{
 "Sir Galahad Brightshield": {
  "name": "Sir Galahad Brightshield",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 3",
  "level": "3",
  "background": "Noble",
  "str": "16",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "equipment": "Armor: Splint Armor\nWeapons: Greatsword\nPack: Noble's pack (as Diplomat's Pack)\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "features": "Feat (Variant Human): Great Weapon Master\nKey Features: Lay on Hands, Divine Sense, Sacred Weapon, Great Weapon Fighting style\nSolo Strengths: Self-healing, high AC, social authority through divine mandate and noble bearing",
  "backstory": "Concept: Righteous knight-errant bringing justice to the realm\nReal-world Parallel: Like a medieval knight-errant or modern peace officer - moral authority combined with martial prowess\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Solo Adventurers (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Great Weapon Master (from the card).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nSkills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); 25 gp left. The card lists this equipment, so it is used as given.\nAC 17 = splint armor 17. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+5",
  "a1d": "2d6+3 slashing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "25",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "prepCount": "3",
  "moreFeatures": "Feat (1st level): Great Weapon Master\nFighting Style: Great Weapon Fighting\nPrepared spells: 3 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Raven Nightwhisper": {
  "name": "Raven Nightwhisper",
  "race": "Half-Elf",
  "classLevel": "Rogue (Arcane Trickster) 4",
  "level": "4",
  "background": "Criminal",
  "str": "8",
  "dex": "18",
  "con": "13",
  "int": "15",
  "wis": "12",
  "cha": "12",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "27",
  "hpCur": "27",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Rogue (Arcane Trickster)",
  "spellAbility": "int",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20\nPack: Burglar's Pack\nGear: Thieves' Tools; Arcane focus (Wand)\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "features": "Race: Charisma boost for social skills\nKey Features: Sneak Attack, Thieves' Cant, Mage Hand Legerdemain, Cunning Action\nSolo Adaptability: Stealth, magic, and social skills provide multiple problem-solving approaches",
  "backstory": "Concept: Reformed cat burglar turned information broker\nBackstory: Former street thief who discovered magical talent\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Solo Adventurers (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 INT, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nSkills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Insight (Half-Elf choice); Persuasion (Half-Elf choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); 15 gp left. The card lists this equipment, so it is used as given.\nAC 16 = studded leather armor 16. Speed: Half-Elf 30 ft.",
  "xp": "2700",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+6",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortbow",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+4",
  "a3d": "1d10 fire",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "15",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Dwarvish, Thieves' Cant",
  "slots1": "3",
  "sp0_1": "Mage Hand",
  "sp0_2": "Fire Bolt",
  "sp0_3": "Light",
  "sp1_1": "Sleep",
  "sp1_2": "Charm Person",
  "sp1_3": "Color Spray",
  "sp1_4": "Disguise Self",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nExpertise: Stealth, Perception\nSpells known: 4 (Arcane Trickster table).\nArcane Trickster spells are enchantment or illusion spells (wizard list)."
 },
 "Durgan Ashvein": {
  "name": "Durgan Ashvein",
  "race": "Mountain Dwarf",
  "classLevel": "Fighter (Battle Master) 3",
  "level": "3",
  "background": "Soldier",
  "str": "17",
  "dex": "13",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "3d10",
  "hdCur": "3",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Warhammer; Handaxe\nPack: Soldier's pack (as Explorer's Pack)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "features": "Race: Armor proficiency, weapon familiarity\nKey Features: Fighting Style (Defense), Second Wind, Action Surge\nTactical Focus: Maneuvers provide battlefield control and versatility\nSolo Effectiveness: High durability and tactical options for various combat situations",
  "backstory": "Concept: Veteran warrior seeking redemption for wartime failures\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Solo Adventurers (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Mountain Dwarf): +2 STR, +2 CON. PHB: +2 Constitution, +2 Strength.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nSkills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left. The card lists this equipment, so it is used as given.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Mountain Dwarf 25 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "19",
  "speed": "25 ft",
  "a1n": "Warhammer",
  "a1b": "+5",
  "a1d": "1d8+3 bludgeoning",
  "a2n": "Handaxe",
  "a2b": "+5",
  "a2d": "1d6+3 slashing",
  "attackNotes": "Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "10",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: one artisan's tool, Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Dwarvish",
  "moreFeatures": "Fighting Style: Defense"
 },
 "Luna Starweaver": {
  "name": "Luna Starweaver",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 2",
  "level": "2",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "14",
  "hpCur": "14",
  "hdTotal": "2d6",
  "hdCur": "2",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Robes; Spellbook\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "features": "Race: Extra cantrip, weapon training\nKey Features: Arcane Recovery, Ritual Casting, Portent\nSolo Utility: Divination magic provides guidance and preparation advantages\nKnowledge Focus: Research and investigation skills supplement magical abilities",
  "backstory": "Concept: Scholar seeking lost magical knowledge\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Solo Adventurers (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nSkills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left. The card lists this equipment, so it is used as given.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "300",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "10",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_2_p": true,
  "sp1_3": "Mage Armor",
  "sp1_3_p": true,
  "sp1_4": "Detect Magic",
  "sp1_4_p": true,
  "sp1_5": "Sleep",
  "sp1_5_p": true,
  "sp1_6": "Find Familiar",
  "sp1_7": "Burning Hands",
  "sp1_8": "Identify",
  "prepCount": "5",
  "moreFeatures": "Spellbook: 8 spells (6 at 1st level + 2 per level); prepared 5 (wizard level + Intelligence modifier), ticked."
