might.</strong> If I become strong, I can take what I want&mdash;what I deserve. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><strong>Sincerity.</strong> There&rsquo;s no good in pretending to be something I&rsquo;m not. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><strong>Destiny.</strong> Nothing and no one can steer me away from my higher calling. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I have a family, but I have no idea where they are. One day, I hope to see them again.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I worked the land, I love the land, and I will protect the land.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My tools are symbols of my past life, and I carry them so that I will never forget my roots.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I protect those who cannot protect themselves.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I wish my childhood sweetheart had come with me to pursue my destiny.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The tyrant who rules my land will stop at nothing to see me killed.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I&rsquo;m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>The people who knew me when I was young know my shameful secret, so I can never go home again.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a weakness for the vices of the city, especially hard drink.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Secretly, I believe that things would be better if I were a tyrant lording over the land.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I have trouble trusting in my allies.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.</p>","skillProficienciesDescription":"Animal Handling, Survival","toolProficienciesDescription":"One type of artisan&rsquo;s tools, vehicles (land)","languagesDescription":"","equipmentDescription":"A set of artisan&rsquo;s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp","featureName":"Rustic Hospitality","featureDescription":"<p>Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.</p>","suggestedProficiencies":["Animal Handling","Survival"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":95,"description":"I judge people by their actions, not their words.","diceRoll":1},{"id":96,"description":"If someone is in trouble, I’m always ready to lend help.","diceRoll":2},{"id":97,"description":"When I set my mind to something, I follow through no matter what gets in my way.","diceRoll":3},{"id":98,"description":"I have a strong sense of fair play and always try to find the most equitable solution to arguments.","diceRoll":4},{"id":99,"description":"I’m confident in my own abilities and do what I can to instill confidence in others.","diceRoll":5},{"id":100,"description":"Thinking is for other people. I prefer action.","diceRoll":6},{"id":101,"description":"I misuse long words in an attempt to sound smarter.","diceRoll":7},{"id":102,"description":"I get bored easily. When am I going to get on with my destiny?","diceRoll":8}],"ideals":[{"id":103,"description":"Respect. People deserve to be treated with dignity and respect. (Good)","diceRoll":1},{"id":104,"description":"Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)","diceRoll":2},{"id":105,"description":"Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)","diceRoll":3},{"id":106,"description":"Might. If I become strong, I can take what I want—what I deserve. (Evil)","diceRoll":4},{"id":107,"description":"Sincerity. There’s no good in pretending to be something I’m not. (Neutral)","diceRoll":5},{"id":108,"description":"Destiny. Nothing and no one can steer me away from my higher calling. (Any)","diceRoll":6}],"bonds":[{"id":109,"description":"I have a family, but I have no idea where they are. One day, I hope to see them again.","diceRoll":1},{"id":110,"description":"I worked the land, I love the land, and I will protect the land.","diceRoll":2},{"id":111,"description":"A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.","diceRoll":3},{"id":112,"description":"My tools are symbols of my past life, and I carry them so that I will never forget my roots.","diceRoll":4},{"id":113,"description":"I protect those who cannot protect themselves.","diceRoll":5},{"id":114,"description":"I wish my childhood sweetheart had come with me to pursue my destiny.","diceRoll":6}],"flaws":[{"id":115,"description":"The tyrant who rules my land will stop at nothing to see me killed.","diceRoll":1},{"id":116,"description":"I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.","diceRoll":2},{"id":117,"description":"The people who knew me when I was young know my shameful secret, so I can never go home again.","diceRoll":3},{"id":118,"description":"I have a weakness for the vices of the city, especially hard drink.","diceRoll":4},{"id":119,"description":"Secretly, I believe that things would be better if I were a tyrant lording over the land.","diceRoll":5},{"id":120,"description":"I have trouble trusting in my allies.","diceRoll":6}]},{"id":34,"entityTypeId":1669830167,"name":"Haunted One","description":"<h3>Haunted One</h3>\r\n<p>You are haunted by something so terrible that you dare not speak of it. You&rsquo;ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can&rsquo;t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<p><strong><span>Skill Proficiencies:</span></strong>&nbsp;Choose&nbsp;two of Arcana, Investigation, Religion, or Survival</p>\r\n<p><strong><span>Languages:</span></strong>&nbsp;Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)</p>\r\n<p><strong><span>Equipment:</span></strong>&nbsp;Monster hunter&rsquo;s pack (see sidebar), one trinket of special significance (choose one or roll on the Gothic Trinkets table in this&nbsp;appendix)</p>\r\n<blockquote>\r\n<p><strong>MONSTER HUNTER'S PACK</strong>&nbsp;</p>\r\n<p>You can buy a monster hunter&rsquo;s pack for 33 gp, which is cheaper than buying the items in it individually. It includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and&nbsp;3 torches.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Feature: Heart of Darkness</h5>\r\n<p>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.</p>\r\n<h5>Harrowing Event</h5>\r\n<p>Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.</p>\r\n<p><strong>Harrowing Event</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align:center\"><span>d10</span></th>\r\n<th><span>Event</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>A monster that slaughtered dozens of innocent people spared your life, and you don&rsquo;t know why.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>An apparition that has haunted your family for generations now haunts you. You don&rsquo;t know what it wants, and it won&rsquo;t leave you alone.