{"name":"Maleichar Ebzer","class":"Paladin (Ancients)","level":"3","background":"Handlers","race":"Tiefling (Zariel)","alignment":"Chaotic Good","proficiency_bonus":"2","strength":"16","dexterity":"9","constitution":"14","intelligence":"12","wisdom":"12","charisma":"15","str_save":"3","dex_save":"-1","con_save":"2","int_save":"1","wis_save":"3","cha_save":"4","hit_die":"10","total_hit_dice":"3","acrobatics":"-1","animal_handling":"1","arcana":"1","athletics":"3","deception":"2","history":"3","insight":"3","intimidation":"2","investigation":"1","medicine":"3","nature":"3","perception":"1","performance":"2","persuasion":"2","religion":"1","sleight_of_hands":"-1","stealth":"-1","survival":"1","proficiencies":"","armor_class":"19","hit_points":"28","initiative":"-1","speed":"30","proficiences_and_languages":"Skills: History, Nature, Medicine, Insight\r\nTools: Cartographer's tools , cooking utensils\r\nLanguages: Common, Infernal\r\nArmor: Light, Medium, Heavy, Shields\r\nWeapon: Simple, Martial","attacks":"","spellcasting":"","equipment":"One set of traveler's clothes, a guild card, empty\r\nbook, quill and ink, 3 regional maps, and a pouch containing\r\nSplint Armor (17 AC, disadvantage on stealth) (19 AC, with shield, disadvantage on stealth)\r\n\r\n440 gp\r\n\r\n[spoiler] \r\nHydro Hide (A) - While wearing armor, you have a swimming speed equal to your walking speed (harvested from a Ludroth)\r\nGiadrome Hide (A,W) - (A)You reduce cold damage you take by 3 while you wear this armor. (W) Icy wind and snowflakes bluster around this weapon, even in warm environments. While touching it, you can walk on the surface of the lightest snow, leaving no footprints.\r\n\r\nKut-Ku Ear (A, W): (A) As a bonus action, you can conjure a horn in the shape of the Kut-Ku's ear. When held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. (W)While touching this weapon you can speak its command phrase: \"The limits of my language are the limits of my world\" to gain proficiency in any language of your choice for 24 hours. Once you use this property, you can't use it again until the next day.\r\n\r\nKulu-Ya-Ku Scale (A, W): (A) You can use an action to speak this armor's command word, causing it to emit soothing music and cast the calm emotions spell (save DC 14) centered on you. Once you use this property, you cannot use it again until you finish a long rest. (W) Every minute, a beautifully colored feather falls from your weapon and floats to the ground.\r\n\r\nTetsucabra Tusks (A, W): (A) You gain a burrowing speed of 10 feet while you wear this armor. (W) (Hammer only) Punish Draw. A creature hit for the first time by the Hammers Mighty Weapon, has disadvantage on the saving throw.\r\n| Monster Materials [\/spoiler]\r\n\r\nGunlance and Shield (uncommon) (engraved with Lord Firemane's Emblem) able to cast magic when holding shield\r\nfor uncommon: \r\nYou gain a +1 bonus on attacks and damage rolls.\r\nShell (3\/short rest). You can use the Attack action to fire\r\nan explosive shell at a creature. If you\u2019re able to make\r\nmultiple attacks with the Attack action, this attack replaces\r\none of them. This attack has a range of 60\/100 and deals 1d8\r\nfire damage. The gunlance must be reloaded using a bonus\r\naction before this ability can be used again.\r\nGunlance: 30 gp, 1d8 piercing, 6 lb., reach\r\n\r\n\r\nHammer (common)\r\n\r\nExplorer's Pack:\r\na backpack\r\na bedroll\r\na mess kit\r\na tinderbox\r\n10 torches\r\n10 days of rations\r\na waterskin\r\n50 feet of hempen rope\r\n\r\n2 Armor Spheres\r\n3 Earth Crystals\r\n","personality_trait":"Wise, Older, A bit cranky, First to go into battle, Lived a good life, borderline at the point of retirement.","ideal":"Wants to be an isolated man who can tend to his gardens and enjoy a calmer life.","bond":"","flaw":"Cranky.","features_and_traits":"[spoiler] [b] Darkvision: [\/b] Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You 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. You can't discern color in darkness, only shades of gray. \r\n\r\n[b] Hellish Resistance: [\/b] You have resistance to fire damage.\r\n\r\n[b] Legacy of Avernus: [\/b] You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. | Racial [\/spoiler]\r\n\r\n[spoiler] [b] Divine Sense [\/b] The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.\r\n\r\nYou can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses\r\n\r\n[b] Lay on Hands [\/b] Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level \u00d7 5.\r\n\r\nAs an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.\r\n\r\nAlternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.\r\n\r\nThis feature has no effect on undead and constructs.\r\n\r\n\r\n[b] Divine Smite [\/b]\r\nStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.\r\n\r\n[b] Channel Divinity [\/b]\r\nYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.\r\n\r\n[b] Channel Divinity: Nature's Wrath [\/b]\r\nYou can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.\r\n\r\n[b] Channel Divinity: Turn the Faithless [\/b]\r\nYou can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.\r\n\r\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.\r\n\r\nIf the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. | Paladin [\/spoiler]\r\n","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":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"28","temporary_hit_points":"","hit_dice_used":"","xp":"2050","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":"","templateId":"404","blockId":"465626","world":"","isShared":"on"}