 },
 "Kael Swiftarrow": {
  "name": "Kael Swiftarrow",
  "race": "Wood Elf",
  "classLevel": "Ranger (Hunter) 4",
  "level": "4",
  "background": "Outlander",
  "str": "12",
  "dex": "19",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "32",
  "hpCur": "32",
  "hdTotal": "4d10",
  "hdCur": "4",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "features": "Race: Dexterity, perception, longsword proficiency\nKey Features: Favored Enemy, Natural Explorer, Hunter's Mark, Colossus Slayer\nSolo Survival: Unmatched in natural environments with self-sufficiency\nCombat Style: Archery fighting style with tactical positioning",
  "backstory": "Concept: Wilderness guide protecting travelers from monsters\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Solo Adventurers (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nSkills: Athletics (Outlander background); Survival (Outlander background); Perception (Wood Elf); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left. The card lists this equipment, so it is used as given.\nAC 16 = studded leather armor 16. Speed: Wood Elf 35 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "16",
  "speed": "35 ft",
  "a1n": "Longbow",
  "a1b": "+8",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons, Longsword, Shortsword, Shortbow, Longbow\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Captain Marcus Stormhold": {
  "name": "Captain Marcus Stormhold",
  "race": "Variant Human",
  "classLevel": "Fighter (Champion) 8",
  "level": "8",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "76",
  "hpCur": "76",
  "hdTotal": "8d10",
  "hdCur": "8",
  "features": "Feat (Variant Human): Inspiring Leader\nAdvanced Features: Extra Attack, Improved Critical, Remarkable Athlete\nLeadership Focus: Inspires allies even when working alone through reputation\nSolo Tactics: Reliable damage output and defensive capabilities",
  "backstory": "Concept: Veteran officer turned mercenary captain\nCharacter Arc: Struggles with loyalty to country versus personal ethics\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Solo Adventurers (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON. Feat at 1st level: Inspiring Leader (from the card).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nSkills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "34000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+8",
  "a1d": "1d8+7 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Inspiring Leader\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON\nFighting Style: Dueling"
 },
 "Whisper Shadowmend": {
  "name": "Whisper Shadowmend",
  "race": "Tiefling",
  "classLevel": "Warlock (Fiend) 7",
  "level": "7",
  "background": "Charlatan",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "11",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Race: Charisma boost, fire resistance, darkness spell\nPatron Relationship: Complex bargain with fiendish entity\nVersatility: Short rest spell recovery and invocations provide flexibility\nSocial Power: Charisma-based abilities for negotiation and manipulation",
  "backstory": "Concept: Reformed con artist powered by infernal patron\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Solo Adventurers (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nSkills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 13 = studded leather armor 13. Speed: Tiefling 30 ft.",
  "xp": "23000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+7",
  "a3d": "1d10+4 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Infernal",
  "slots4": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nSpells known: 8 (Warlock table).\nPact Magic: 2 slots of 4th level, regained on a short rest.\nExpanded spells from the Fiend subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Brother Benedict": {
  "name": "Brother Benedict",
  "race": "Variant Human",
  "classLevel": "Cleric (Life) 9",
  "level": "9",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "9d8",
  "hdCur": "9",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): Healer\nDivine Magic: Powerful healing and support abilities\nSolo Endurance: Self-healing and divine protection\nCommunity Role: Respected religious authority and medical expert",
  "backstory": "Concept: Traveling healer bringing aid to remote communities\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Solo Adventurers (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS. Feat at 1st level: Healer (from the card).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nSkills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "48000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Feat (1st level): Healer\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 14 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Zara Wildshape": {
  "name": "Zara Wildshape",
  "race": "Half-Elf",
  "classLevel": "Druid (Moon) 6",
  "level": "6",
  "background": "Hermit",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "12",
  "wis": "18",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Race: Charisma for social situations, skill versatility\nWild Shape: Combat and utility forms provide tactical flexibility\nNature Magic: Call lightning, speak with animals, heal naturally\nEnvironmental Mastery: Unmatched in natural settings",
  "backstory": "Concept: Shapeshifting guardian of ancient forest\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Solo Adventurers (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 CON, +1 WIS, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nSkills: Medicine (Hermit background); Religion (Hermit background); Nature (Druid class choice); Perception (Druid class choice); Insight (Half-Elf choice); Survival (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 485 gp left.\nAC 15 = studded leather armor 13 + shield +2. Speed: Half-Elf 30 ft.",
  "xp": "14000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "sk_survival_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Scimitar",
  "a1b": "+4",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+7",
  "a2d": "2d8 fire",
  "gp": "105",
  "pp": "38",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Draconic, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp3_4": "Plant Growth",
  "sp3_4_p": true,
  "prepCount": "10",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 10 (druid level + Wisdom modifier).\nCircle spells from the Moon subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Melody Heartstring": {
  "name": "Melody Heartstring",
  "race": "Half-Elf",
  "classLevel": "Bard (Lore) 10",
  "level": "10",
  "background": "Entertainer",
  "str": "8",
  "dex": "16",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "73",
  "hpCur": "73",
  "hdTotal": "10d8",
  "hdCur": "10",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Race: Charisma boost, skill proficiencies\nMagical Secrets: Access to spells from other classes\nJack of All Trades: Competent in all skills\nSocial Network: Connections across all social levels",
  "backstory": "Concept: Traveling storyteller collecting tales and secrets\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Solo Adventurers (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nSkills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice); Athletics (Lore Bard); Investigation (Lore Bard); History (Lore Bard). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 15 = studded leather armor 15. Speed: Half-Elf 30 ft.",
  "xp": "64000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+3 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 17",
  "a3d": "2d4 psychic (WIS save)",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nPotions: Potion of Healing ×2\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp3_3": "Fear",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Dimension Door",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp5_3": "Mass Cure Wounds",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 14 (Bard table)."
 },
 "Archmage Celestine Voidcaller": {
  "name": "Archmage Celestine Voidcaller",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 14",
  "level": "14",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "18",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "114",
  "hpCur": "114",
  "hdTotal": "14d6",
  "hdCur": "14",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): Fey Touched\nEpic Magic: 7th level spells reshape reality\nPortent Mastery: Control fate through prophetic visions\nKnowledge Domain: Unparalleled understanding of arcane forces",
  "backstory": "Concept: Master diviner who sees through time and space\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Solo Adventurers (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +1 INT, +1 CON; 12th level +2 CON. Feat at 1st level: Fey Touched (from the card), +1 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+4) per level.\nSkills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "140000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "19",
  "moreFeatures": "Feat (1st level): Fey Touched\nAbility Score Improvements (suggested): 4th +2 INT; 8th +1 INT, +1 CON; 12th +2 CON\nSpellbook: 32 spells (6 at 1st level + 2 per level); prepared 19 (wizard level + Intelligence modifier), ticked."
