{"name":"Nail","imageid":"7067361","species":"Vanquis (Amalgamation)","background":"Experiment","size":"Medium","xp":"","class_1":"Barbarian","level_1":"5","subclass_1":"Path of the Experiment","hit_die_1":"12","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":"20","dexterity":"16","constitution":"17","intelligence":"8","wisdom":"14","charisma":"12","strength_save_prof":"1","constitution_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":"15","hit_points_current":"66","hit_points":"66","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":"50 ft","initiative_mod":"0","initiative":"","inspiration_01":"0","pp_bonus":"","class_resource_label_01":"","class_resource_curr_01":"","class_resource_01":"","class_resource_label_02":"","class_resource_curr_02":"","class_resource_02":"","class_resource_label_03":"","class_resource_curr_03":"","class_resource_03":"","acrobatics_abi":"dexterity","acrobatics":"","animal_handling_abi":"wisdom","animal_handling":"","arcana_abi":"intelligence","arcana":"","athletics_prof":"1","athletics_abi":"strength","athletics":"","deception_abi":"charisma","deception":"","history_abi":"intelligence","history":"","insight_abi":"wisdom","insight":"","intimidation_prof":"1","intimidation_abi":"charisma","intimidation":"","investigation_abi":"intelligence","investigation":"","medicine_prof":"1","medicine_abi":"wisdom","medicine":"","nature_abi":"intelligence","nature":"","perception_prof":"1","perception_abi":"wisdom","perception":"","performance_abi":"charisma","performance":"","persuasion_abi":"charisma","persuasion":"","religion_abi":"intelligence","religion":"","sleight_of_hand_abi":"dexterity","sleight_of_hand":"","stealth_abi":"dexterity","stealth":"","survival_prof":"1","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":"Hammer (Manawarped Hammer)","attack_abi_01":"strength","attack_mod_01":"","attack_dmg_01":"2d6","attack_dmg_type_01":"Bludgeoning","attack_props_01":"Heavy, Two-Handed","attack_mastery_01":"Cleave","attack_worn_02":"1","attack_prof_02":"1","attack_02":"Hammer Blast","attack_abi_02":"dexterity","attack_mod_02":"","attack_dmg_02":"1d6","attack_dmg_type_02":"Force","attack_props_02":"Blaster (Range 20\/60)","attack_mastery_02":"-","attack_prof_03":"1","attack_03":"Handaxe (x4)","attack_abi_03":"dexterity","attack_mod_03":"","attack_dmg_03":"1d6","attack_dmg_type_03":"Slashing","attack_props_03":"Light, Thrown (range 20\/60)","attack_mastery_03":"Vex","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":"Unarmored Defense","armor_type_01":"l","armor_ac_01":"13","armor_dexmod_01":"1","armor_props_01":"","armor_name_02":"","armor_type_02":"l","armor_ac_02":"","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":"[b]Weapon Proficiencies[\/b]: Simple and Martial weapons\r\n[b]Armor Training[\/b]: Light and Medium armor and Shields\r\n[b]Tool Proficiencies[\/b]: Alchemist\u2019s Supplies, Surgeon\u2019s Tools\r\n[b]Languages[\/b]: Common, Deep Speech, Infernal\r\n[b]Resistances[\/b]: Psychic, Poison, [u]Bludgeoning, Piercing, and Slashing[\/u] (While Raging)\r\n[b]Immunities[\/b]: Necrotic; Disease","features_and_traits":"[h3]Species[\/h3]\r\n[b]Deathless Traits[\/b]. As a creature inhabiting a deceased body you have the following traits:\r\n[ul]\r\n[li]Healing spells that can not normally target undead can affect you, but restore half as many hit points (rounded down, minimum 1) when they do.[\/li]\r\n[li]You do not need to breathe.[\/li]\r\n[li]You have advantage on death saving throws.[\/li]\r\n[li]You do not require sleep, and magic cannot put you to sleep. You finish a Long Rest after 4 hours if you spend that time motionless and inactive, but you remain aware during this time.[\/li]\r\n[li]When you have the dying condition you do not fall prone, and your movement speed is only reduced to half rather than to 10 feet.[\/li]\r\n[\/ul]\r\n[b]Deathless Evermore[\/b]. Your maximum hit points cannot be reduced, and you are immune to necrotic damage.\r\n[b]Frightful Shock[\/b]. If you score a critical hit on a creature who is within 30 feet of you, they become frightened of you until the end of your next turn. Furthermore, if you surprise a creature in combat and they start their first turn within 30 feet of you, they are frightened until the start of their following turn.\r\n[b]Construct Resilience[\/b]. Your body is constructed, which frees you from some of the limits of fleshand-blood creatures. You have resistance to poison damage, you are immune to disease, and you have advantage on saving throws against being poisoned.\r\n[b]Endless Hunger[\/b]. As a Bonus Action, you can embrace your connection to the Hungering Ones. Until the start of your next turn, you know the location of any creatures that aren\u2019t Constructs or Undead within 60 feet of yourself, and your attack rolls against those creatures can\u2019t have Disadvantage. Once you use this trait, you can\u2019t use it again until you finish a Short or Long Rest.