{"name":"Marid Wave","class":"Druid","level":"1","background":"Fisher","race":"Water Genasi","alignment":"Neutral Good","proficiency_bonus":"2","strength":"10","dexterity":"11","constitution":"16","intelligence":"12","wisdom":"16","charisma":"10","str_save":"0","dex_save":"-1","con_save":"3","int_save":"3","wis_save":"5","cha_save":"0","hit_die":"8","total_hit_dice":"1","acrobatics":"0","animal_handling":"3","arcana":"1","athletics":"0","deception":"0","history":"3","insight":"3","intimidation":"0","investigation":"1","medicine":"5","nature":"3","perception":"3","performance":"0","persuasion":"0","religion":"1","sleight_of_hands":"0","stealth":"0","survival":"5","proficiencies":"ARMOR\r\nLight Armor, Medium Armor, Shields\r\n\r\nWEAPONS\r\nClub, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\r\n\r\nTOOLS\r\nHerbalism Kit","armor_class":"11","hit_points":"11","initiative":"0","speed":"30","proficiences_and_languages":"ARMOR\r\nLight Armor, Medium Armor, Shields\r\n\r\nWEAPONS\r\nClub, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\r\n\r\nTOOLS\r\nHerbalism Kit\r\n\r\nLANGUAGES\r\nCommon, Druidic, Elvish, Primordial","attacks":"Quarterstaff | [roll:1d20+2] | [roll:1d6+0] | [roll:1d8+0]\r\nQuarterstaff | [roll:1d20+5] | [roll:1d8+3]","spellcasting":"Frostbite\r\nEvocationCantrip\r\nCAST\r\nAt Will\r\n1d6 Damage\r\nCustomize\r\nCasting Time:\r\n1 action\r\nRange\/Area:\r\n60ft.\r\nComponents:\r\nV, S\r\nDuration:\r\nInstantaneous\r\nAttack\/Save:\r\nCON 13\r\nSource:\r\nEE, pg. 156\r\nYou cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.\r\n\r\nThe spell\u2019s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).\r\n\r\nShape Water\r\nTransmutationCantrip\r\nCAST\r\nAt Will\r\nCustomize\r\nCasting Time:\r\n1 action\r\nRange\/Area:\r\n30ft.\/5ft.\r\nComponents:\r\nS\r\nDuration:\r\nInstantaneous\r\nSource:\r\nEE, pg. 164\r\nYou choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:\r\n\r\nYou instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn\u2019t have enough force to cause damage.\r\n\r\nYou cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.\r\n\r\nYou change the water\u2019s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.\r\n\r\nYou freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.\r\n\r\nIf you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.\r\n\r\nshillelagh\r\nTransmutationCantrip\r\nCAST\r\nAt Will\r\n1d8+3 Damage\r\n(The weapon is magical.)\r\nCustomize\r\nCasting Time:\r\n1 bonus action\r\nRange\/Area:\r\nTouch\r\nComponents:\r\nV, S, M(mistletoe, a shamrock leaf, and a club or quarterstaff)\r\nDuration:\r\n1 minute\r\nSource:\r\nPHB, pg. 275\r\nThe wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.\r\n\r\nCreate or Destroy Water\r\n1st LevelTransmutation\r\nCasting Time:\r\n1 action\r\nRange\/Area:\r\n30ft.\/30ft.\r\nComponents:\r\nV, S, M(a drop of water if creating water or a few grains of sand if destroying it)\r\nDuration:\r\nInstantaneous\r\nSource:\r\nPHB, pg. 229\r\nYou either create or destroy water.\r\n\r\nCreate Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.\r\n\r\nDestroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.