 },
 "Saint Valorian the Pure": {
  "name": "Saint Valorian the Pure",
  "race": "Protector Aasimar",
  "classLevel": "Paladin (Devotion) 12",
  "level": "12",
  "background": "Acolyte",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "13",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "88",
  "hpCur": "88",
  "hdTotal": "12d10",
  "hdCur": "12",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Race: Healing, radiant damage, flight\nDivine Power: Improved Divine Smite, Aura of Protection\nLegendary Status: Recognized as living saint\nCelestial Heritage: Connection to Upper Planes",
  "backstory": "Concept: Celestial champion fighting extraplanar threats\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Solo Adventurers (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Protector Aasimar): +1 WIS, +2 CHA. Volo's Guide: +2 Charisma, +1 Wisdom.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nSkills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,565 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Protector Aasimar 30 ft.",
  "xp": "100000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+10",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA\nFighting Style: Defense\nPrepared spells: 9 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "The Shadow That Walks": {
  "name": "The Shadow That Walks",
  "race": "Tabaxi",
  "classLevel": "Monk (Shadow) 15",
  "level": "15",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "17",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "93",
  "hpCur": "93",
  "hdTotal": "15d8",
  "hdCur": "15",
  "features": "Race: Dexterity, climbing speed, feline agility\nShadow Magic: Shadow Step teleportation and Shadow Arts spells such as darkness and silence\nPerfect Movement: Unhindered by physical obstacles\nMystical Philosophy: Understands balance between light and dark",
  "backstory": "Concept: Mysterious figure who moves between shadows\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Solo Adventurers (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tabaxi): +2 DEX, +1 CHA. Volo's Guide: +2 Dexterity, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nSkills: Medicine (Hermit background); Religion (Hermit background); Perception (Tabaxi); Stealth (Tabaxi); Acrobatics (Monk class choice); Insight (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 19 = unarmored 18 + cloak of protection +1. Speed: Tabaxi 30 ft, Unarmored Movement +25 ft.",
  "xp": "165000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_acrobatics_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "55 ft, climb 20 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+10",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+10",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS"
 },
 "Lord Commander Corvane": {
  "name": "Lord Commander Corvane",
  "race": "Variant Human",
  "classLevel": "Fighter (Eldritch Knight) 13",
  "level": "13",
  "background": "Noble",
  "str": "20",
  "dex": "12",
  "con": "19",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "134",
  "hpCur": "134",
  "hdTotal": "13d10",
  "hdCur": "13",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Feat (Variant Human): War Caster\nMartial Magic: Combines swordplay with arcane power\nLeadership Role: Commands armies and shapes battlefields\nNoble Authority: Political power and social connections",
  "backstory": "Concept: Magically empowered military leader\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Solo Adventurers (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON. Feat at 1st level: War Caster (from the card).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+4) per level.\nSkills: History (Noble background); Persuasion (Noble background); Athletics (Fighter class choice); Perception (Fighter class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 21 = plate armor 18 + shield +2 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "120000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Dispel Magic",
  "moreFeatures": "Feat (1st level): War Caster\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON\nFighting Style: Dueling\nSpells known: 9 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Sage Moonwhisper": {
  "name": "Sage Moonwhisper",
  "race": "Half-Elf",
  "classLevel": "Sorcerer (Divine Soul) 11",
  "level": "11",
  "background": "Hermit",
  "str": "8",
  "dex": "14",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "79",
  "hpCur": "79",
  "hdTotal": "11d6",
  "hdCur": "11",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Race: Charisma boost, versatility\nDual Magic: Access to cleric and sorcerer spells\nMetamagic: Flexible spellcasting adaptation\nDivine Connection: Channel celestial power",
  "backstory": "Concept: Oracle touched by divine and arcane forces\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Solo Adventurers (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nSkills: Medicine (Hermit background); Religion (Hermit background); Persuasion (Sorcerer class choice); Arcana (Sorcerer class choice); Insight (Half-Elf choice); Deception (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 13 = unarmored 12 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "85000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_insight_p": true,
  "sk_deception_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+2 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 12 (Sorcerer table)."
 },
 "The Eternal Guardian": {
  "name": "The Eternal Guardian",
  "race": "Warforged",
  "classLevel": "Paladin (Ancients) 20",
  "level": "20",
  "background": "Soldier",
  "str": "20",
  "dex": "10",
  "con": "15",
  "int": "8",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "164",
  "hpCur": "164",
  "hdTotal": "20d10",
  "hdCur": "20",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Race: Constructed resilience, integrated protection\nUltimate Power: Elder Champion, Aura of Warding, Improved Divine Smite\nImmortal Duty: Endless vigil against cosmic threats\nLiving Legend: Stories span centuries",
  "backstory": "Concept: Ageless protector of natural balance\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Solo Adventurers (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 STR, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +2 CHA; 16th level +2 CHA; 19th level +2 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nSkills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Paladin class choice); Insight (Paladin class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 24 = plate armor 18 + shield +2 + Defense +1 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "24",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one tool of your choice, one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "15",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +2 CHA; 16th +2 CHA; 19th +2 CHA\nFighting Style: Defense\nPrepared spells: 15 (half paladin level + Charisma modifier).\nOath spells from the Ancients subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "The Archlich's Nemesis": {
  "name": "The Archlich's Nemesis",
  "race": "Variant Human",
  "classLevel": "Wizard (War Magic) 18",
  "level": "18",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "146",
  "hpCur": "146",
  "hdTotal": "18d6",
  "hdCur": "18",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): Lucky\nReality Magic: 9th level spells alter fundamental laws\nTactical Genius: Combines magic with military strategy\nLegendary Foe: Eternal enemy of powerful liches",
  "backstory": "Concept: Master wizard specializing in countering undead\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Solo Adventurers (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: Lucky (from the card).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+4) per level.\nSkills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 13 = unarmored 11 + cloak of protection +1 + ring of protection +1. Speed: Variant Human 30 ft.",
  "xp": "265000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "23",
  "moreFeatures": "Feat (1st level): Lucky\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON\nSpellbook: 40 spells (6 at 1st level + 2 per level); prepared 23 (wizard level + Intelligence modifier), ticked."
 },
 "The World Walker": {
  "name": "The World Walker",
  "race": "Half-Elf",
  "classLevel": "Ranger (Horizon Walker) 19",
  "level": "19",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "20",
  "cha": "10",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "156",
  "hpCur": "156",
  "hdTotal": "19d10",
  "hdCur": "19",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Race: Versatility, social connections\nPlanar Magic: Ethereal Step and Distant Strike slip between planes mid-fight\nMultiverse Scope: Adventures span multiple planes\nCosmic Authority: Recognized across planes",
  "backstory": "Concept: Planar guardian protecting reality's borders\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Solo Adventurers (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 WIS, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS; 19th level +1 WIS, +1 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nSkills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Half-Elf choice); Insight (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,915 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "305000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Longbow",
  "a1b": "+14",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortsword",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Longbow; Arrow ×20; Shortsword ×2\nMagic items: Weapon, +1 (Longbow); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "sp4_1": "Freedom of Movement",
  "sp4_2": "Locate Creature",
  "sp4_3": "Conjure Woodland Beings",
  "sp5_1": "Tree Stride",
  "sp5_2": "Commune With Nature",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS; 19th +1 WIS, +1 CON\nFighting Style: Archery\nSpells known: 11 (Ranger table)."