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>An oni took your sibling one cold, dark night, and you were unable to stop it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.</td>\r\n</tr>\r\n<tr>\r\n<td>9</td>\r\n<td>A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.</td>\r\n</tr>\r\n<tr>\r\n<td>10</td>\r\n<td>You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<h5>Suggested Characteristics</h5>\r\n<p>You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.</p>\r\n<p><strong>Personality Traits</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align:center\"><span>d8</span></th>\r\n<th><span>Personality Trait</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I don&rsquo;t run from evil. Evil runs from me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I spend money freely and live life to the fullest, knowing that tomorrow I might die.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I live for the thrill of the hunt.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I don&rsquo;t talk about the thing that torments me. I&rsquo;d rather not burden others with my curse.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I expect danger around every corner.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I refuse to become a victim, and I will not allow others to be victimized.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I put no trust in divine beings.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p><strong>Ideals</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align:center\"><span>d6</span></th>\r\n<th><span>Ideal</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I try to help those in need, no matter what the personal cost. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I&rsquo;ll stop the spirits that haunt me or die trying. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a dark calling that puts me above the law. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I like to know my enemy&rsquo;s capabilities and weaknesses before rushing into battle. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I&rsquo;m a monster that destroys other monsters, and anything else that gets in my way. (Evil)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p><strong>Bonds</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align:center\"><span>d6</span></th>\r\n<th><span>Bond</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I keep my thoughts and discoveries in a journal. My journal is my legacy.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I would sacrifice my life and my soul to protect the innocent.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My torment drove away the person I love. I strive to win back the love I&rsquo;ve lost.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>A terrible guilt consumes me. I hope that I can find redemption through my actions.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>There&rsquo;s evil in me, I can feel it. It must never be set free.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I have a child to protect. I must make the world a safer place for him (or her).</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p><strong>Flaws</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align:center\"><span>d6</span></th>\r\n<th><span>Flaw</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I have certain rituals that I must follow every day. I can never break them.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I assume the worst in people.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I feel no compassion for the dead. They&rsquo;re the lucky ones.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have an addiction.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I am a purveyor of doom and gloom who lives in a world without hope.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I talk to spirits that no one else can see.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<h3>Gothic Trinkets</h3>\r\n<p>When rolling for a trinket, consider using this table, which is designed for a gothic game.</p>\r\n<p><strong>Trinkets</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align:center\">d100</th>\r\n<th>Trinket</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>01&ndash;02</td>\r\n<td>A picture you drew as a child of your imaginary friend</td>\r\n</tr>\r\n<tr>\r\n<td>03&ndash;04</td>\r\n<td>A lock that opens when blood is dripped in its keyhole</td>\r\n</tr>\r\n<tr>\r\n<td>05&ndash;06</td>\r\n<td>Clothes stolen from a scarecrow</td>\r\n</tr>\r\n<tr>\r\n<td>07&ndash;08</td>\r\n<td>A spinning top carved with four faces: happy, sad, wrathful, and dead</td>\r\n</tr>\r\n<tr>\r\n<td>09&ndash;10</td>\r\n<td>The necklace of a sibling who died on the day you were born</td>\r\n</tr>\r\n<tr>\r\n<td>11&ndash;12</td>\r\n<td>A wig from someone executed by beheading</td>\r\n</tr>\r\n<tr>\r\n<td>13&ndash;14</td>\r\n<td>The unopened letter to you from your dying father</td>\r\n</tr>\r\n<tr>\r\n<td>15&ndash;16</td>\r\n<td>A pocket watch that runs backward for an hour every midnight</td>\r\n</tr>\r\n<tr>\r\n<td>17&ndash;18</td>\r\n<td>A winter coat stolen from a dying soldier</td>\r\n</tr>\r\n<tr>\r\n<td>19&ndash;20</td>\r\n<td>A bottle of invisible ink that can only be read at sunset</td>\r\n</tr>\r\n<tr>\r\n<td>21&ndash;22</td>\r\n<td>A wineskin that refills when interred with a dead person for a night</td>\r\n</tr>\r\n<tr>\r\n<td>23&ndash;24</td>\r\n<td>A set of silverware used by a king for his last meal</td>\r\n</tr>\r\n<tr>\r\n<td>25&ndash;26</td>\r\n<td>A spyglass that always shows the world suffering a terrible storm</td>\r\n</tr>\r\n<tr>\r\n<td>27&ndash;28</td>\r\n<td>A cameo with the profile&rsquo;s face scratched away</td>\r\n</tr>\r\n<tr>\r\n<td>29&ndash;30</td>\r\n<td>A lantern with a black candle that never runs out and that burns with green flame</td>\r\n</tr>\r\n<tr>\r\n<td>31&ndash;32</td>\r\n<td>A teacup from a child&rsquo;s tea set, stained with blood</td>\r\n</tr>\r\n<tr>\r\n<td>33&ndash;34</td>\r\n<td>A little black book that records your dreams, and yours alone, when you sleep</td>\r\n</tr>\r\n<tr>\r\n<td>35&ndash;36</td>\r\n<td>A necklace formed of the interlinked holy symbols of a dozen deities</td>\r\n</tr>\r\n<tr>\r\n<td>37&ndash;38</td>\r\n<td>A hangman&rsquo;s noose that feels heavier than it should</td>\r\n</tr>\r\n<tr>\r\n<td>39&ndash;40</td>\r\n<td>A birdcage into which small birds fly but once inside never eat or leave</td>\r\n</tr>\r\n<tr>\r\n<td>41&ndash;42</td>\r\n<td>A lepidopterist&rsquo;s box filled dead moths with skull-like patterns on their wings</td>\r\n</tr>\r\n<tr>\r\n<td>43&ndash;44</td>\r\n<td>A jar of pickled