{"name":"Charlotte Amia","imageid":"","species":"Deep Triton","background":"Entertainer","size":"Large","xp":"","class_1":"Paladin","level_1":"8","subclass_1":"Oath of the Eldritch Hunt","hit_die_1":"10","hit_dice_remaining_1":"","class_2":"","level_2":"","subclass_2":"","hit_die_2":"","hit_dice_remaining_2":"","class_3":"","level_3":"","subclass_3":"","hit_die_3":"","hit_dice_remaining_3":"","class_4":"","level_4":"","subclass_4":"","hit_die_4":"","hit_dice_remaining_4":"","strength":"17","dexterity":"15","constitution":"16","intelligence":"14","wisdom":"10","charisma":"20","wisdom_save_prof":"1","charisma_save_prof":"1","strength_save_mod":"","dexterity_save_mod":"","constitution_save_mod":"","intelligence_save_mod":"","wisdom_save_mod":"","charisma_save_mod":"","armor_class_mod":"","hit_points_first":"","hit_points_current":"83","hit_points":"83","temporary_hit_points_current":"","dss1":"0","dss2":"0","dss3":"0","dsf1":"0","dsf2":"0","dsf3":"0","exhaustion_01":"0","exhaustion_02":"0","exhaustion_03":"0","exhaustion_04":"0","exhaustion_05":"0","exhaustion_06":"0","conditions":"","speed":"25 feet and you have swimming speed of 35 feet.","initiative_mod":"0","initiative":"","inspiration_01":"0","pp_bonus":"","class_resource_label_01":"Lay on Hands","class_resource_curr_01":"15","class_resource_01":"15","class_resource_label_02":"Channel Divinity","class_resource_curr_02":"2","class_resource_02":"2","class_resource_label_03":"","class_resource_curr_03":"","class_resource_03":"","acrobatics_prof":"1","acrobatics_abi":"dexterity","acrobatics":"","animal_handling_abi":"wisdom","animal_handling":"","arcana_abi":"intelligence","arcana":"","athletics_abi":"strength","athletics":"","deception_abi":"charisma","deception":"","history_abi":"intelligence","history":"","insight_prof":"1","insight_abi":"wisdom","insight":"","intimidation_abi":"charisma","intimidation":"","investigation_abi":"intelligence","investigation":"","medicine_prof":"1","medicine_abi":"wisdom","medicine":"","nature_abi":"intelligence","nature":"","perception_abi":"wisdom","perception":"","performance_abi":"charisma","performance":"","persuasion_prof":"1","persuasion_abi":"charisma","persuasion":"","religion_abi":"intelligence","religion":"","sleight_of_hand_abi":"dexterity","sleight_of_hand":"","stealth_abi":"dexterity","stealth":"","survival_abi":"wisdom","survival":"","skill_name_01":"","skill_abi_01":"strength","skill_value_01":"","skill_name_02":"","skill_abi_02":"strength","skill_value_02":"","skill_name_03":"","skill_abi_03":"strength","skill_value_03":"","skill_name_04":"","skill_abi_04":"strength","skill_value_04":"","skill_name_05":"","skill_abi_05":"strength","skill_value_05":"","attack_worn_01":"1","attack_prof_01":"1","attack_01":"Longsword","attack_abi_01":"strength","attack_mod_01":"","attack_dmg_01":"1d8","attack_dmg_type_01":"Slashing","attack_props_01":"Versatile (1d10)","attack_mastery_01":"-","attack_prof_02":"1","attack_02":"Javelin (6)","attack_abi_02":"dexterity","attack_mod_02":"","attack_dmg_02":"1d6","attack_dmg_type_02":"Piercing","attack_props_02":"Thrown (range 30\/120)","attack_mastery_02":"-","attack_worn_03":"1","attack_prof_03":"1","attack_03":"lycan weapon","attack_abi_03":"strength","attack_mod_03":"+2","attack_dmg_03":"1d8","attack_dmg_type_03":"Slashing","attack_props_03":"Versatile (1d10)","attack_mastery_03":"-","attack_04":"","attack_abi_04":"strength","attack_mod_04":"","attack_dmg_04":"","attack_dmg_type_04":"","attack_props_04":"","attack_mastery_04":"-","attack_05":"","attack_abi_05":"strength","attack_mod_05":"","attack_dmg_05":"","attack_dmg_type_05":"","attack_props_05":"","attack_mastery_05":"-","armor_worn_01":"1","armor_name_01":"Chain Mail","armor_type_01":"h","armor_ac_01":"16","armor_props_01":"Disadvantage on Stealth","armor_worn_02":"1","armor_name_02":"Shield","armor_type_02":"s","armor_ac_02":"2","armor_props_02":"","armor_name_03":"","armor_type_03":"l","armor_ac_03":"","armor_props_03":"","armor_name_04":"","armor_type_04":"l","armor_ac_04":"","armor_props_04":"","proficiencies_and_languages":"Weapon Proficency: Simple and Martial weapons\r\nArmor Training: Light, Medium, and Heavy armor and Shields\r\nTool Proficency: Lute, Lyre, Flute, Drum","features_and_traits":"[h1]Species[\/h1]\r\n[b]Amphibious[\/b]. You can breathe air and water.\r\n\r\n[b]Darkvision[\/b]. 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\u2019t discern color in darkness, only shades of gray.\r\n\r\n[b]Denizen of the Depths[\/b]. Adapted to even the most extreme ocean depths, you have resistance to cold damage.