 },
 "The Perfect Thief": {
  "name": "The Perfect Thief",
  "race": "Lightfoot Halfling",
  "classLevel": "Rogue (Mastermind) 17",
  "level": "17",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "20",
  "int": "12",
  "wis": "10",
  "cha": "15",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "173",
  "hpCur": "173",
  "hdTotal": "17d8",
  "hdCur": "17",
  "features": "Race: Stealth, luck, small size\nUltimate Stealth: Reliable Talent ensures consistent success\nInformation Network: Contacts across multiple planes\nLegendary Skills: Can accomplish seemingly impossible tasks",
  "backstory": "Concept: Master spy and information broker\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Solo Adventurers (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Lightfoot Halfling): +2 DEX, +1 CHA. PHB: +2 Dexterity, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 CON; 10th level +2 CON; 12th level +2 CON; 16th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nSkills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Lightfoot Halfling 25 ft.",
  "xp": "225000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "19",
  "speed": "25 ft",
  "a1n": "+1 Rapier",
  "a1b": "+12",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortbow",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+11",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +9d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Rapier; Shortbow; Arrow ×20; Dagger ×2\nMagic items: Weapon, +1 (Rapier); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 CON; 10th +2 CON; 12th +2 CON; 16th +2 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "The Voice of Heaven": {
  "name": "The Voice of Heaven",
  "race": "Protector Aasimar",
  "classLevel": "Cleric (Light) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "20",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "203",
  "hpCur": "203",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Race: Radiant Soul, healing hands\nDivine Intervention: Direct communication with deity\nMiracle Worker: Legendary healing and blessing abilities\nSacred Authority: Recognized by all faiths",
  "backstory": "Concept: Avatar of divine will on the material plane\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Solo Adventurers (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Protector Aasimar): +1 WIS, +2 CHA. Volo's Guide: +2 Charisma, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nSkills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 20 = half plate armor 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Protector Aasimar 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Sir Marcus Goldenheart": {
  "name": "Sir Marcus Goldenheart",
  "race": "Human",
  "classLevel": "Paladin (Devotion) 3",
  "level": "3",
  "background": "Noble",
  "str": "16",
  "dex": "11",
  "con": "14",
  "int": "9",
  "wis": "13",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Knight and Squire: Human Paladin (Devotion)",
  "orgName": "The Knight and Squire",
  "allies": "Party of 2, Level 3 (Tier 1 Duos (Levels 1-4)).\nMembers: Sir Marcus Goldenheart (Human Paladin (Devotion), level 3) (this character); Elena Swiftarrow (Half-Elf Ranger (Hunter), level 3)\n\nPartnership Dynamic: Experienced knight mentoring young archer\nTactical Synergy: Marcus engages in melee while Elena provides ranged support and scouting\nReal-world Example: Mentor-protégé relationship like master craftsman and apprentice\nCharacter Growth: Marcus learns humility, Elena gains confidence and honor\nCombat Roles: Tank/support and striker/utility combination",
  "backstory": "Member of The Knight and Squire (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); 25 gp left.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Human 30 ft.",
  "xp": "900",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+3 slashing",
  "a2n": "Javelin",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "25",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Javelin ×5\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "prepCount": "3",
  "moreFeatures": "Fighting Style: Defense\nPrepared spells: 3 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Elena Swiftarrow": {
  "name": "Elena Swiftarrow",
  "race": "Half-Elf",
  "classLevel": "Ranger (Hunter) 3",
  "level": "3",
  "background": "Soldier",
  "str": "12",
  "dex": "16",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "10",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Knight and Squire: Half-Elf Ranger (Hunter)",
  "orgName": "The Knight and Squire",
  "allies": "Party of 2, Level 3 (Tier 1 Duos (Levels 1-4)).\nMembers: Sir Marcus Goldenheart (Human Paladin (Devotion), level 3); Elena Swiftarrow (Half-Elf Ranger (Hunter), level 3) (this character)\n\nPartnership Dynamic: Experienced knight mentoring young archer\nTactical Synergy: Marcus engages in melee while Elena provides ranged support and scouting\nReal-world Example: Mentor-protégé relationship like master craftsman and apprentice\nCharacter Growth: Marcus learns humility, Elena gains confidence and honor\nCombat Roles: Tank/support and striker/utility combination",
  "backstory": "Member of The Knight and Squire (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 WIS, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Ranger class choice); Stealth (Ranger class choice); Survival (Ranger class choice); Nature (Half-Elf choice); Investigation (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 14 = leather armor 14. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_survival_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortsword",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Fighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Professor Aldric Quillwright": {
  "name": "Professor Aldric Quillwright",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 3",
  "level": "3",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Scholar and Bodyguard: Variant Human Wizard (Divination)",
  "orgName": "The Scholar and Bodyguard",
  "allies": "Party of 2, Level 3 (Tier 1 Duos (Levels 1-4)).\nMembers: Professor Aldric Quillwright (Variant Human Wizard (Divination), level 3) (this character); Gareth Ironwall (Dwarf Fighter (Cavalier), level 3)\n\nPartnership Dynamic: Brilliant academic protected by loyal warrior\nComplementary Skills: Magical knowledge combined with martial prowess\nSocial Dynamic: Intellectual aristocrat and working-class guardian\nStory Potential: Investigating ancient mysteries while avoiding physical dangers",
  "backstory": "Member of The Scholar and Bodyguard (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 11 = unarmored 11. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nSpellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Gareth Ironwall": {