\r\n\r\nCure Wounds\r\n1st LevelEvocation\r\nRegain 1d8+3 Hit Points\r\nCustomize\r\nCasting Time:\r\n1 action\r\nRange\/Area:\r\nTouch\r\nComponents:\r\nV, S\r\nDuration:\r\nInstantaneous\r\nSource:\r\nPHB, pg. 230\r\nA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.\r\n\r\nGoodberry\r\n1st LevelTransmutation\r\nRegain 1 Hit Points\r\n(10 Berries (1 can be eaten per action))\r\nCustomize\r\nCasting Time:\r\n1 action\r\nRange\/Area:\r\nTouch\r\nComponents:\r\nV, S, M(a sprig of mistletoe)\r\nDuration:\r\nInstantaneous\r\nSource:\r\nPHB, pg. 246\r\nUp to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.\r\n\r\nThe berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.\r\n\r\nHealing Word\r\n1st LevelEvocation\r\nRegain 1d4+3 Hit Points\r\n(Unaffected: constructs, undead)\r\nCustomize\r\nCasting Time:\r\n1 bonus action\r\nRange\/Area:\r\n60ft.\r\nComponents:\r\nV\r\nDuration:\r\nInstantaneous\r\nSource:\r\nPHB, pg. 250\r\nA creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.\r\n\r\nAt Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.","equipment":"--\r\nBackpack\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n2\r\n--\r\nContainer\r\n--\r\nBedroll\r\nGearAdventuring Gear\r\n7lb.\r\n1\r\n1\r\n--\r\nUtility\r\n--\r\nClothes, Traveler's\r\nGearAdventuring Gear\r\n4lb.\r\n1\r\n2\r\nSocial, Outerwear\r\n--\r\nFishing Tackle\r\nGearAdventuring Gear\r\n4lb.\r\n1\r\n1\r\n--\r\nSocial, Utility\r\nLeather\r\nLight ArmorLeather\r\n10lb.\r\n--\r\n10\r\nAC 11\r\n--\r\nMess Kit\r\nGearAdventuring Gear\r\n1lb.\r\n1\r\n0.2\r\n--\r\nSocial, Utility\r\nNet\r\nNet\r\n3lb.\r\n--\r\n1\r\nMartial, Special, Thrown, Range (5\/15)\r\nQuarterstaff\r\nQuarterstaff\r\n4lb.\r\n--\r\n0.2\r\nSimple, Versatile\r\n--\r\nRations (1 day)\r\nGearAdventuring Gear\r\n20lb.\r\n10\r\n5\r\n--\r\nSocial, Utility, Consumable\r\n--\r\nRope, Hempen (50 feet)\r\nGearAdventuring Gear\r\n10lb.\r\n1\r\n1\r\n--\r\nUtility, Exploration\r\nSickle\r\nSickle\r\n2lb.\r\n--\r\n1\r\nSimple, Light\r\n--\r\nTinderbox\r\nGearAdventuring Gear\r\n1lb.\r\n1\r\n0.5\r\n--\r\nUtility, Exploration\r\n--\r\nTorch\r\nGearAdventuring Gear\r\n10lb.\r\n10\r\n0.1\r\n--\r\nDamage, Utility, Exploration, Combat\r\n--\r\nWaterskin\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n0.2\r\n--\r\nContainer\r\n--\r\nWooden Staff\r\nGearDruidic Focus\r\n4lb.\r\n1\r\n5\r\n--\r\nUtility","personality_trait":"I work hard; nature offers no handouts.\r\nI need long stretches of quiet to clear my head.","ideal":"Camaraderie. Good people make even the longest voyage bearable.","bond":"I will fish the many famous waters of this land.","flaw":"I become depressed and anxious if I\u2019m away from the sea too long.","features_and_traits":"CLASS FEATURES\r\nDruid Features\r\nHit PointsPHB, pg. 65\r\nProficienciesPHB, pg. 65\r\nMedicine\r\nNature\r\nDruidicPHB, pg. 66\r\nYou know Druidic, the secret language of druids.\r\n\r\nSpellcastingPHB, pg. 66\r\nYou can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.\r\n\r\nRACIAL TRAITS\r\nAcid ResistanceEE\r\nYou have resistance to acid damage.