ghouls&rsquo; tongues</td>\r\n</tr>\r\n<tr>\r\n<td>45&ndash;46</td>\r\n<td>The wooden hand of a notorious pirate</td>\r\n</tr>\r\n<tr>\r\n<td>47&ndash;48</td>\r\n<td>A urn with the ashes of a dead relative</td>\r\n</tr>\r\n<tr>\r\n<td>49&ndash;50</td>\r\n<td>A hand mirror backed with a bronze depiction of a medusa</td>\r\n</tr>\r\n<tr>\r\n<td>51&ndash;52</td>\r\n<td>Pallid leather gloves crafted with ivory fingernails</td>\r\n</tr>\r\n<tr>\r\n<td>53&ndash;54</td>\r\n<td>Dice made from the knuckles of a notorious charlatan</td>\r\n</tr>\r\n<tr>\r\n<td>55&ndash;56</td>\r\n<td>A ring of keys for forgotten locks</td>\r\n</tr>\r\n<tr>\r\n<td>57&ndash;58</td>\r\n<td>Nails from the coffin of a murderer</td>\r\n</tr>\r\n<tr>\r\n<td>59&ndash;60</td>\r\n<td>A key to the family crypt</td>\r\n</tr>\r\n<tr>\r\n<td>61&ndash;62</td>\r\n<td>An bouquet of funerary flowers that always looks and smells fresh</td>\r\n</tr>\r\n<tr>\r\n<td>63&ndash;64</td>\r\n<td>A switch used to discipline you as a child</td>\r\n</tr>\r\n<tr>\r\n<td>65&ndash;66</td>\r\n<td>A music box that plays by itself whenever someone holding it dances</td>\r\n</tr>\r\n<tr>\r\n<td>67&ndash;68</td>\r\n<td>A walking cane with an iron ferule that strikes sparks on stone</td>\r\n</tr>\r\n<tr>\r\n<td>69&ndash;70</td>\r\n<td>A flag from a ship lost at sea</td>\r\n</tr>\r\n<tr>\r\n<td>71&ndash;72</td>\r\n<td>Porcelain doll&rsquo;s head that always seems to be looking at you</td>\r\n</tr>\r\n<tr>\r\n<td>73&ndash;74</td>\r\n<td>A wolf&rsquo;s head wrought in silver that is also a whistle.</td>\r\n</tr>\r\n<tr>\r\n<td>75&ndash;76</td>\r\n<td>A small mirror that shows a much older version of the viewer</td>\r\n</tr>\r\n<tr>\r\n<td>77&ndash;78</td>\r\n<td>Small, worn book of children&rsquo;s nursery rhymes.</td>\r\n</tr>\r\n<tr>\r\n<td>79&ndash;80</td>\r\n<td>A mummified raven claw</td>\r\n</tr>\r\n<tr>\r\n<td>81&ndash;82</td>\r\n<td>A broken pendent of a silver dragon that&rsquo;s always cold to the touch</td>\r\n</tr>\r\n<tr>\r\n<td>83&ndash;84</td>\r\n<td>A small locked box that quietly hums a lovely melody at night but you always forget it in the morning</td>\r\n</tr>\r\n<tr>\r\n<td>85&ndash;86</td>\r\n<td>An inkwell that makes one a little nauseous when staring at it</td>\r\n</tr>\r\n<tr>\r\n<td>87&ndash;88</td>\r\n<td>An old little doll made from a dark, dense wood and missing a hand and a foot</td>\r\n</tr>\r\n<tr>\r\n<td>89&ndash;90</td>\r\n<td>A black executioner&rsquo;s hood</td>\r\n</tr>\r\n<tr>\r\n<td>91&ndash;92</td>\r\n<td>A pouch made of flesh, with a sinew drawstring</td>\r\n</tr>\r\n<tr>\r\n<td>93&ndash;94</td>\r\n<td>A tiny spool of black thread that never runs out</td>\r\n</tr>\r\n<tr>\r\n<td>95&ndash;96</td>\r\n<td>A tiny clockwork figurine of a dancer that&rsquo;s missing a gear and doesn&rsquo;t work</td>\r\n</tr>\r\n<tr>\r\n<td>97&ndash;98</td>\r\n<td>A black wooden pipe that creates puffs of smoke that look like skulls</td>\r\n</tr>\r\n<tr>\r\n<td>99&ndash;00</td>\r\n<td>A vial of perfume, the scent of which only certain creatures can detect</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You are haunted by something so terrible that you dare not speak of it. You&rsquo;ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can&rsquo;t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.</p>","skillProficienciesDescription":"Choose two from among Arcana, Investigation, Religion, or Survival","toolProficienciesDescription":"","languagesDescription":"Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)","equipmentDescription":"&nbsp;A monster hunter&rsquo;s pack (see the sidebar), a set of common clothes, and one trinket of special significance (choose one or roll on the Gothic Trinkets table after this background).","featureName":"Heart of Darkness","featureDescription":"<p>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.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.</p>","suggestedProficiencies":[],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":742,"description":"I don’t run from evil. Evil runs from me.","diceRoll":1},{"id":743,"description":"I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.","diceRoll":2},{"id":744,"description":"I spend money freely and live life to the fullest, knowing that tomorrow I might die.","diceRoll":3},{"id":745,"description":"I live for the thrill of the hunt.","diceRoll":4},{"id":746,"description":"I don’t talk about the thing that torments me. I’d rather not burden others with my curse.","diceRoll":5},{"id":747,"description":"I expect danger around every corner.","diceRoll":6},{"id":748,"description":"I refuse to become a victim, and I will not allow others to be victimized.","diceRoll":7},{"id":749,"description":"I put no trust in divine beings.","diceRoll":8}],"ideals":[{"id":750,"description":"I try to help those in need, no matter what the personal cost. (Good)","diceRoll":1},{"id":751,"description":"I’ll stop the spirits that haunt me or die trying. (Any)","diceRoll":2},{"id":752,"description":"I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)","diceRoll":3},{"id":753,"description":"I have a dark calling that puts me above the law. (Chaotic)","diceRoll":4},{"id":754,"description":"I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)","diceRoll":5},{"id":755,"description":"I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)","diceRoll":6}],"bonds":[{"id":756,"description":"I keep my thoughts and discoveries in a journal. My journal is my legacy.","diceRoll":1},{"id":757,"description":"I would sacrifice my life and my soul to protect the innocent.","diceRoll":2},{"id":758,"description":"My torment drove away the person I love. I strive to win back the love I’ve lost.","diceRoll":3},{"id":759,"description":"A terrible guilt consumes me. I hope that I can find redemption through my actions.","diceRoll":4},{"id":760,"description":"There’s evil in me, I can feel it. It must never be set free.","diceRoll":5},{"id":761,"description":"I have a child to protect. I must make the world a safer place for him (or her).","diceRoll":6}],"flaws":[{"id":762,"description":"I have certain rituals that I must follow every day. I can never break them.","diceRoll":1},{"id":763,"description":"I assume the worst in people.","diceRoll":2},{"id":764,"description":"I feel no compassion for the dead. They’re the lucky ones.","diceRoll":3},{"id":765,"description":"I have an addiction.","diceRoll":4},{"id":766,"description":"I am a purveyor of doom and gloom who lives in a world without hope.","diceRoll":5},{"id":767,"description":"I talk to spirits that no one else can see.","diceRoll":6}]},{"id":10,"entityTypeId":1669830167,"name":"Noble","description":"<p>You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.