{"name":"Darian","class":"Rogue","level":"2","background":"Artisan","race":"Human","alignment":"Neutral Good","proficiency_bonus":"2","strength":"9","dexterity":"18","constitution":"12","intelligence":"12","wisdom":"12","charisma":"17","str_save":"-1","dex_save":"6","con_save":"3","int_save":"3","wis_save":"1","cha_save":"3","hit_die":"8","total_hit_dice":"","acrobatics":"6","animal_handling":"1","arcana":"1","athletics":"-1","deception":"7","history":"1","insight":"3","intimidation":"3","investigation":"3","medicine":"1","nature":"1","perception":"5","performance":"1","persuasion":"6","religion":"1","sleight_of_hands":"6","stealth":"6","survival":"1","proficiencies":"Acrobatics\r\nDeception\r\nInsight\r\nInvestigation\r\nPerception\r\nPersuasion\r\nSlight of Hand\r\nStealth","armor_class":"15","hit_points":"22","initiative":"4","speed":"30","proficiences_and_languages":"Weapons:\r\nLight Armor\r\nSimple Weapons\r\nLanguages:\r\nThieve's Cant\r\nCelestial \r\nElven ","attacks":"Rapier | [roll:1d20+6] | [roll1d8+4]\r\nShortbow |  [roll:1d20+6] | [roll1d6+4]\r\nDagger |  [roll:1d20+6] | [roll1d4+4]\r\n ","spellcasting":"","equipment":"Artisan's Clothes\r\nRapier\r\nShortbow\r\nDagger\r\n","personality_trait":"","ideal":"","bond":"sheltered life","flaw":"Paranoia ","features_and_traits":"Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe\u2019s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\nYou don\u2019t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn\u2019t incapacitated, and you don\u2019t have disadvantage on the attack roll.\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\r\n\r\nCunning Action\r\nStarting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.\r\n\r\nChange Appearance:  As an action, you can transform your appearance or revert to your natural form. You can\u2019t duplicate the appearance of a creature you\u2019ve never seen, and you revert to your natural form if you die.\r\n\r\nYou decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you\u2019re bipedal, you can\u2019t use this trait to become quadrupedal, for instance. Your clothing and other equipment don\u2019t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.\r\n\r\nEven to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection\r\n\r\nUnsettling Visage:  When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.\r\n\r\nDivergent Persona: You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.\r\n\r\nThieve's Cant: During your rogue training you learned thieves\u2019 cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves\u2019 cant understands such messages. It takes four times longer to convey such a message\u2060 than it does to speak the same idea plainly.\r\nIn addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves\u2019 guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run","total_spell_slots_1":"","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":"","arms_and_equipment":"[block:170]","class_features":"Sneak Attack\r\nChange Appearance\r\nUnsettling Visage\r\nDivergent Persona\r\nThieve's Cant\r\n","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"Changeling","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"Rapier","isShared":"on","templateId":"404","blockId":"418283","world":""}