{"name":"Ozzy","imageid":"","background":"Sage","race":"Reborn High Elf","alignment":"CG","xp":"","class_1":"Reanimator Artificer","level_1":"3","hit_die":"8","class_2":"","level_2":"","hit_die_2":"","class_3":"","level_3":"","hit_die_3":"","class_4":"","level_4":"","hit_die_4":"","strength":"10","dexterity":"12","constitution":"14","intelligence":"18","wisdom":"12","charisma":"12","constitution_save_prof":"1","intelligence_save_prof":"1","strength_save_mod":"","dexterity_save_mod":"","constitution_save_mod":"","intelligence_save_mod":"","wisdom_save_mod":"","charisma_save_mod":"","armor_class":"13","armor_class_mod":"","hit_points_first":"","hit_points_current":"","hit_points":"","speed":"","pp_bonus":"","class_resource_label":"Plans Known","class_resource_curr":"4","class_resource":"","class_resource_label_2":"Magic Items","class_resource_curr_2":"2","class_resource_2":"2","class_resource_label_3":"Knowledge from a Past Life","class_resource_curr_3":"2","class_resource_3":"2","class_resource_label_4":"Jolt to Life","class_resource_curr_4":"4","class_resource_4":"4","class_resource_label_5":"","class_resource_curr_5":"","class_resource_5":"","class_resource_label_6":"","class_resource_curr_6":"","class_resource_6":"","initiative_mod":"0","initiative":"","acrobatics_att":"dexterity","acrobatics":"","animal_handling_att":"wisdom","animal_handling":"","arcana_prof":"1","arcana_att":"intelligence","arcana":"","athletics_att":"strength","athletics":"","deception_att":"charisma","deception":"","history_prof":"1","history_att":"intelligence","history":"","insight_prof":"1","insight_att":"wisdom","insight":"","intimidation_att":"charisma","intimidation":"","investigation_prof":"1","investigation_att":"intelligence","investigation":"","medicine_prof":"1","medicine_att":"wisdom","medicine":"","nature_att":"intelligence","nature":"","perception_att":"wisdom","perception":"","performance_att":"charisma","performance":"","persuation_att":"charisma","persuasion":"","religion_att":"intelligence","religion":"","sleight_of_hand_att":"dexterity","sleight_of_hand":"","stealth_att":"dexterity","stealth":"","survival_att":"wisdom","survival":"","skill_name_01":"","skill_attr_01":"strength","skill_value_01":"","skill_name_02":"","skill_attr_02":"strength","skill_value_02":"","skill_name_03":"","skill_attr_03":"strength","skill_value_03":"","skill_name_04":"","skill_attr_04":"strength","skill_value_04":"","skill_name_05":"","skill_attr_05":"strength","skill_value_05":"","skill_name_06":"","skill_attr_06":"strength","skill_value_06":"","skill_name_07":"","skill_attr_07":"strength","skill_value_07":"","skill_name_08":"","skill_attr_08":"strength","skill_value_08":"","skill_name_09":"","skill_attr_09":"strength","skill_value_09":"","skill_name_10":"","skill_attr_10":"strength","skill_value_10":"","attack_prof_01":"1","attack_01":"Quarterstaff","attack_attr_01":"strength","attack_mod_01":"","attack_dmg_01":"","attack_dmg_type_01":"","attack_props_01":"","attack_prof_02":"1","attack_02":"Dagger","attack_attr_02":"strength","attack_mod_02":"","attack_dmg_02":"","attack_dmg_type_02":"","attack_props_02":"","attack_03":"","attack_attr_03":"strength","attack_mod_03":"","attack_dmg_03":"","attack_dmg_type_03":"","attack_props_03":"","attack_04":"","attack_attr_04":"strength","attack_mod_04":"","attack_dmg_04":"","attack_dmg_type_04":"","attack_props_04":"","attack_05":"","attack_attr_05":"strength","attack_mod_05":"","attack_dmg_05":"","attack_dmg_type_05":"","attack_props_05":"","attack_06":"","attack_attr_06":"strength","attack_mod_06":"","attack_dmg_06":"","attack_dmg_type_06":"","attack_props_06":"","attack_07":"","attack_attr_07":"strength","attack_mod_07":"","attack_dmg_07":"","attack_dmg_type_07":"","attack_props_07":"","attack_08":"","attack_attr_08":"strength","attack_mod_08":"","attack_dmg_08":"","attack_dmg_type_08":"","attack_props_08":"","attack_09":"","attack_attr_09":"strength","attack_mod_09":"","attack_dmg_09":"","attack_dmg_type_09":"","attack_props_09":"","attack_10":"","attack_attr_10":"strength","attack_mod_10":"","attack_dmg_10":"","attack_dmg_type_10":"","attack_props_10":"","spellcasting_ability":"INT","sam_mod":"","ssdc_mod":"","total_spell_slots_1":"2","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","spellcasting":"","proficiences_and_languages":"[b][u][h1]Languages[\/h1][\/u][\/b]\r\n- Common\r\n- Elvish\r\n- Common Sign Language\r\n\r\n[b][u][h1]Weapon Proficencies[\/h1][\/u][\/b]\r\n- Simple\r\n\r\n[b][u][h1]Armor