  "name": "Gareth Ironwall",
  "race": "Dwarf",
  "classLevel": "Fighter (Cavalier) 3",
  "level": "3",
  "background": "Sage",
  "str": "15",
  "dex": "13",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Role in The Scholar and Bodyguard: Dwarf Fighter (Cavalier)",
  "orgName": "The Scholar and Bodyguard",
  "allies": "Party of 2, Level 3 (Tier 1 Duos (Levels 1-4)).\nMembers: Professor Aldric Quillwright (Variant Human Wizard (Divination), level 3); Gareth Ironwall (Dwarf Fighter (Cavalier), level 3) (this character)\n\nPartnership Dynamic: Brilliant academic protected by loyal warrior\nComplementary Skills: Magical knowledge combined with martial prowess\nSocial Dynamic: Intellectual aristocrat and working-class guardian\nStory Potential: Investigating ancient mysteries while avoiding physical dangers",
  "backstory": "Member of The Scholar and Bodyguard (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dwarf): +2 CON. PHB: +2 Constitution (subrace not stated: Mountain adds +2 Strength, Hill adds +1 Wisdom).\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Athletics (Fighter class choice); Perception (Fighter class choice); Insight (Cavalier Fighter).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Dwarf 25 ft.",
  "xp": "900",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Longsword",
  "a1b": "+4",
  "a1d": "1d8+4 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools\nLanguages: Common, Dwarvish, Elvish, Draconic",
  "moreFeatures": "Fighting Style: Dueling"
 },
 "Brother Matthias": {
  "name": "Brother Matthias",
  "race": "Human",
  "classLevel": "Cleric (Life) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "14",
  "dex": "9",
  "con": "15",
  "int": "11",
  "wis": "18",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Traveling Healers: Human Cleric (Life)",
  "orgName": "The Traveling Healers",
  "allies": "Party of 2, Level 4 (Tier 1 Duos (Levels 1-4)).\nMembers: Brother Matthias (Human Cleric (Life), level 4) (this character); Sage Willowbark (Wood Elf Druid (Land), level 4)\n\nPartnership Dynamic: Divine healer partnered with natural medicine practitioner\nPhilosophical Contrast: Organized religion versus natural spirituality\nHealing Synergy: Multiple approaches to restoration and cure\nHumanitarian Mission: Bringing medical aid to underserved communities",
  "backstory": "Member of The Traveling Healers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 14",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp1_4": "Guiding Bolt",
  "sp1_4_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 8 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Sage Willowbark": {
  "name": "Sage Willowbark",
  "race": "Wood Elf",
  "classLevel": "Druid (Land) 4",
  "level": "4",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "12",
  "wis": "18",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Traveling Healers: Wood Elf Druid (Land)",
  "orgName": "The Traveling Healers",
  "allies": "Party of 2, Level 4 (Tier 1 Duos (Levels 1-4)).\nMembers: Brother Matthias (Human Cleric (Life), level 4); Sage Willowbark (Wood Elf Druid (Land), level 4) (this character)\n\nPartnership Dynamic: Divine healer partnered with natural medicine practitioner\nPhilosophical Contrast: Organized religion versus natural spirituality\nHealing Synergy: Multiple approaches to restoration and cure\nHumanitarian Mission: Bringing medical aid to underserved communities",
  "backstory": "Member of The Traveling Healers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (Wood Elf); Nature (Druid class choice); Medicine (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 15 = leather armor 13 + shield +2. Speed: Wood Elf 35 ft.",
  "xp": "2700",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_nature_p": true,
  "sk_medicine_p": true,
  "ac": "15",
  "speed": "35 ft",
  "a1n": "Scimitar",
  "a1b": "+4",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+6",
  "a2d": "1d8 fire",
  "gp": "10",
  "equipment": "Armor: Leather Armor; Shield\nWeapons: Scimitar\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Longsword, Shortsword, Shortbow, Longbow\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Draconic, Druidic",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp1_4": "Faerie Fire",
  "sp1_4_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp2_4": "Animal Messenger",
  "sp2_4_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 8 (druid level + Wisdom modifier).\nCircle spells from the Land subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Zara Shadowbane": {
  "name": "Zara Shadowbane",
  "race": "Tiefling",
  "classLevel": "Warlock (Fiend) 3",
  "level": "3",
  "background": "Criminal",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "11",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Unlikely Allies: Tiefling Warlock (Fiend)",
  "orgName": "The Unlikely Allies",
  "allies": "Party of 2, Level 3 (Tier 1 Duos (Levels 1-4)).\nMembers: Zara Shadowbane (Tiefling Warlock (Fiend), level 3) (this character); Celeste Lightbringer (Aasimar Paladin (Devotion), level 3)\n\nPartnership Dynamic: Fiendish heritage working with celestial champion\nRedemption Theme: Proving that origin doesn't determine destiny\nMoral Complexity: Different approaches to achieving good\nCharacter Development: Learning to trust despite opposing natures",
  "backstory": "Member of The Unlikely Allies (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); 15 gp left.\nAC 12 = leather armor 12. Speed: Tiefling 30 ft.",
  "xp": "900",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+3",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+3",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+5",
  "a3d": "1d10+3 force",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Infernal",
  "slots2": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "moreFeatures": "Spells known: 4 (Warlock table).\nPact Magic: 2 slots of 2nd level, regained on a short rest.\nExpanded spells from the Fiend subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Celeste Lightbringer": {
  "name": "Celeste Lightbringer",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 3",
  "level": "3",
  "background": "Noble",
  "str": "15",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Unlikely Allies: Aasimar Paladin (Devotion)",
  "orgName": "The Unlikely Allies",
  "allies": "Party of 2, Level 3 (Tier 1 Duos (Levels 1-4)).\nMembers: Zara Shadowbane (Tiefling Warlock (Fiend), level 3); Celeste Lightbringer (Aasimar Paladin (Devotion), level 3) (this character)\n\nPartnership Dynamic: Fiendish heritage working with celestial champion\nRedemption Theme: Proving that origin doesn't determine destiny\nMoral Complexity: Different approaches to achieving good\nCharacter Development: Learning to trust despite opposing natures",