\r\n\r\n[b]Silhouette of Deception[\/b]. You hide your body under many layers of clothing for a reason. Beneath it, there is your true, monstrous form, which you can manifest at will. As an action, you can use this feature a number of times equal to your Constitution modifier per long rest. Choose one nature from the list below. At 5th level pick another one.\r\n[ul]\r\n[li][b]Maw of The Devourer[\/b]. Your head is supposed to distract people from noticing enormous maw on your torso\/belly. You can order it to manifest and scream, which works as a Cause Fear spell. Constitution is your spellcasting ability for this skill. You can also make an unarmed strike with this maw, dealing 1d4 bludgeoning damage and grappling your foe.[\/li]\r\n[\/ul]\r\n[h1]Weapon Masteries[\/h1]\r\n[b]Quick Parry[\/b]. When a creature makes a melee attack roll against you while you wield a Versatile weapon, you can use your reaction to add your proficiency bonus to your AC against that attack, potentially turning a hit into a miss.\r\n[b]Shield Wall[\/b]. While you are wielding a shield and within 5 feet of an allied creature that is also wielding a shield, your AC increases by 2. This effect does not stack.\r\n[h1]Class[\/h1]\r\n[b]Lay On Hands. [\/b]Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.\r\n\r\nAs a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.\r\n\r\nYou can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don\u2019t also restore Hit Points to the creature.\r\n\r\n[b]Paladin\u2019s Smite[\/b]. You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.\r\n\r\n[b]Channel Divinity. [\/b]You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class\u2019s Channel Divinity, you choose which effect from this class to create.\r\n\r\nYou can use this class\u2019s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.\r\n\r\nIf a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class\u2019s Spellcasting feature.\r\n[h1]Subclass[\/h1]\r\nAura of Protection\r\nYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.\r\n\r\nYou and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).\r\n\r\n\r\nyou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, within that range, no creature can hide from you.\r\nAt 18th level, this range increases to 30 feet.","spellcasting_ability":"charisma","scm_mod":"","available_1_level_spellslots":"4","total_spell_slots_1":"4","available_2_level_spellslots":"3","total_spell_slots_2":"3","available_3_level_spellslots":"","total_spell_slots_3":"","available_4_level_spellslots":"","total_spell_slots_4":"","available_5_level_spellslots":"","total_spell_slots_5":"","available_6_level_spellslots":"","total_spell_slots_6":"","available_7_level_spellslots":"","total_spell_slots_7":"","available_8_level_spellslots":"","total_spell_slots_8":"","available_9_level_spellslots":"","total_spell_slots_9":"","spellcasting":"","copper_label":"Copper","copper_pieces":"0","silver_label":"Silver","silver_pieces":"0","electrum_label":"Electrum","electrum_pieces":"0","gold_label":"Gold","gold_pieces":"170","platinum_label":"Platinum","platinum_pieces":"0","bastion_01":"1555719","bastion_02":"","bastion_03":"","bastion_04":"","bastion_05":"","equipment":"Chain Mail, Shield, Longsword, 6 Javelins, Holy Amulet, Priest\u2019s Pack (Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox), Lute, 2 Costumes, Mirror, Perfume, and Traveler\u2019s Clothes.","backstory":"","allies":"","motivation":"Oath Tenets\r\nResolve. Through willpower and tenacity, the strain of the hunt is endured; aching limbs and ailing minds are no reason to fall short.\r\n\r\nRespect. Take life only when doing so protects others. Kill only when necessary, lest the bloodshed enamour your soul and hunter becomes beast.\r\n\r\nResponsibility. Many rely on your talent to survive the moonlit nights. No matter the circumstances, do not fail them. Sacrifice your own body so that others can retain the sanctity of their own, untainted forms.","notes":"","spell_prepared_01":"1","spell_level_01":"1","spell_name_01":"Bless","spell_id_01":"","spell_ability_01":"none","spell_casting_time_01":"1 action","spell_range_01":"30 ft","spell_duration_01":"Concentration, up to 1 minute","spell_components_01":"V, S, M (a sprinkling of holy water)","spell_damage_01":"","spell_damage_higher_01":"","spell_component_sets_01":"","spell_notes_01":"You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.","spell_prepared_02":"1","spell_level_02":"1","spell_name_02":"Boomering","spell_id_02":"","spell_ability_02":"none","spell_casting_time_02":"1 