</p>\r\n<p>Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn&rsquo;t stand on its own&mdash;it&rsquo;s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.</p>\r\n<p>Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?</p>\r\n<p>What&rsquo;s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don&rsquo;t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family&rsquo;s good graces, or shunned by the rest of your family?</p>\r\n<p>Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?</p>\r\n<p>These details help establish your family and your title as features of the world of the campaign.</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong>&nbsp;History, Persuasion</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of gaming set</dt>\r\n<dt><strong>Languages:</strong> One of your choice</dt>\r\n<dt><strong>Equipment:</strong> A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp</dt>\r\n</dl>\r\n<blockquote>\r\n<p><strong>FEATURE: POSITION OF PRIVILEGE</strong></p>\r\n<p>Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Variant Noble: Knight</h5>\r\n<p>A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps <span>you put it on).</span></p>\r\n<p>As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart &mdash; in a chaste sort of devotion. (This person could<span> be your bond.)</span></p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<blockquote>\r\n<p><strong>VARIANT FEATURE: RETAINERS</strong></p>\r\n<p>If your character has a noble background, you may select this background feature instead of Position of Privilege.</p>\r\n<p>You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds&mdash;responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family&rsquo;s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The common folk love me for my kindness and generosity.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I take great pains to always look my best and follow the latest fashions.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I don&rsquo;t like to get my hands dirty, and I won&rsquo;t be caught dead in unsuitable accommodations.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Despite my noble birth, I do not place myself above other folk. We all have the same blood.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>My favor, once lost, is lost forever.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>If you do me an injury, I will crush you, ruin your name, and salt your fields.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><strong>Respect.</strong> Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><strong>Responsibility.</strong> It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><strong>Independence.</strong> I must prove that I can handle myself without the coddling of my family. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><strong>Power.</strong> If I can attain more power, no one will tell me what to do. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><strong>Family.</strong> Blood runs thicker than water. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><strong>Noble Obligation.</strong> It is my duty to protect and care for the people beneath me. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I will face any challenge to win the approval of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>My house&rsquo;s alliance with another noble family must be sustained at all costs.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Nothing is more important than the other members of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am in love with the heir of a family that my family despises.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>My loyalty to my sovereign is unwavering.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>The common folk must see me as a hero of the people.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I secretly believe that everyone is beneath me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I hide a truly scandalous secret that could ruin my family forever.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I too often hear veiled insults and threats in every word addressed to me, and I&rsquo;m quick to anger.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have an insatiable desire for carnal pleasures.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>In fact, the world does revolve around me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>By my words and actions, I often bring shame to my family.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.</p>\r\n<p>Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn&rsquo;t stand on its own&mdash;it&rsquo;s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.</p>\r\n<p>Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?</p>\r\n<p>What&rsquo;s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don&rsquo;t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family&rsquo;s good graces, or shunned by the rest of your family?</p>\r\n<p>Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?</p>\r\n<p>These details help establish your family and your title as features of the world of the campaign.</p>","skillProficienciesDescription":"History, Persuasion","toolProficienciesDescription":"One type of gaming set","languagesDescription":"One of your choice","equipmentDescription":"A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp","featureName":"Position of Privilege","featureDescription":"<p>Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds&mdash;responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family&rsquo;s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.</p>","suggestedProficiencies":["History","Persuasion"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":121,"description":"My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.","diceRoll":1},{"id":122,"description":"The common folk love me for my kindness and generosity.","diceRoll":2},{"id":123,"description":"No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.","diceRoll":3},{"id":124,"description":"I take great pains to always look my best and follow the latest fashions.","diceRoll":4},{"id":125,"description":"I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.","diceRoll":5},{"id":126,"description":"Despite my noble birth, I do not place myself above other folk. We all have the same blood.","diceRoll":6},{"id":127,"description":"My favor, once lost, is lost forever.","diceRoll":7},{"id":128,"description":"If you do me an injury, I will crush you, ruin your name, and salt your fields.","diceRoll":8}],"ideals":[{"id":129,"description":"Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)","diceRoll":1},{"id":130,"description":"Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)","diceRoll":2},{"id":131,"description":"Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)","diceRoll":3},{"id":132,"description":"Power. If