  "backstory": "Member of The Unlikely Allies (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); 25 gp left.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Aasimar 30 ft.",
  "xp": "900",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+4",
  "a1d": "1d8+2 slashing",
  "a2n": "Javelin",
  "a2b": "+4",
  "a2d": "1d6+2 piercing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "25",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Javelin ×5\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp1_4": "Divine Favor",
  "sp1_4_p": true,
  "prepCount": "4",
  "moreFeatures": "Fighting Style: Defense\nPrepared spells: 4 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Jinx Quickfingers": {
  "name": "Jinx Quickfingers",
  "race": "Halfling",
  "classLevel": "Rogue (Thief) 4",
  "level": "4",
  "background": "Urchin",
  "str": "8",
  "dex": "19",
  "con": "14",
  "int": "12",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "features": "Role in The Street Smart Team: Halfling Rogue (Thief)",
  "orgName": "The Street Smart Team",
  "allies": "Party of 2, Level 4 (Tier 1 Duos (Levels 1-4)).\nMembers: Jinx Quickfingers (Halfling Rogue (Thief), level 4) (this character); Melody Silvertongue (Half-Elf Bard (Glamour), level 4)\n\nPartnership Dynamic: Master thief partnered with con artist\nUrban Focus: Specialists in city adventures and social manipulation\nComplementary Skills: Stealth and infiltration with charm and deception\nRobin Hood Element: Steal from corrupt rich to help honest poor",
  "backstory": "Member of The Street Smart Team (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Urchin is a suggested choice. Skills: Sleight of Hand (Urchin background); Stealth (Urchin background); Perception (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Deception (Rogue class choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Urchin background equipment (10 gp pouch); 10 gp left.\nAC 15 = leather armor 15. Speed: Halfling 25 ft.",
  "xp": "2700",
  "sk_sleightofhand_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_deception_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "15",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+6",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortbow",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "a3n": "Dagger",
  "a3b": "+6",
  "a3d": "1d4+4 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Urchin): Small knife; Map of your home city; Pet mouse; Token from your parents; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, Disguise Kit\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nExpertise: Stealth, Perception"
 },
 "Melody Silvertongue": {
  "name": "Melody Silvertongue",
  "race": "Half-Elf",
  "classLevel": "Bard (Glamour) 4",
  "level": "4",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Street Smart Team: Half-Elf Bard (Glamour)",
  "orgName": "The Street Smart Team",
  "allies": "Party of 2, Level 4 (Tier 1 Duos (Levels 1-4)).\nMembers: Jinx Quickfingers (Halfling Rogue (Thief), level 4); Melody Silvertongue (Half-Elf Bard (Glamour), level 4) (this character)\n\nPartnership Dynamic: Master thief partnered with con artist\nUrban Focus: Specialists in city adventures and social manipulation\nComplementary Skills: Stealth and infiltration with charm and deception\nRobin Hood Element: Steal from corrupt rich to help honest poor",
  "backstory": "Member of The Street Smart Team (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Duos (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "2700",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 14",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp2_4": "Lesser Restoration",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nExpertise: Persuasion, Deception\nSpells known: 7 (Bard table)."
 },
 "Blaze Stormcaller": {
  "name": "Blaze Stormcaller",
  "race": "Dragonborn",
  "classLevel": "Sorcerer (Storm) 8",
  "level": "8",
  "background": "Sage",
  "str": "10",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "50",
  "hpCur": "50",
  "hdTotal": "8d6",
  "hdCur": "8",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Elemental Wardens: Dragonborn Sorcerer (Storm)",
  "orgName": "The Elemental Wardens",
  "allies": "Party of 2, Level 8 (Tier 2 Duos (Levels 5-10)).\nMembers: Blaze Stormcaller (Dragonborn Sorcerer (Storm), level 8) (this character); Terra Stoneheart (Earth Genasi Monk (Elements), level 8)\n\nElemental Mastery: Lightning and earth magic in perfect balance\nPhilosophical Difference: Chaotic storm nature versus steady earth wisdom\nEnvironmental Control: Shape weather and terrain together\nAncestral Connection: Both connected to elemental planes",
  "backstory": "Member of The Elemental Wardens (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 11 = unarmored 11. Speed: Dragonborn 30 ft.",
  "xp": "34000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+8",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Draconic, Primordial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA\nSpells known: 9 (Sorcerer table)."
 },
 "Terra Stoneheart": {
  "name": "Terra Stoneheart",
  "race": "Earth Genasi",
  "classLevel": "Monk (Elements) 8",
  "level": "8",
  "background": "Hermit",
  "str": "13",
  "dex": "19",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "features": "Role in The Elemental Wardens: Earth Genasi Monk (Elements)",
  "orgName": "The Elemental Wardens",
  "allies": "Party of 2, Level 8 (Tier 2 Duos (Levels 5-10)).\nMembers: Blaze Stormcaller (Dragonborn Sorcerer (Storm), level 8); Terra Stoneheart (Earth Genasi Monk (Elements), level 8) (this character)\n\nElemental Mastery: Lightning and earth magic in perfect balance\nPhilosophical Difference: Chaotic storm nature versus steady earth wisdom\nEnvironmental Control: Shape weather and terrain together\nAncestral Connection: Both connected to elemental planes",
  "backstory": "Member of The Elemental Wardens (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 530 gp left.\nAC 16 = unarmored 16. Speed: Earth Genasi 30 ft, Unarmored Movement +15 ft.",
  "xp": "34000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "16",
  "speed": "45 ft",
  "a1n": "Shortsword",
  "a1b": "+7",
  "a1d": "1d6+4 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+7",
  "a2d": "1d6+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+7",
  "a3d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Primordial, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Inquisitor Thorne": {
  "name": "Inquisitor Thorne",
  "race": "Human",
  "classLevel": "Cleric (Knowledge) 7",
  "level": "7",
  "background": "Acolyte",
  "str": "9",
  "dex": "14",
  "con": "15",
  "int": "11",
  "wis": "18",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Divine Investigators: Human Cleric (Knowledge)",