action","spell_range_02":"30 ft","spell_duration_02":"Instantaneous","spell_components_02":"V, S","spell_damage_02":"3d6","spell_damage_higher_02":"","spell_component_sets_02":"","spell_notes_02":"A dizzying ring of sparks launches from your outstretched hand and ricochets back to you moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.","spell_prepared_03":"1","spell_level_03":"1","spell_name_03":"Cure Wounds","spell_id_03":"","spell_ability_03":"none","spell_casting_time_03":"1 action","spell_range_03":"Touch","spell_duration_03":"Instantaneous","spell_components_03":"V, S","spell_damage_03":"2d8 + 3","spell_damage_higher_03":"","spell_component_sets_03":"","spell_notes_03":"A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.","spell_prepared_04":"1","spell_level_04":"1","spell_name_04":"Searing Smite","spell_id_04":"","spell_ability_04":"none","spell_casting_time_04":"1 bonus action","spell_range_04":"Self","spell_duration_04":"1 minute","spell_components_04":"V","spell_damage_04":"1d6","spell_damage_higher_04":"","spell_component_sets_04":"","spell_notes_04":"As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.","spell_prepared_05":"1","spell_level_05":"2","spell_name_05":"Divine Smite","spell_id_05":"","spell_ability_05":"none","spell_casting_time_05":"1 bonus action","spell_range_05":"Self","spell_duration_05":"Instantaneous","spell_components_05":"V","spell_damage_05":"3d8","spell_damage_higher_05":"","spell_component_sets_05":"","spell_notes_05":"ALWAYS PREPARED (ONE USE WITHOUT SPELL SLOT) The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.","spell_prepared_06":"1","spell_level_06":"1","spell_name_06":"Cause Fear","spell_id_06":"","spell_ability_06":"constitution","spell_casting_time_06":"1 action","spell_range_06":"60 ft","spell_duration_06":"Concentration, up to 1 minute","spell_components_06":"V","spell_damage_06":"","spell_damage_higher_06":"","spell_component_sets_06":"","spell_notes_06":"ALWAYS PREPARED (ONE USE WITHOUT SPELL SLOT) You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","spell_prepared_07":"1","spell_level_07":"1","spell_name_07":"Faerie Fire","spell_id_07":"","spell_ability_07":"none","spell_casting_time_07":"1 action","spell_range_07":"60 ft","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":"Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can\u2019t benefit from being invisible.","spell_prepared_08":"1","spell_level_08":"1","spell_name_08":"Spectral Slash","spell_id_08":"","spell_ability_08":"none","spell_casting_time_08":"1 bonus action","spell_range_08":"20 ft","spell_duration_08":"Instantaneous","spell_components_08":"V, S, M (a melee weapon worth at least 1 sp)","spell_damage_08":"1d8","spell_damage_higher_08":"","spell_component_sets_08":"","spell_notes_08":"You send forth a spectral copy of yourself to strike down your foe. Make a melee spell attack against a creature within 20 feet of you. On a hit, the target takes 1d8 of your weapon's damage type. You can then use an action to move up to 20 feet in a straight line towards the target, streaking through a spectral trail, and take the Attack action against it. To use this action, you must attack with a melee weapon.","spell_prepared_09":"1","spell_level_09":"1","spell_name_09":"Thunderous Smite","spell_id_09":"","spell_ability_09":"none","spell_casting_time_09":"1 bonus action","spell_range_09":"SELF","spell_duration_09":"Concentration, up to 1 minute","spell_components_09":"","spell_damage_09":"2d6","spell_damage_higher_09":"","spell_component_sets_09":"","spell_notes_09":"The first time you hit with a melee weapon attack during this spell\u2019s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.","spell_prepared_10":"1","spell_level_10":"1","spell_name_10":"Find Steed","spell_id_10":"","spell_ability_10":"none","spell_casting_time_10":" Action","spell_range_10":"30 feet","spell_duration_10":" Instantaneous","spell_components_10":"","spell_damage_10":"","spell_damage_higher_10":"","spell_component_sets_10":"","spell_notes_10":"You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.  The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed\u2019s creature type\u2014Celestial, Fey, or Fiend\u2014which determines certain traits in the stat block.  Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.  Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.  