I can attain more power, no one will tell me what to do. (Evil)","diceRoll":4},{"id":133,"description":"Family. Blood runs thicker than water. (Any)","diceRoll":5},{"id":134,"description":"Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)","diceRoll":6}],"bonds":[{"id":135,"description":"I will face any challenge to win the approval of my family.","diceRoll":1},{"id":136,"description":"My house’s alliance with another noble family must be sustained at all costs.","diceRoll":2},{"id":137,"description":"Nothing is more important than the other members of my family.","diceRoll":3},{"id":138,"description":"I am in love with the heir of a family that my family despises.","diceRoll":4},{"id":139,"description":"My loyalty to my sovereign is unwavering.","diceRoll":5},{"id":140,"description":"The common folk must see me as a hero of the people.","diceRoll":6}],"flaws":[{"id":141,"description":"I secretly believe that everyone is beneath me.","diceRoll":1},{"id":142,"description":"I hide a truly scandalous secret that could ruin my family forever.","diceRoll":2},{"id":143,"description":"I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.","diceRoll":3},{"id":144,"description":"I have an insatiable desire for carnal pleasures.","diceRoll":4},{"id":145,"description":"In fact, the world does revolve around me.","diceRoll":5},{"id":146,"description":"By my words and actions, I often bring shame to my family.","diceRoll":6}]},{"id":32,"entityTypeId":1669830167,"name":"Pirate","description":"<p>You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span> something new.</span></p>\r\n<p>Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span>with all hands?</span></p>\r\n<p>What were your duties on board &mdash; boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span> or on the run?</span></p>\r\n<p><span>You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You&rsquo;ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you&rsquo;ve garnered a somewhat unsavory reputation in ma<span>ny a port town.</span></span></p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<p><strong><span>Skill Proficiencies: </span></strong><span></span>Athlet<span>ics, Perception<br></span><strong><span>Tool Proficiencies:</span></strong> Navigator&rsquo;s tools, v<span>ehicles (water)<br></span><strong><span>Equipment:</span></strong> A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch c<span>ontaining 10 gp</span></p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>&nbsp;</h5>\r\n<blockquote>\r\n<p><strong>&nbsp;FEATURE: BAD REPUTATION</strong>&nbsp;</p>\r\n<p>No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span>nt attachments.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My friends know they can rely on me, no matter what.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I work hard so that I can play hard when the work is done.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I enjoy sailing into new ports and making new friends over a flagon of ale.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I stretch the truth for the sake of a good story.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>To me, a tavern brawl is a nice way to get to know a new city.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I never pass up a friendly wager.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>My language is as foul as an otyugh nest.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I like a job well done, especially if I can convince someone else to do it.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span>Respect. </span>The thing that keeps a ship together is mutual respect between captain and crew. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span>Fairness. </span>We all do the work, so we all share in the rewards. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span>Freedom. </span>The sea is freedom &mdash; the freedom to go anywhere and do anything. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span>Mastery.</span> I&rsquo;m a predator, and the other ships on the sea are my prey. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span>People.</span> I&rsquo;m committed to my crewmates, not to ideals. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span>Aspiration.</span> Someday I&rsquo;ll own my own ship and chart my own destiny. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I&rsquo;m loyal to my captain first, everything else second.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The ship is most important &mdash; crewmates and captains come and go.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I&rsquo;ll always remember my first ship.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>In a harbor town, I have a paramour whose eyes nearly stole me from the sea.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I was cheated out of my fair share of the profits, and I want to get my due.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I follow orders, even if I think they&rsquo;re wrong.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I&rsquo;ll say anything to avoid having to do extra work.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Once someone questions my courage, I never back down no matter how dangerous the situation.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Once I start drinking, it&rsquo;s hard for me to stop.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can&rsquo;t help but pocket loose coins and other trinkets I come across.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>My pride will probably lead to my destruction.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span> something new.</span></p>\r\n<p>Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span>with all hands?</span></p>\r\n<p>What were your duties on board &mdash; boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span> or on the run?</span></p>\r\n<p><span>You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You&rsquo;ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you&rsquo;ve garnered a somewhat unsavory reputation in ma<span>ny a port town.</span></span></p>","skillProficienciesDescription":"Athletics, Perception","toolProficienciesDescription":"Navigator&rsquo;s tools, vehicles (water)","languagesDescription":"","equipmentDescription":"A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10 gp","featureName":"Bad Reputation","featureDescription":"<p>No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span>nt attachments.