{"name":"Razor Dunraven","class":"Barbarian - Path of the Storm Herald","level":"3","background":"Mercenary Veteran","race":"Human","alignment":"Lawful Neutral","proficiency_bonus":"2","strength":"13","dexterity":"16","constitution":"15","intelligence":"10","wisdom":"1","charisma":"12","str_save":"3","dex_save":"3","con_save":"4","int_save":"0","wis_save":"-1","cha_save":"1","hit_die":"12","total_hit_dice":"3","acrobatics":"5","animal_handling":"-1","arcana":"0","athletics":"3","deception":"1","history":"0","insight":"-1","intimidation":"3","investigation":"0","medicine":"-1","nature":"0","perception":"1","performance":"1","persuasion":"3","religion":"0","sleight_of_hands":"3","stealth":"3","survival":"-1","proficiencies":"Strength, Constitution, Acrobatics, Athletics, Intimidation, Perception, Persuasion","armor_class":"15","hit_points":"30","initiative":"3","speed":"40","proficiences_and_languages":"Tools: Dice sets\r\nVehicles: Land\r\nWeapons: Martial, Simple\r\nArmour: Light, Medium, Shields\r\nLanguages: Common, Elvish","attacks":"Weapon | Attack | Damage | Type | Special\r\nJavelin | [roll:1d20+3] | [roll:1d6+1] | Piercing | Thrown (range 30\/120)\r\nScimitar | [roll:1d20+5] | [roll:1d6+3] | Slashing | Finesse, Light\r\nDagger | [roll:1d20+5] | [roll:1d4+3] | Piercing | Finesse, Light, Thrown(range 20\/60)\r\n","spellcasting":"","equipment":"Explorer's Pack","personality_trait":"I don't talk much but when I do, I prefer to let my fists do the talking for me.","ideal":"\"In Everything, Honour\" - I bring honour to my family by honouring those who pay me.","bond":"The Dunraven Way - I owe my allegiance to the family business and whatever contract I am currently bound to.","flaw":"I don't have an opinion on most things unless it directly affects my ability to do my job. Body guards should be known for their protective skills, not their conversational skills.","features_and_traits":"BONUS ACTIONS\r\n-Rage: Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing damage. Lasts 1 minute (6 turns,) can use 3 times per long rest.\r\n-Storm Aura Effect: While raging you can activate your Storm Aura's effect as a bonus action on each turn. The effect of your chosen element are the following\r\n     -Desert: When activated, all other creatures in your aura take 2 fire damage each. The damage increases to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. \r\n     -Sea: When activated you can choose one other creature in your aura that you can see. The target must make a DEX saving throw and takes 1d6 lightning damage on a fail or half as much damage on a success. The damage increases to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. \r\n     -Tundra: When activated each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level\r\n\r\nFEATS\r\n-Mobile: You are exceptionally speedy and agile; increase your movement speed by 10 feet. When using the dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.\r\n\r\nFEATURES\r\n-Reckless Attack: Advantage on melee attacks using Strength, attacks against you have advantage as well.\r\n-Storm Aura: you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction but not through total cover. Your aura has an effect that activates when you enter your rage and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment as detailed under \"bonus actions\". You can change your environment choice when you gain a barbarian level. If your aura's effects require a saving throw, the DC equals 8 + your proficiency modifier + your CON modifier.\r\n\r\nOTHER TRAITS\r\n-Mercenary Life. You know the mercenary life as only someone who has experienced it can. You are able identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.","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":"116,172,113,125717","class_features":"12098,11542,151841,253423","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"240693","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":"Player Character, Human, Barbarian, Dunraven, Mercenary","isShared":"on","templateId":"404","blockId":"622071","world":"a217c7cf-16d2-4f06-93fe-f6840abe9040","folder":""}