\r\n\r\nAmphibiousEE\r\nYou can breathe air and water.\r\n\r\nSwimEE\r\nYou have a swimming speed of 30 feet.\r\n\r\nCall to the WaveEE\r\nYou know the shape water cantrip. You can cast create or destroy water (2nd) once per long rest. CON is your spellcasting ability.\r\n\r\nShape Water(Cantrip)","total_spell_slots_1":"2","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":"--\r\nBackpack\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n2\r\n--\r\nContainer\r\n--\r\nBedroll\r\nGearAdventuring Gear\r\n7lb.\r\n1\r\n1\r\n--\r\nUtility\r\n--\r\nClothes, Traveler's\r\nGearAdventuring Gear\r\n4lb.\r\n1\r\n2\r\nSocial, Outerwear\r\n--\r\nFishing Tackle\r\nGearAdventuring Gear\r\n4lb.\r\n1\r\n1\r\n--\r\nSocial, Utility\r\nLeather\r\nLight ArmorLeather\r\n10lb.\r\n--\r\n10\r\nAC 11\r\n--\r\nMess Kit\r\nGearAdventuring Gear\r\n1lb.\r\n1\r\n0.2\r\n--\r\nSocial, Utility\r\nNet\r\nNet\r\n3lb.\r\n--\r\n1\r\nMartial, Special, Thrown, Range (5\/15)\r\nQuarterstaff\r\nQuarterstaff\r\n4lb.\r\n--\r\n0.2\r\nSimple, Versatile\r\n--\r\nRations (1 day)\r\nGearAdventuring Gear\r\n20lb.\r\n10\r\n5\r\n--\r\nSocial, Utility, Consumable\r\n--\r\nRope, Hempen (50 feet)\r\nGearAdventuring Gear\r\n10lb.\r\n1\r\n1\r\n--\r\nUtility, Exploration\r\nSickle\r\nSickle\r\n2lb.\r\n--\r\n1\r\nSimple, Light\r\n--\r\nTinderbox\r\nGearAdventuring Gear\r\n1lb.\r\n1\r\n0.5\r\n--\r\nUtility, Exploration\r\n--\r\nTorch\r\nGearAdventuring Gear\r\n10lb.\r\n10\r\n0.1\r\n--\r\nDamage, Utility, Exploration, Combat\r\n--\r\nWaterskin\r\nGearAdventuring Gear\r\n5lb.\r\n1\r\n0.2\r\n--\r\nContainer\r\n--\r\nWooden Staff\r\nGearDruidic Focus\r\n4lb.\r\n1\r\n5\r\n--\r\nUtility","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"Genasi Traits\r\nYour genasi character has certain characteristics in common with all other genasi.\r\nLanguages\r\nYou can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.\r\n\r\nAbility Score Increase\r\nYour Constitution score increases by 2.\r\n\r\nAge\r\nGenasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.\r\n\r\nAlignment\r\nIndependent and self-reliant, genasi tend toward a neutral alignment.\r\n\r\nSize\r\nGenasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.\r\n\r\nSpeed\r\nYour base walking speed is 30 feet.\r\nWater Genasi\r\nThe lapping of waves, the spray of sea foam on the wind, the ocean depths\u2014all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish.\r\n\r\nMost water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi\u2019s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.\r\n\r\nAbility Score Increase\r\nYour Wisdom score increases by 1.\r\nRACIAL TRAITS\r\nAcid ResistanceEE\r\nYou have resistance to acid damage.\r\n\r\nAmphibiousEE\r\nYou can breathe air and water.\r\n\r\nSwimEE\r\nYou have a swimming speed of 30 feet.\r\n\r\nCall to the WaveEE\r\nYou know the shape water cantrip. You can cast create or destroy water (2nd) once per long rest. CON is your spellcasting ability.\r\n\r\nShape Water(Cantrip)","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":"","templateId":"404","blockId":"489247","world":"861a8791-eed5-4b43-9965-48557ee27fab","isShared":"on"}