</span></p>","suggestedProficiencies":["Athletics","Perception"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":690,"description":"My friends know they can rely on me, no matter what.","diceRoll":1},{"id":691,"description":"I work hard so that I can play hard when the work is done.","diceRoll":2},{"id":692,"description":"I enjoy sailing into new ports and making new friends over a flagon of ale.","diceRoll":3},{"id":693,"description":"I stretch the truth for the sake of a good story.","diceRoll":4},{"id":694,"description":"To me, a tavern brawl is a nice way to get to know a new city.","diceRoll":5},{"id":695,"description":"I never pass up a friendly wager.","diceRoll":6},{"id":696,"description":"My language is as foul as an otyugh nest.","diceRoll":7},{"id":697,"description":"I like a job well done, especially if I can convince someone else to do it.\t","diceRoll":8}],"ideals":[{"id":698,"description":"Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)","diceRoll":1},{"id":699,"description":"Fairness. We all do the work, so we all share in the rewards. (Lawful)","diceRoll":2},{"id":700,"description":"Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic)","diceRoll":3},{"id":701,"description":"Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil)\t","diceRoll":4},{"id":702,"description":"People. I’m committed to my crewmates, not to ideals. (Neutral)","diceRoll":5},{"id":703,"description":"Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)","diceRoll":6}],"bonds":[{"id":704,"description":"I’m loyal to my captain first, everything else second.","diceRoll":1},{"id":705,"description":"The ship is most important — crewmates and captains come and go.","diceRoll":2},{"id":706,"description":"I’ll always remember my first ship.","diceRoll":3},{"id":707,"description":"In a harbor town, I have a paramour whose eyes nearly stole me from the sea.","diceRoll":4},{"id":708,"description":"I was cheated out of my fair share of the profits, and I want to get my due.","diceRoll":5},{"id":709,"description":"Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.","diceRoll":6}],"flaws":[{"id":710,"description":"I follow orders, even if I think they’re wrong.","diceRoll":1},{"id":711,"description":"I’ll say anything to avoid having to do extra work.","diceRoll":2},{"id":712,"description":"Once someone questions my courage, I never back down no matter how dangerous the situation.\t","diceRoll":3},{"id":713,"description":"Once I start drinking, it’s hard for me to stop.","diceRoll":4},{"id":714,"description":"I can’t help but pocket loose coins and other trinkets I come across.","diceRoll":5},{"id":715,"description":"My pride will probably lead to my destruction.","diceRoll":6}]},{"id":11,"entityTypeId":1669830167,"name":"Sage","description":"<p>You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong>&nbsp;Arcana, History</dt>\r\n<dt><strong>Languages:</strong> Two of your choice</dt>\r\n<dt><strong>Equipment:</strong> A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp</dt>\r\n</dl>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Specialty</h5>\r\n<p>To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Specialty</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Alchemist</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Astronomer</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Discredited academic</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Librarian</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Professor</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Researcher</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>Wizard&rsquo;s apprentice</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>Scribe</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p><strong>FEATURE: RESEARCHER</strong></p>\r\n<p>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly&mdash;sometimes in its own right, sometimes as a means toward other ideals.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I use polysyllabic words that convey the impression of great erudition.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I&rsquo;ve read every book in the world&rsquo;s greatest libraries&mdash;or I like to boast that I have.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I&rsquo;m used to helping out those who aren&rsquo;t as smart as I am, and I patiently explain anything and everything to others.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>There&rsquo;s nothing I like more than a good mystery.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I&rsquo;m willing to listen to every side of an argument before I make my own judgment.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I &hellip; speak &hellip; slowly &hellip; when talking &hellip; to idiots, &hellip; which &hellip; almost &hellip; everyone &hellip; is &hellip; compared &hellip; to me.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I am horribly, horribly awkward in social situations.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I&rsquo;m convinced that people are always trying to steal my secrets.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><strong>Knowledge.</strong> The path to power and self-improvement is through knowledge. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><strong>Beauty.</strong> What is beautiful points us beyond itself toward what is true. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><strong>Logic.</strong> Emotions must not cloud our logical thinking. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><strong>No Limits.</strong> Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><strong>Power.</strong> Knowledge is the path to power and domination. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><strong>Self-Improvement.</strong> The goal of a life of study is the betterment of oneself. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>It is my duty to protect my students.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I have an ancient text that holds terrible secrets that must not fall into the wrong hands.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I work to preserve a library, university, scriptorium, or monastery.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My life&rsquo;s work is a series of tomes related to a specific field of lore.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I&rsquo;ve been searching my whole life for the answer to a certain question.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I sold my soul for knowledge. I hope to do great deeds and win it back.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I am easily distracted by the promise of information.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Most people scream and run when they see a demon. I stop and take notes on its anatomy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Unlocking an ancient mystery is worth the price of a civilization.