Proficiencies[\/h1][\/u][\/b]\r\n- Light\r\n- Medium\r\n\r\n[b][u][h1]Tool Proficiencies[\/h1][\/u][\/b]\r\n- Calligrapher's Tools\r\n- Thieves' Tools\r\n- Tinker's Tools\r\n- Alchemist's Supplies","copper_pieces":"0","silver_pieces":"0","electrum_pieces":"0","gold_pieces":"24","platinum_pieces":"0","equipment":"- Studded Leather Armor\r\n- Quarterstaff\r\n- Dagger\r\n- Tinker's Tools\r\n- Calligrapher's Tools\r\n- Alchemist's Supplies\r\n- History Book\r\n- Robe\r\n- Caltrops\r\n- Crowbar\r\n- Oil (2)\r\n- Tinderbox\r\n- Torch\r\n- Rations (10)\r\n- Waterskin\r\n- Glass jar of flesh filled with pickling fluid\r\n- Parchment\r\n- Weird Handheld Mirror","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"[b][u][h1]Class Features[\/h1][\/u][\/b]\r\n\r\n[b][u][h2]Spellcasting[\/h2][\/u][\/b]\r\nYou have learned how to channel magical energy through objects. See the Player\u2019s Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer Spell List.\r\n\r\nTools Required. You produce your Artificer spells through tools. You can use Thieves\u2019 Tools, Tinker\u2019s Tools, or another kind of Artisan\u2019s Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).\r\n\r\nCantrips. You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.\r\n\r\nWhenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.\r\n\r\nWhen you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.\r\n\r\nSpell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.\r\n\r\nPrepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended.\r\n\r\nThe number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you\u2019re a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.\r\n\r\nIf another Artificer feature gives you spells that you always have prepared, those don\u2019t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.\r\n\r\nChanging Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.\r\n\r\nSpellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.\r\n\r\n[b][u][h2]Tinker's Magic[\/h2][\/u][\/b]\r\nYou know the Mending cantrip.\r\n\r\nAs a Magic action while holding Tinker\u2019s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:\r\n\r\nBall Bearings\tFlask\tPouch\r\nBasket\tGrappling Hook\tRope\r\nBedroll\tHunting Trap\tSack\r\nBell\tJug\tShovel\r\nBlanket\tLamp\tSpikes, Iron\r\nBlock and Tackle\tManacles\tString\r\nBottle, Glass\tNet\tTinderbox\r\nBucket\tOil\tTorch\r\nCaltrops\tPaper\tVial\r\nCandle\tParchment\t\r\nCrowbar\tPole\t\r\nSee the rules for the item in the Player\u2019s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.\r\n\r\nYou can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.\r\n\r\n[b][u][h2]Replicate Magic Item[\/h2][\/u][\/b]\r\nYou have learned arcane plans that you use to make magic items.\r\n\r\nPlans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table. Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.\r\n\r\nYou learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.\r\n\r\nCreating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker\u2019s Tools in hand. Each item is based on one of the plans you know for this feature.\r\n\r\nIf a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.\r\n\r\nWhen you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.\r\n\r\nYou can\u2019t have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.\r\n\r\nDuration. A magic item created by this feature functions as the normal magic item, except its magic isn\u2019t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.\r\n\r\nIf an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.\r\n\r\nSpellcasting Focus. You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan\u2019s Tools.\r\n\r\n[b][u][h2]Artificer Subclass[\/h2][\/u][\/b]\r\nYou gain an Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass\u2019s features that are of your Artificer level or lower.\r\nReanimator\r\n\r\n[b][u][h2]Reanimator Spells[\/h2][\/u][\/b]\r\nWhen you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.\r\n\r\nReanimator Spells\r\nArtificer Level\tSpells\r\n3\tFalse Life, Spare the Dying, Witch Bolt\r\n5\tBlindness\/Deafness, Enhance Ability\r\n9\tAnimate Dead, Lightning Bolt\r\n13\tBlight, Death Ward\r\n17\tAntilife Shell, Raise Dead\r\n\r\n[b][u][h2]Jolt to Life[\/h2][\/u][\/b]\r\nWhen you cast Spare the Dying, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains 1 Hit Point, and each creature in a 10-foot Emanation originating from the target makes a Dexterity saving throw against your spell save DC. On a failed save, the creatures take Lightning damage equal to 1d4 plus half your Artificer level (round up). On a successful save, they take half as much damage.