\r\n[b]Death Rage[\/b]. When you have the dying condition you can take an action or bonus action on your turn, but not both. You cannot take the Attack action at that time, but can use your action to make a single attack with advantage.\r\n[h3]Class[\/h3]\r\n[b]Rage[\/b]. You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.\r\nYou can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.\r\nWhile active, your Rage follows the rules below.\r\n[i]Damage Resistance[\/i]. You have Resistance to Bludgeoning, Piercing, and Slashing damage.\r\n[i]Rage Damage[\/i]. When you make an attack using Strength\u2014with either a weapon or an Unarmed Strike\u2014and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.\r\n[i]Strength Advantage[\/i]. You have Advantage on Strength checks and Strength saving throws.\r\n[i]No Concentration or Spells[\/i]. You can't maintain Concentration, and you can't cast spells.\r\n[i]Duration[\/i]. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:\r\nMake an attack roll against an enemy.\r\nForce an enemy to make a saving throw.\r\nTake a Bonus Action to extend your Rage.\r\nEach time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.\r\n[b]Danger Sense. [\/b]You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.\r\n[b]Reckless Attack. [\/b]You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.\r\n[b]Primal Knowledge[\/b]. While your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.\r\n[b]Extra Attack[\/b]. You can attack twice instead of once whenever you take the Attack action on your turn.\r\n[b]Fast Movement[\/b]. Your speed increases by 10 feet while you aren't wearing Heavy armor.\r\n[h3]Subclass[\/h3]\r\n[b]Alchemical Experiments[\/b]. You gain a set of Alchemist\u2019s Supplies, and you have proficiency with it. Additionally, you can use Alchemist\u2019s Supplies instead of an Herbalism Kit to craft Potions of Healing.\r\n[b]Volatile Serum[\/b]. You have an implanted series of syringes and reservoirs that hold alchemical serums and deploy them into your body. When you enter your Rage, choose one of your serums to inject and gain its benefits.\r\nThe chosen serum lasts for the duration of your Rage, or until you choose a new serum as a Bonus Action. You have the following serum options.\r\n[i][u]Ferocity[\/u][\/i]. This serum throws you into an energized frenzy. You ignore Difficult Terrain, and when you hit with a Melee weapon or Unarmed Strike, you can activate the Cleave mastery property in addition to a different mastery property you're using.\r\n[i][u]Monstrosity[\/u][\/i]. The serum expands your body to monstrous proportions and can change your appearance in cosmetic ways, such as by altering facial features, skintone, and hair length or color. Your reach increases by 5 feet, and once per turn when you miss with an attack roll that relies on Strength, you can add your Rage Damage bonus to the total, potentially causing the attack to hit. If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If there isn\u2019t enough room to accommodate the size change, your size doesn't change.\r\n[i][u]Reconstruction[\/u][\/i]. The serum dulls pain and forces wounds to rapidly knit. Upon activation and at the start of each of your turns, you can expend and roll a Hit Point Die. You regain a number of Hit Points equal to the number rolled plus your Constitution modifier (minimum of 1 Hit Point). You gain any excess beyond your Hit Point maximum as Temporary Hit Points. If you take Acid or Fire damage, this serum doesn't function at the start of your next turn.","spellcasting_ability":"wisdom","scm_mod":"","available_1_level_spellslots":"1","total_spell_slots_1":"1","available_2_level_spellslots":"","total_spell_slots_2":"","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":"20","platinum_label":"Platinum","platinum_pieces":"0","bastion_01":"1598047","bastion_02":"","bastion_03":"","bastion_04":"","bastion_05":"","equipment":"Hammer (Manawarped Hammer), Lightning Bolt Charm, 4 Handaxes, Explorer\u2019s Pack (Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.), Alchemist\u2019s Supplies, Manacles, Perfume (to cover chemical smell), Traveler\u2019s Clothes (with hooded cloak) ","backstory":"","allies":"","motivation":"","notes":"","spell_prepared_01":"1","spell_level_01":"C","spell_name_01":"Mending","spell_id_01":"","spell_ability_01":"none","spell_casting_time_01":"1 minute","spell_range_01":"Touch","spell_duration_01":"Instantaneous","spell_components_01":"V, S, M (two lodestones)","spell_damage_01":"","spell_damage_higher_01":"","spell_component_sets_01":"","spell_notes_01":"This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can\u2019t restore magic to such an object.","spell_prepared_02":"1","spell_level_02":"C","spell_name_02":"Psychic Cleaver","spell_id_02":"","spell_ability_02":"none","spell_casting_time_02":"Bonus Action","spell_range_02":"Self","spell_duration_02":"Instantaneous","spell_components_02":"V, S","spell_damage_02":"1d8","spell_damage_higher_02":"","spell_component_sets_02":"","spell_notes_02":"When