  "orgName": "The Divine Investigators",
  "allies": "Party of 2, Level 7 (Tier 2 Duos (Levels 5-10)).\nMembers: Inquisitor Thorne (Human Cleric (Knowledge), level 7) (this character); Detective Kane (Variant Human Rogue (Inquisitive), level 7)\n\nInvestigation Focus: Solving supernatural crimes and mysteries\nDivine Insight: Magical detection combined with mundane deduction\nAuthority Figures: Religious and secular law enforcement\nMoral Questions: Divine justice versus human law",
  "backstory": "Member of The Divine Investigators (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 18 = scale mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "23000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+2",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+2 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 15",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "prepCount": "11",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 11 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Detective Kane": {
  "name": "Detective Kane",
  "race": "Variant Human",
  "classLevel": "Rogue (Inquisitive) 7",
  "level": "7",
  "background": "Acolyte",
  "str": "8",
  "dex": "18",
  "con": "13",
  "int": "12",
  "wis": "15",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "7d8",
  "hdCur": "7",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Divine Investigators: Variant Human Rogue (Inquisitive)",
  "orgName": "The Divine Investigators",
  "allies": "Party of 2, Level 7 (Tier 2 Duos (Levels 5-10)).\nMembers: Inquisitor Thorne (Human Cleric (Knowledge), level 7); Detective Kane (Variant Human Rogue (Inquisitive), level 7) (this character)\n\nInvestigation Focus: Solving supernatural crimes and mysteries\nDivine Insight: Magical detection combined with mundane deduction\nAuthority Figures: Religious and secular law enforcement\nMoral Questions: Divine justice versus human law",
  "backstory": "Member of The Divine Investigators (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Stealth (Rogue class choice); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Variant Human choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 16 = studded leather armor 16. Speed: Variant Human 30 ft.",
  "xp": "23000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+7",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortbow",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "a3n": "Dagger",
  "a3b": "+7",
  "a3d": "1d4+4 piercing",
  "attackNotes": "Sneak Attack +4d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "initBonus": "5",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools\nLanguages: Common, Elvish, Dwarvish, Draconic, Thieves' Cant",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Kethra Voidwalker": {
  "name": "Kethra Voidwalker",
  "race": "Githyanki",
  "classLevel": "Fighter (Eldritch Knight) 9",
  "level": "9",
  "background": "Soldier",
  "str": "20",
  "dex": "12",
  "con": "17",
  "int": "14",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "85",
  "hpCur": "85",
  "hdTotal": "9d10",
  "hdCur": "9",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Planar Wanderers: Githyanki Fighter (Eldritch Knight)",
  "orgName": "The Planar Wanderers",
  "allies": "Party of 2, Level 9 (Tier 2 Duos (Levels 5-10)).\nMembers: Kethra Voidwalker (Githyanki Fighter (Eldritch Knight), level 9) (this character); Echo Dreamweaver (Kalashtar Warlock (Great Old One), level 9)\n\nOutsider Bond: Both from planes beyond the material world\nAlien Perspective: See reality from non-human viewpoints\nPsychic Connection: Mental communication and shared experiences\nPlanar Knowledge: Understanding of cosmic forces",
  "backstory": "Member of The Planar Wanderers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Githyanki 30 ft.",
  "xp": "48000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+9",
  "a1d": "1d8+7 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "2d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Shortsword, Longsword, Greatsword\nTools: one gaming set, land vehicles\nLanguages: Common, Gith, Elvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON\nFighting Style: Dueling\nSpells known: 6 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Echo Dreamweaver": {
  "name": "Echo Dreamweaver",
  "race": "Kalashtar",
  "classLevel": "Warlock (Great Old One) 9",
  "level": "9",
  "background": "Charlatan",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "14",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "9d8",
  "hdCur": "9",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Planar Wanderers: Kalashtar Warlock (Great Old One)",
  "orgName": "The Planar Wanderers",
  "allies": "Party of 2, Level 9 (Tier 2 Duos (Levels 5-10)).\nMembers: Kethra Voidwalker (Githyanki Fighter (Eldritch Knight), level 9); Echo Dreamweaver (Kalashtar Warlock (Great Old One), level 9) (this character)\n\nOutsider Bond: Both from planes beyond the material world\nAlien Perspective: See reality from non-human viewpoints\nPsychic Connection: Mental communication and shared experiences\nPlanar Knowledge: Understanding of cosmic forces",
  "backstory": "Member of The Planar Wanderers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 13 = studded leather armor 13. Speed: Kalashtar 30 ft.",
  "xp": "48000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+9",
  "a3d": "1d10+5 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Quori, Elvish",
  "slots5": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA\nSpells known: 10 (Warlock table).\nPact Magic: 2 slots of 5th level, regained on a short rest.\nExpanded spells from the Great Old One subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Abelard Vantreck": {
  "name": "Abelard Vantreck",
  "race": "Variant Human",
  "classLevel": "Ranger (Monster Slayer) 6",
  "level": "6",
  "background": "Outlander",
  "str": "12",
  "dex": "18",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "46",
  "hpCur": "46",
  "hdTotal": "6d10",
  "hdCur": "6",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Monster Hunter Duo: Variant Human Ranger (Monster Slayer)",
  "orgName": "The Monster Hunter Duo",
  "allies": "Party of 2, Level 6 (Tier 2 Duos (Levels 5-10)).\nMembers: Abelard Vantreck (Variant Human Ranger (Monster Slayer), level 6) (this character); Dr. Ottilie Grauwald (Human Artificer (Alchemist), level 6)\n\nMonster Expertise: Hunting and studying dangerous creatures\nScience and Instinct: Analytical approach combined with intuitive tracking\nMoral Ambiguity: Questions about what makes something monstrous\nGothic Horror: Classic monster-hunting themes",
  "backstory": "Member of The Monster Hunter Duo (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 16. Speed: Variant Human 30 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 4 (Ranger table)."