\r\n\r\nYou can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.\r\n\r\n[b][u][h2]Reanimated Companion[\/h2][\/u][\/b]\r\nUsing Tinker\u2019s Tools or another type of Artisan\u2019s Tools with which you have proficiency, you can take a Magic action to create a Reanimated Companion (see the stat block) through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion\u2019s appearance; your choices don\u2019t affect the companion\u2019s game statistics.\r\n\r\nThe companion is Friendly to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die.\r\n\r\nOnce you create a companion, you can\u2019t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can\u2019t create one while your companion is present.\r\n\r\nThe Companion in Combat\r\nIn combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the companion acts on its own and isn\u2019t limited to the Dodge action.\r\n\r\nReanimated Companion\r\nSmall Undead, Neutral\r\nArmor Class: 10 + your Intelligence modifier\r\nHit Points: HP 4 + four times your Artificer level (the defender has a number of Hit Dice [d6s] equal to your Artificer level)\r\nSpeed: Speed 30 ft.\r\nSTR (Mod\/Save)\tDEX (Mod\/Save)\tCON (Mod\/Save)\tINT (Mod\/Save)\tWIS (Mod\/Save)\tCHA (Mod\/Save)\r\n14 (+2\/+2)\t10 (+0\/+0)\t16 (+3\/+3)\t4 (\u22123\/-3)\t10 (+0\/+0)\t6 (-2\/-2)\r\nNecrotic, Poison\r\nImmunities: Lightning; Charmed, Exhaustion, Poisoned\r\nSenses: Blindsight 60 ft.; Passive Perception 10\r\nLanguages: Understands the languages you know\r\nChallenge Rating: None (XP 0; PB equals your Proficiency Bonus)\r\nTraits\r\nDeath Burst. The companion explodes when it dies. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the companion. Failure: 2d6 Necrotic damage.\r\nLightning Absorption. Whenever the companion is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.\r\nActions\r\nDreadful Swipe. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 2 plus your Intelligence modifier Necrotic damage, and the target can\u2019t take Opportunity Attacks until the start of its next turn.\r\n\r\n[b][u][h1]Species Features[\/h1][\/u][\/b]\r\n[b][u][h2]Darkvision[\/h2][\/u][\/b]\r\nYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.\r\n\r\n[b][u][h2]Elven Lineage[\/h2][\/u][\/b]\r\nYou are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.\r\n\r\nWhen you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.\r\n\r\nIntelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).\r\n\r\n(High Elf)\r\nHigh Elf\tYou know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.\t3rd Level: Detect Magic\t5th Level: Misty Step\r\n\r\n[b][u][h2]Fey Ancestry[\/h2][\/u][\/b]\r\nYou have Advantage on saving throws you make to avoid or end the Charmed condition.\r\n\r\n[b][u][h2]Keen Senses[\/h2][\/u][\/b]\r\nYou have proficiency in the Insight, Perception, or Survival skill.\r\n\r\n[b][u][h2]Trance[\/h2][\/u][\/b]\r\nYou don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.\r\n\r\n[b][u][h2]Deathless Nature[\/h2][\/u][\/b]\r\nou have escaped death, a fact represented by the following benefits:\r\n- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.\r\n- You have advantage on death saving throws.\r\n- You don\u2019t need to eat, drink, or breathe.\r\n- You don\u2019t need to sleep, and magic can\u2019t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.\r\n\r\n[b][u][h2]Knowledge from a Past Life[\/h2][\/u][\/b]\r\nou temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n\r\n[b][u][h1]Background Features[\/h1][\/u][\/b]\r\n\r\n[b][u][h2]Magic Initiate: Wizard[\/h2][\/u][\/b]\r\nTwo Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).\r\n\r\nLevel 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.\r\n\r\nSpell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.\r\n\r\nRepeatable. You can take this feat more than once, but you must choose a different spell list each time.\r\n","notes":"Magic Items List: http:\/\/dnd2024.wikidot.com\/artificer:main","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hero_points":"","plot_points":"","spell_points_curr":"","spell_points_max":"","title1":"","custom1":"","title2":"","custom2":"","spell_prepared_01":"1","spell_level_01":"C","spell_name_01":"Prestidigitation","spell_id_01":"","spell_ability_01":"intelligence","spell_casting_time_01":"Action","spell_range_01":"10ft","spell_duration_01":"Up to 1 hour","spell_components_01":"V. S","spell_damage_01":"","spell_damage_higher_01":"","spell_component_sets_01":"","spell_notes_01":"Transmutation: You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.  Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.  Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.  Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.  Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.  Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.  Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.","spell_prepared_02":"1","spell_level_02":"C","spell_name_02":"True Strike","spell_id_02":"","spell_ability_02":"intelligence","spell_casting_time_02":"Action","spell_range_02":"Self","spell_duration_02":"Instantaneous","spell_components_02":"S, M","spell_damage_02":"","spell_damage_higher_02":"","spell_component_sets_02":"","spell_notes_02":"Divination: Guided by a flash of magical insight, you make one attack with the weapon used in the spell\u2019s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon\u2019s normal damage type (your choice).  Cantrip Upgrade. Whether you deal Radiant damage or the weapon\u2019s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).","spell_prepared_03":"1","spell_level_03":"C","spell_name_03":"Mage Hand","spell_id_03":"","spell_ability_03":"intelligence","spell_casting_time_03":"Action","spell_range_03":"30ft","spell_duration_03":"1 minute","spell_components_03":"V, S","spell_damage_03":"","spell_damage_higher_03":"","spell_component_sets_03":"","spell_notes_03":"Conjuration: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.  As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.  The hand can\u2019t attack, activate magic items, or carry more than 10 pounds.","spell_prepared_04":"1","spell_level_04":"C","spell_name_04":"Spare the Dying","spell_id_04":"","spell_ability_04":"intelligence","spell_casting_time_04":"Action","spell_range_04":"15ft","spell_duration_04":"Instantaneous","spell_components_04":"V, S","spell_damage_04":"","spell_damage_higher_04":"","spell_component_sets_04":"","spell_notes_04":"Necromancy: Choose a creature within range that has 0 Hit Points and isn\u2019t dead. The creature becomes Stable.  Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).","spell_prepared_05":"1","spell_level_05":"C","spell_name_05":"Shocking Grasp","spell_id_05":"","spell_ability_05":"intelligence","spell_casting_time_05":"Action","spell_range_05":"Touch","spell_duration_05":"Instantaneous","spell_damage_scm_05":"1","spell_components_05":"V, S","spell_damage_05":"1d8 Lightning","spell_damage_higher_05":"","spell_component_sets_05":"","spell_notes_05":"Evocation: Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can\u2019t make Opportunity Attacks until the start of its next turn.  Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).","spell_prepared_06":"1","spell_level_06":"1","spell_name_06":"Witch Bolt","spell_id_06":"","spell_ability_06":"intelligence","spell_casting_time_06":"Action","spell_range_06":"60ft","spell_duration_06":"Concentration, up to 1 minute","spell_damage_scm_06":"1","spell_components_06":"V, S, M","spell_damage_06":"2d12 Lightning","spell_damage_higher_06":"1d12","spell_component_sets_06":"","spell_notes_06":"A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.  On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.  The spell ends if the target is ever outside the spell\u2019s range or if it has Total Cover from you.  Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.","spell_prepared_07":"1","spell_level_07":"1","spell_name_07":"Faerie Fire","spell_id_07":"","spell_ability_07":"intelligence","spell_casting_time_07":"Action","spell_range_07":"60ft","spell_duration_07":"Concentration, up to 1 minute","spell_components_07":"V","spell_damage_07":"","spell_damage_higher_07":"","spell_component_sets_07":"","spell_notes_07":"Evocation: Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can\u2019t benefit from the Invisible condition.  Attack rolls against an affected creature or object have Advantage if the attacker can see it.","spell_prepared_08":"1","spell_level_08":"1","spell_name_08":"False Life","spell_id_08":"","spell_ability_08":"intelligence","spell_casting_time_08":"Action","spell_range_08":"Self","spell_duration_08":"Instantaneous","spell_components_08":"V, S, M","spell_damage_08":"","spell_damage_higher_08":"","spell_component_sets_08":"","spell_notes_08":"NecromancyYou gain 2d4 + 4 Temporary Hit Points.  Using a Higher-Level Spell Slot. 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