Using a Higher-Level Spell Slot. Use the spell slot\u2019s level for the spell\u2019s level in the stat block.","spell_prepared_11":"1","spell_level_11":"1","spell_name_11":"Hold Person","spell_id_11":"","spell_ability_11":"none","spell_casting_time_11":" Action","spell_range_11":"60 feet","spell_duration_11":"Concentration, up to 1 minute","spell_components_11":"V, S, M (a straight piece of iron)","spell_damage_11":"","spell_damage_higher_11":"","spell_component_sets_11":"","spell_notes_11":"Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success","spell_prepared_12":"1","spell_level_12":"2","spell_name_12":"Moonbeam","spell_id_12":"","spell_ability_12":"none","spell_casting_time_12":"Action","spell_range_12":"120 feet","spell_duration_12":"Concentration, up to 1 minute","spell_components_12":"","spell_damage_12":"2d10","spell_damage_higher_12":"1d10","spell_component_sets_12":"","spell_notes_12":"A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.  When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can\u2019t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell\u2019s area moves into its space and when it enters the spell\u2019s area or ends its turn there. A creature makes this save only once per turn.","spell_prepared_13":"1","spell_level_13":"2","spell_name_13":"Chain of Conviction","spell_id_13":"","spell_ability_13":"none","spell_casting_time_13":"Bonus Action","spell_range_13":"30 feet","spell_duration_13":"1 minute","spell_components_13":"S","spell_damage_13":"2d6","spell_damage_higher_13":"","spell_component_sets_13":"","spell_notes_13":"You hurl a spectral, barbed chain at a creature that you can see within range. The target makes a Strength saving throw. On a failed save, the target takes 2d6 Force damage, is pulled up to 30 feet toward you, and is bound by the chain. While bound by the chain, the creature is tethered to you and can\u2019t move or teleport to a space more than 30 feet away from you, and you have Advantage on attack rolls made against the creature. On a successful save, the target takes half as much damage only. The bound target repeats the save at the end of each of its turns, ending the spell on itself on a success. If you are ever more than 30 feet away from the target, the spell ends.","spell_level_14":"C","spell_name_14":"","spell_id_14":"","spell_ability_14":"none","spell_casting_time_14":"","spell_range_14":"","spell_duration_14":"","spell_components_14":"","spell_damage_14":"","spell_damage_higher_14":"","spell_component_sets_14":"","spell_notes_14":"","spell_level_15":"C","spell_name_15":"","spell_id_15":"","spell_ability_15":"none","spell_casting_time_15":"","spell_range_15":"","spell_duration_15":"","spell_components_15":"","spell_damage_15":"","spell_damage_higher_15":"","spell_component_sets_15":"","spell_notes_15":"","spell_level_16":"C","spell_name_16":"","spell_id_16":"","spell_ability_16":"none","spell_casting_time_16":"","spell_range_16":"","spell_duration_16":"","spell_components_16":"","spell_damage_16":"","spell_damage_higher_16":"","spell_component_sets_16":"","spell_notes_16":"","hero_points":"","spell_points_curr":"","spell_points_max":"","plot_points":"","title1":"Channel Divinity","custom1":"[b]Divine Sense[\/b]. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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\n[b]Hunt the Prey[\/b]. As a bonus action, you can call upon the sanctified hunt. You designate a creature within 60 feet of you as your prey, marking the target for 1 minute. As part of casting this channel divinity, and as a bonus action on subsequent turns, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the marked target. To teleport in this way, you must be able to see the marked target.\r\n\r\n[b]Stolen Eldritch Gift[\/b]. As a bonus action, you use your channel divinity to enhance your body beyond your mortal limits. For 10 minutes, you can add your Charisma modifier to any Athletics, Acrobatics, and Perception checks that you make.","title2":"Feats","custom2":"[b][h4]Musician[\/h4]\r\nEncouraging Song[\/b]. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.\r\n\r\n[h4]Protection[\/h4]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.\r\n\r\n[h4]Tellu and Scale\u2019s Master Cut[\/h4]\r\nWhile wielding a versatile weapon in one hand, your quick movements and agile defense allow you to regain ground even when your enemy advances. Once before the start of your next turn when you\u2019re missed by a melee attack from a creature within your reach, the attacker takes damage from your weapon equal to twice your proficiency bonus.","tags":"","isShared":"on","templateId":"17214","blockId":"1546850","world":""}