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I overlook obvious solutions in favor of complicated ones.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I speak without really thinking through my words, invariably insulting others.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I can&rsquo;t keep a secret to save my life, or anyone else&rsquo;s.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.</p>","skillProficienciesDescription":"Arcana, History","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp","featureName":"Researcher","featureDescription":"<p>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly&mdash;sometimes in its own right, sometimes as a means toward other ideals.</p>","suggestedProficiencies":["Arcana","History"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":147,"description":"I use polysyllabic words that convey the impression of great erudition.","diceRoll":1},{"id":148,"description":"I’ve read every book in the world’s greatest libraries—or I like to boast that I have.","diceRoll":2},{"id":149,"description":"I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.","diceRoll":3},{"id":150,"description":"There’s nothing I like more than a good mystery.","diceRoll":4},{"id":151,"description":"I’m willing to listen to every side of an argument before I make my own judgment.","diceRoll":5},{"id":152,"description":"I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.","diceRoll":6},{"id":153,"description":"I am horribly, horribly awkward in social situations.","diceRoll":7},{"id":154,"description":"I’m convinced that people are always trying to steal my secrets.","diceRoll":8}],"ideals":[{"id":155,"description":"Knowledge. The path to power and self-improvement is through knowledge. (Neutral)","diceRoll":1},{"id":156,"description":"Beauty. What is beautiful points us beyond itself toward what is true. (Good)","diceRoll":2},{"id":157,"description":"Logic. Emotions must not cloud our logical thinking. (Lawful)","diceRoll":3},{"id":158,"description":"No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)","diceRoll":4},{"id":159,"description":"Power. Knowledge is the path to power and domination. (Evil)","diceRoll":5},{"id":160,"description":"Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)","diceRoll":6}],"bonds":[{"id":161,"description":"It is my duty to protect my students.","diceRoll":1},{"id":162,"description":"I have an ancient text that holds terrible secrets that must not fall into the wrong hands.","diceRoll":2},{"id":163,"description":"I work to preserve a library, university, scriptorium, or monastery.","diceRoll":3},{"id":164,"description":"My life’s work is a series of tomes related to a specific field of lore.","diceRoll":4},{"id":165,"description":"I’ve been searching my whole life for the answer to a certain question.","diceRoll":5},{"id":166,"description":"I sold my soul for knowledge. I hope to do great deeds and win it back.","diceRoll":6}],"flaws":[{"id":167,"description":"I am easily distracted by the promise of information.","diceRoll":1},{"id":168,"description":"Most people scream and run when they see a demon. I stop and take notes on its anatomy.","diceRoll":2},{"id":169,"description":"Unlocking an ancient mystery is worth the price of a civilization.","diceRoll":3},{"id":170,"description":"I overlook obvious solutions in favor of complicated ones.","diceRoll":4},{"id":171,"description":"I speak without really thinking through my words, invariably insulting others.","diceRoll":5},{"id":172,"description":"I can’t keep a secret to save my life, or anyone else’s.","diceRoll":6}]},{"id":12,"entityTypeId":1669830167,"name":"Soldier","description":"<p>War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.</p>\r\n<p>When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble&rsquo;s or merchant&rsquo;s private army, or a mercenary company.</p>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong>&nbsp;Athletics, Intimidation</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of gaming set, vehicles (land)</dt>\r\n<dt><strong>Equipment:</strong> An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp</dt>\r\n</dl>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Specialty</h5>\r\n<p>During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Specialty</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Officer</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Scout</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Infantry</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Cavalry</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Healer</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Quartermaster</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>Standard bearer</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>Support staff (cook, blacksmith, or the like)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p><strong>FEATURE: MILITARY RANK</strong></p>\r\n<p>You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.</p>\r\n</blockquote>\r\n<div class=\"line character margintop20 marginbottom20\">&nbsp;</div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align:left\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I&rsquo;m always polite and respectful.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I&rsquo;m haunted by memories of war. I can&rsquo;t get the images of violence out of my mind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I&rsquo;ve lost too many friends, and I&rsquo;m slow to make new ones.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I&rsquo;m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can stare down a hell hound without flinching.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I enjoy being strong and like breaking things.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I have a crude sense of humor.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I face problems head-on. A simple, direct solution is the best path to success.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><strong>Greater Good.</strong> Our lot is to lay down our lives in defense of others. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><strong>Responsibility.</strong> I do what I must and obey just authority. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><strong>Independence.</strong> When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><strong>Might.</strong> In life as in war, the stronger force wins. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><strong>Live and Let Live.</strong> Ideals aren&rsquo;t worth killing over or going to war for. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><strong>Nation.</strong> My city, nation, or people are all that matter. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I would still lay down my life for the people I served with.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Someone saved my life on the battlefield. To this day, I will never leave a friend behind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My honor is my life.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I&rsquo;ll never forget the crushing defeat my company suffered or the enemies who dealt it.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Those who fight beside me are those worth dying for.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I fight for those who cannot fight for themselves.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align:left\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The monstrous enemy we faced in battle still leaves me quivering with fear.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I have little respect for anyone who is not a proven warrior.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I made a terrible mistake in battle that cost many lives&mdash;and I would do anything to keep that mistake secret.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My hatred of my enemies is blind and unreasoning.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I obey the law, even if the law causes misery.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I&rsquo;d rather eat my armor than admit when I&rsquo;m wrong.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.</p>\r\n<p>When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble&rsquo;s or merchant&rsquo;s private army, or a mercenary company.</p>","skillProficienciesDescription":"Athletics, Intimidation","toolProficienciesDescription":"One type of gaming set, vehicles (land)","languagesDescription":"","equipmentDescription":"An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp","featureName":"Military Rank","featureDescription":"<p>You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.</p>","suggestedProficiencies":["Athletics","Intimidation"],"suggestedLanguages":[],"organization":null,"contractsDescription":null,"spellsPreDescription":null,"spellsPostDescription":null,"personalityTraits":[{"id":173,"description":"I’m always polite and respectful.","diceRoll":1},{"id":174,"description":"I’m haunted by memories of war. I can’t get the images of violence out of my mind.","diceRoll":2},{"id":175,"description":"I’ve lost too many friends, and I’m slow to make new ones.","diceRoll":3},{"id":176,"description":"I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.","diceRoll":4},{"id":177,"description":"I can stare down a hell hound without flinching.","diceRoll":5},{"id":178,"description":"I enjoy being strong and like breaking things.","diceRoll":6},{"id":179,"description":"I have a crude sense of humor.","diceRoll":7},{"id":180,"description":"I face problems head-on. A simple, direct solution is the best path to success.","diceRoll":8}],"ideals":[{"id":181,"description":"Greater Good. Our lot is to lay down our lives in defense of others. (Good)","diceRoll":1},{"id":182,"description":"Responsibility. I do what I must and obey just authority. (Lawful)","diceRoll":2},{"id":183,"description":"Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)","diceRoll":3},{"id":184,"description":"Might. In life as in war, the stronger force wins. (Evil)","diceRoll":4},{"id":185,"description":"Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)","diceRoll":5},{"id":186,"description":"Nation. My city, nation, or people are all that matter. (Any)","diceRoll":6}],"bonds":[{"id":187,"description":"I would still lay down my life for the people I served with.","diceRoll":1},{"id":188,"description":"Someone saved my life on the battlefield. To this day, I will never leave a friend behind.","diceRoll":2},{"id":189,"description":"My honor is my life.","diceRoll":3},{"id":190,"description":"I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.","diceRoll":4},{"id":191,"description":"Those who fight beside me are those worth dying for.","diceRoll":5},{"id":192,"description":"I fight for those who cannot fight for themselves.","diceRoll":6}],"flaws":[{"id":193,"description":"The monstrous enemy we faced in battle still leaves me quivering with fear.","diceRoll":1},{"id":194,"description":"I have little respect for anyone who is not a proven warrior.","diceRoll":2},{"id":195,"description":"I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.","diceRoll":3},{"id":196,"description":"My hatred of my enemies is blind and unreasoning.","diceRoll":4},{"id":197,"description":"I obey the law, even if the law causes misery.","diceRoll":5},{"id":198,"description":"I’d rather eat my armor than admit when I’m wrong.","diceRoll":6}]}],"feats":[{"id":10,"entityTypeId":1088085227,"name":"Grappler","description":"<p>You&rsquo;ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:</p>\r\n<ul>\r\n<li>You have advantage on attack rolls against a creature you are <a href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Grappling\" rel=\"nofollow\">grappling</a>.</li>\r\n<li>You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</li>\r\n</ul>","snippet":"You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.","activation":{"activationTime":null,"activationType":null},"features":[{"id":101,"name":null,"description":"<p>You have advantage on attack rolls against a creature you are grappling.</p>"},{"id":102,"name":null,"description":"<p>You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</p>"}],"sourceId":1,"sourcePageNumber":167,"creatureRules":[]},{"id":47,"entityTypeId":1088085227,"name":"Svirfneblin Magic","description":"<p>You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.</p>\r\n<p>Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.</p>","snippet":"You can cast nondetection on yourself at will, without needing a material component. You can also cast blindness/deafness, blur, and disguise self once each per long rest. INT is your spellcasting ability and you cast these spells at their lowest possible level.","activation":{"activationTime":null,"activationType":null},"features":[{"id":91,"name":null,"description":"<p>Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.</p>"},{"id":122,"name":null,"description":"<p>You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast [spell]nondetection[/spell] on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: [spell]blindness/deafness[/spell], [spell]blur[/spell], and [spell]disguise self[/spell]. You regain the ability to cast these spells when you finish a long 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