{"name":"Urimyar","class":"Sorcerer","level":"7","background":"Sage","race":"Elf","alignment":"Chaotic Neutral","proficiency_bonus":"3","strength":"10","dexterity":"14","constitution":"14","intelligence":"12","wisdom":"12","charisma":"16","str_save":"0","dex_save":"2","con_save":"5","int_save":"1","wis_save":"1","cha_save":"6","hit_die":"6","total_hit_dice":"7","acrobatics":"2","animal_handling":"1","arcana":"4","athletics":"0","deception":"3","history":"3","insight":"2","intimidation":"6","investigation":"1","medicine":"1","nature":"1","perception":"4","performance":"3","persuasion":"6","religion":"1","sleight_of_hands":"2","stealth":"2","survival":"1","proficiencies":"","armor_class":"13","hit_points":"35","initiative":"2","speed":"35","proficiences_and_languages":"Languages: Common, Elvish, Orc, Draconic\r\nArmor: Cloak of Protection\r\nWeapons:  daggers, darts, slings, quarterstaffs, light crossbows, longbows, longswords, shortbows, shortbows\r\nSkills: Perception, Arcana, History, Intimidation, Persuasion\r\nSaving Throws: Con, Cha\r\n5'11\" 168 lbs","attacks":"Weapon | Attack | Damage\r\nLongbow | [roll:1d20+4] | [roll:1d8+2] piercing (150\/600)\r\nDagger | [roll:1d20+4] | [roll:1d4+2] piercing (20\/60)\r\n","spellcasting":"Cantrips: Fire Bolt, Prestidigitation, Ray of Frost, Shocking Grasp, Mage Hand\r\nLevel 1: Magic Missile, Shield, Chromatic Orb (4)\r\nLevel 2: Gust of Wind, Heat Metal (3)\r\nLevel 3: Fireball, Lightning Bolt (3)\r\nLevel 4: Dimension Door(1)","equipment":"Longbow\r\n2x Daggers\r\nRing of Waterwalking","personality_trait":"5'11\" 168 lbs","ideal":"","bond":"","flaw":"","features_and_traits":"Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.\r\n\r\nFey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.\r\n\r\nDarkvision. Accustomed to twilit forests and the night sky, 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\nWild Magic Surge\r\nStarting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.\r\n\r\nIf a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.\r\n\r\nWild Magic Surge\r\nd100\tEffect\r\n01-02\tRoll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.\r\n03-04\tFor the next minute, you can see any invisible creature if you have line of sight to it.\r\n05-06\tA modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.\r\n07-08\tYou cast fireball as a 3rd-level spell centered on yourself.\r\n09-10\tYou cast magic missile as a 5th-level spell.\r\n11-12\tRoll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.\r\n13-14\tYou cast confusion centered on yourself.\r\n15-16\tFor the next minute, you regain 5 hit points at the start of each of your turns.\r\n17-18\tYou grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.\r\n19-20\tYou cast grease centered on yourself.\r\n21-22\tCreatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.\r\n23-24\tYour skin turns a vibrant shade of blue. A remove curse spell can end this effect.\r\n25-26\tAn eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.\r\n27-28\tFor the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.\r\n29-30\tYou teleport up to 60 feet to an unoccupied space of your choice that you can see.\r\n31-32\tYou are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.\r\n33-34\tMaximize the damage of the next damaging spell you cast within the next minute.\r\n35-36\tRoll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.\r\n37-38\t1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.\r\n39-40\tYou regain 2d10 hit points.\r\n41-42\tYou turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.\r\n43-44\tFor the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.\r\n45-46\tYou cast levitate on yourself.\r\n47-48\tA unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.\r\n49-50\tYou can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.\r\n51-52\tA spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.\r\n53-54\tYou are immune to being intoxicated by alcohol for the next 5d6 days.\r\n55-56\tYour hair falls out but grows back within 24 hours.\r\n57-58\tFor the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.\r\n59-60\tYou regain your lowest-level expended spell slot.\r\n61-62\tFor the next minute, you must shout when you speak.\r\n63-64\tYou cast fog cloud centered on yourself.\r\n65-66\tUp to three creatures you choose within 30 feet of you take 4d10 lightning damage.\r\n67-68\tYou are frightened by the nearest creature until the end of your next turn.\r\n69-70\tEach creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.\r\n71-72\tYou gain resistance to all damage for the next minute.\r\n73-74\tA random creature within 60 feet of you becomes poisoned for 1d4 hours.\r\n75-76\tYou glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.\r\n77-78\tYou cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.\r\n79-80\tIllusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.\r\n81-82\tYou can take one additional action immediately.\r\n83-84\tEach creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.\r\n85-86\tYou cast mirror image.\r\n87-88\tYou cast fly on a random creature within 60 feet of you.\r\n89-90\tYou become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.\r\n91-92\tIf you die within the next minute, you immediately come back to life as if by the reincarnate spell.\r\n93-94\tYour size increases by one size category for the next minute.\r\n95-96\tYou and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.\r\n97-98\tYou are surrounded by faint, ethereal music for the next minute.\r\n99-00\tYou regain all expended sorcery points.\r\n\r\nTides of Chaos\r\nStarting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.\r\n\r\nAny time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.\r\n\r\nFont of Magic\r\n\r\nAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\nSorcery Points\r\nYou have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\nFlexible Casting\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\nCreating Spell Slots\r\nSpell Slot Level\tSorcery Point Cost\r\n1st\t2\r\n2nd\t3\r\n3rd\t5\r\n4th\t6\r\n5th\t7\r\nConverting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.\r\nMetamagic\r\n\r\nAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\nDistant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\nQuickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.","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":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"511758","world":""}