{"name":"SCREM","class":"Sorcerer","level":"5","background":"Noble","race":"Harpy","alignment":"AHHH","proficiency_bonus":"3","strength":"8","dexterity":"19","constitution":"17","intelligence":"9","wisdom":"14","charisma":"18","str_save":"-1","dex_save":"4","con_save":"6","int_save":"-1","wis_save":"2","cha_save":"7","hit_die":"6","total_hit_dice":"5","acrobatics":"4","animal_handling":"2","arcana":"-1","athletics":"-1","deception":"7","history":"2","insight":"5","intimidation":"4","investigation":"-1","medicine":"2","nature":"-1","perception":"2","performance":"4","persuasion":"7","religion":"-1","sleight_of_hands":"4","stealth":"4","survival":"2","proficiencies":"Insight, Persuasion, Deception, History","armor_class":"14","hit_points":"37","initiative":"4","speed":"","proficiences_and_languages":"Armor: None\r\nWeapons: Daggers, darts, slings, quarterstaffs, light crossbows\r\nTools: None\r\nSaving Throws: Constitution, Charisma\r\nLanguage: Goblin, Giant, Elvish","attacks":"","spellcasting":"","equipment":"","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"","total_spell_slots_1":"4","total_spell_slots_2":"3","total_spell_slots_3":"2","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":"Font of Magic\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 more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. 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\nCreating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 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. The created spell slots vanish at the end of a long rest.\r\n\r\nMetamagic\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\n\u2022 Careful Spell\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n\u2022 Distant Spell\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\n\u2022 Empowered Spell\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n\u2022 Extended Spell\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n\u2022 Heightened Spell\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n\u2022 Quickened Spell\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.\r\n\r\n\u2022 Subtle Spell\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n\u2022 Twinned Spell\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.\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.\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","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"You have the following traits in common with other harpy.\r\n\r\nAbility Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.\r\n\r\nAge: -\r\n\r\nSize: Your size is Medium.\r\n\r\nSpeed: Your base walking speed is 20 feet, and you have a flying speed of 40 feet.\r\n\r\nGrace of Song: You have proficiency in the performance skill\r\n\r\nClaws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.\r\n\r\nInnate Spellcasting: You know the friends cantrip. When you reach 3rd level, you can cast the charm person 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 enthrall 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.\r\n\r\nLanguage: You can speak, read and write Goblin and one language of your choice.","retinue":"","spellbook_0_level_spells":"Friends, Mage Hand, Gust, Frostbite, Prestidigitation, Firebolt","spellbook_1_level_spells":"Charm person, Shield, False Life","spellbook_2_level_spells":"Sugestion, Maximilian's Earthen Grasp","spellbook_3_level_spells":"Conterspell, Hypnotic Pattern","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":"","templateId":"404","blockId":"461296","world":"","isShared":"on"}