you take the Attack action or cast a spell that involves an attack roll, you may cast this spell to create a weapon in your other hand, made of psychic energy. You immediately make an attack using that weapon, making a melee spell attack against melee targets, or a ranged spell attack if you throw it. On a hit, the weapon deals 1d6 psychic damage to its target. The weapon then vanishes. The weapon is treated as having the light and thrown (20\/60) properties.","spell_prepared_03":"1","spell_level_03":"1","spell_name_03":"Hungering Blade","spell_id_03":"","spell_ability_03":"none","spell_casting_time_03":"Bonus Action","spell_range_03":"Self","spell_duration_03":"1 minute","spell_components_03":"V, S","spell_damage_03":"","spell_damage_higher_03":"","spell_component_sets_03":"","spell_notes_03":"You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt.","spell_level_04":"C","spell_name_04":"","spell_id_04":"","spell_ability_04":"none","spell_casting_time_04":"","spell_range_04":"","spell_duration_04":"","spell_components_04":"","spell_damage_04":"","spell_damage_higher_04":"","spell_component_sets_04":"","spell_notes_04":"","spell_level_05":"C","spell_name_05":"","spell_id_05":"","spell_ability_05":"none","spell_casting_time_05":"","spell_range_05":"","spell_duration_05":"","spell_components_05":"","spell_damage_05":"","spell_damage_higher_05":"","spell_component_sets_05":"","spell_notes_05":"","spell_level_06":"C","spell_name_06":"","spell_id_06":"","spell_ability_06":"none","spell_casting_time_06":"","spell_range_06":"","spell_duration_06":"","spell_components_06":"","spell_damage_06":"","spell_damage_higher_06":"","spell_component_sets_06":"","spell_notes_06":"","spell_level_07":"C","spell_name_07":"","spell_id_07":"","spell_ability_07":"none","spell_casting_time_07":"","spell_range_07":"","spell_duration_07":"","spell_components_07":"","spell_damage_07":"","spell_damage_higher_07":"","spell_component_sets_07":"","spell_notes_07":"","spell_level_08":"C","spell_name_08":"","spell_id_08":"","spell_ability_08":"none","spell_casting_time_08":"","spell_range_08":"","spell_duration_08":"","spell_components_08":"","spell_damage_08":"","spell_damage_higher_08":"","spell_component_sets_08":"","spell_notes_08":"","spell_level_09":"C","spell_name_09":"","spell_id_09":"","spell_ability_09":"none","spell_casting_time_09":"","spell_range_09":"","spell_duration_09":"","spell_components_09":"","spell_damage_09":"","spell_damage_higher_09":"","spell_component_sets_09":"","spell_notes_09":"","spell_level_10":"C","spell_name_10":"","spell_id_10":"","spell_ability_10":"none","spell_casting_time_10":"","spell_range_10":"","spell_duration_10":"","spell_components_10":"","spell_damage_10":"","spell_damage_higher_10":"","spell_component_sets_10":"","spell_notes_10":"","hero_points":"","spell_points_curr":"","spell_points_max":"","plot_points":"","title1":"Feats","custom1":"[h3]I Survived to Tell the Tail[\/h3]\r\n[b]Instinct to Survive[\/b]. When you take damage that would reduce you to 0 hit points, you can immediately regain hit points equal to your level. When you use this benefit, you cannot use it again until you finish a long rest.\r\n[b]Superior Speed[\/b]. You gain a +10 bonus to speed.\r\n[b]Wriggle Free[\/b]. If you would gain the Grappled condition, roll a d20. On a 10 or higher, you instead do not gain it.\r\n[h3]Cult Initiate[\/h3]\r\nYour cult instructs you in eldritch rites, granting you the following benefits.\r\n[b]Two Cantrips[\/b]. You learn two cantrips of your choice from the Warlock spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat\u2019s spells (choose the ability when you select this feat).\r\n[b]Level 1 Spell[\/b]. Choose a level 1 spell from the Warlock spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast the spell using any spell slots you have.\r\n[b]Spell Change[\/b]. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the Warlock spell list.\r\n[h3]Hammer Rocketeer[\/h3]\r\nYour expertise in heavy weapons, particularly the impressively impactful rocket hammer, grants you the following benefits:\r\nYou deal an additional 2d4, instead of 1d4, bludgeoning damage when you engage the thrusters on your rocket hammer's attack.\r\nBy engaging your rocket hammer's thruster and performing an uppercut, you can propel yourself high into the air. If you perform a long jump or a high jump as an action while holding a rocket hammer, you can double your jump distance or jump height, respectively.\r\nOnce per turn, when you have advantage on an attack roll using a maul, rocket hammer, warhammer, or wrenchinator, you can push the target 10 feet away from you on a hit. You don't need advantage on this attack if the target is one size category smaller than you or smaller.","title2":"","custom2":"","tags":"","templateId":"17214","blockId":"1597572","world":"","isShared":"on"}