 },
 "Dr. Ottilie Grauwald": {
  "name": "Dr. Ottilie Grauwald",
  "race": "Human",
  "classLevel": "Artificer (Alchemist) 6",
  "level": "6",
  "background": "Outlander",
  "str": "9",
  "dex": "14",
  "con": "15",
  "int": "18",
  "wis": "13",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Monster Hunter Duo: Human Artificer (Alchemist)",
  "orgName": "The Monster Hunter Duo",
  "allies": "Party of 2, Level 6 (Tier 2 Duos (Levels 5-10)).\nMembers: Abelard Vantreck (Variant Human Ranger (Monster Slayer), level 6); Dr. Ottilie Grauwald (Human Artificer (Alchemist), level 6) (this character)\n\nMonster Expertise: Hunting and studying dangerous creatures\nScience and Instinct: Analytical approach combined with intuitive tracking\nMoral Ambiguity: Questions about what makes something monstrous\nGothic Horror: Classic monster-hunting themes",
  "backstory": "Member of The Monster Hunter Duo (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 18 = scale mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+2 piercing",
  "a2n": "Mace",
  "a2b": "+2",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Invisibility",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nPrepared spells: 7 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Alchemist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Lord Midnight": {
  "name": "Lord Midnight",
  "race": "Half-Elf",
  "classLevel": "Paladin (Vengeance) 10",
  "level": "10",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "14",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "84",
  "hpCur": "84",
  "hdTotal": "10d10",
  "hdCur": "10",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Noble Rebels: Half-Elf Paladin (Vengeance)",
  "orgName": "The Noble Rebels",
  "allies": "Party of 2, Level 10 (Tier 2 Duos (Levels 5-10)).\nMembers: Lord Midnight (Half-Elf Paladin (Vengeance), level 10) (this character); Lady Whisper (Human Rogue (Mastermind), level 10)\n\nAristocratic Background: High society rebels fighting corruption\nRighteous Fury: Divine wrath combined with calculated revenge\nPolitical Intrigue: Navigate court politics while pursuing justice\nSocial Authority: Noble status provides access and resources",
  "backstory": "Member of The Noble Rebels (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 STR, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Half-Elf choice); Perception (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 350 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Half-Elf 30 ft.",
  "xp": "64000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+9",
  "a1d": "1d8+5 slashing",
  "a2n": "Javelin",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "100",
  "pp": "25",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR\nFighting Style: Defense\nPrepared spells: 8 (half paladin level + Charisma modifier).\nOath spells from the Vengeance subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Lady Whisper": {
  "name": "Lady Whisper",
  "race": "Human",
  "classLevel": "Rogue (Mastermind) 10",
  "level": "10",
  "background": "Noble",
  "str": "9",
  "dex": "20",
  "con": "16",
  "int": "13",
  "wis": "11",
  "cha": "15",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "83",
  "hpCur": "83",
  "hdTotal": "10d8",
  "hdCur": "10",
  "features": "Role in The Noble Rebels: Human Rogue (Mastermind)",
  "orgName": "The Noble Rebels",
  "allies": "Party of 2, Level 10 (Tier 2 Duos (Levels 5-10)).\nMembers: Lord Midnight (Half-Elf Paladin (Vengeance), level 10); Lady Whisper (Human Rogue (Mastermind), level 10) (this character)\n\nAristocratic Background: High society rebels fighting corruption\nRighteous Fury: Divine wrath combined with calculated revenge\nPolitical Intrigue: Navigate court politics while pursuing justice\nSocial Authority: Noble status provides access and resources",
  "backstory": "Member of The Noble Rebels (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Duos (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 10th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Stealth (Rogue class choice); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 505 gp left.\nAC 17 = studded leather armor 17. Speed: Human 30 ft.",
  "xp": "64000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+9",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortbow",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+9",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +5d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "105",
  "pp": "40",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Dwarvish, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 10th +2 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Solaris the Radiant": {
  "name": "Solaris the Radiant",
  "race": "Aasimar",
  "classLevel": "Cleric (Light) 14",
  "level": "14",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "101",
  "hpCur": "101",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Cosmic Balance: Aasimar Cleric (Light)",
  "orgName": "The Cosmic Balance",
  "allies": "Party of 2, Level 14 (Tier 3 Duos (Levels 11-16)).\nMembers: Solaris the Radiant (Aasimar Cleric (Light), level 14) (this character); Umbra the Eternal (Shadar-kai Warlock (Undead), level 14)\n\nLight and Shadow: Opposing forces working in harmony\nCosmic Duty: Maintain balance between life and death\nEpic Power: Channel fundamental forces of creation\nPhilosophical Unity: Understand necessity of opposition",
  "backstory": "Member of The Cosmic Balance (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "140000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON\nPrepared spells: 19 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Umbra the Eternal": {
  "name": "Umbra the Eternal",
  "race": "Shadar-kai",
  "classLevel": "Warlock (Undead) 14",
  "level": "14",
  "background": "Charlatan",
  "str": "8",
  "dex": "15",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "115",
  "hpCur": "115",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Cosmic Balance: Shadar-kai Warlock (Undead)",
  "orgName": "The Cosmic Balance",
  "allies": "Party of 2, Level 14 (Tier 3 Duos (Levels 11-16)).\nMembers: Solaris the Radiant (Aasimar Cleric (Light), level 14); Umbra the Eternal (Shadar-kai Warlock (Undead), level 14) (this character)\n\nLight and Shadow: Opposing forces working in harmony\nCosmic Duty: Maintain balance between life and death\nEpic Power: Channel fundamental forces of creation\nPhilosophical Unity: Understand necessity of opposition",
  "backstory": "Member of The Cosmic Balance (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Perception (Shadar-kai); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 15 = studded leather armor 14 + cloak of protection +1. Speed: Shadar-kai 30 ft.",
  "xp": "140000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+7",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+10",
  "a3d": "1d10+5 force ×3 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Elvish",
  "slots5": "3",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp4_3": "Blight",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "sp5_3": "Contact Other Plane",
  "sp6_1": "Circle of Death",
  "sp7_1": "Finger of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 12 (Warlock table).\nMystic Arcanum (6th–9th level, once each per long rest) listed in rows 6–9; they have no slots.\nPact Magic: 3 slots of 5th level, regained on a short rest.\nExpanded spells from the Undead subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Ambassador Fey": {
  "name": "Ambassador Fey",
  "race": "Eladrin",
  "classLevel": "Wizard (Enchantment) 13",
  "level": "13",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "15",
  "int": "20",
  "wis": "12",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "13d6",
  "hdCur": "13",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Planar Ambassadors: Eladrin Wizard (Enchantment)",
  "orgName": "The Planar Ambassadors",
  "allies": "Party of 2, Level 13 (Tier 3 Duos (Levels 11-16)).\nMembers: Ambassador Fey (Eladrin Wizard (Enchantment), level 13) (this character); Envoy Celestial (Aasimar Paladin (Devotion), level 13)\n\nDiplomatic Immunity: Representatives of extraplanar powers\nReality Shaping: Influence fundamental laws through negotiation\nCultural Bridge: Facilitate understanding between realms\nEpic Stakes: Decisions affect entire planes of existence",
  "backstory": "Member of The Planar Ambassadors (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Eladrin): +2 DEX, +1 CHA. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (Eladrin); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 13 = unarmored 12 + cloak of protection +1. Speed: Eladrin 30 ft.",
  "xp": "120000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "18",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON\nSpellbook: 30 spells (6 at 1st level + 2 per level); prepared 18 (wizard level + Intelligence modifier), ticked."
 },
 "Envoy Celestial": {
  "name": "Envoy Celestial",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 13",
  "level": "13",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "95",
  "hpCur": "95",
  "hdTotal": "13d10",
  "hdCur": "13",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Planar Ambassadors: Aasimar Paladin (Devotion)",
  "orgName": "The Planar Ambassadors",
  "allies": "Party of 2, Level 13 (Tier 3 Duos (Levels 11-16)).\nMembers: Ambassador Fey (Eladrin Wizard (Enchantment), level 13); Envoy Celestial (Aasimar Paladin (Devotion), level 13) (this character)\n\nDiplomatic Immunity: Representatives of extraplanar powers\nReality Shaping: Influence fundamental laws through negotiation\nCultural Bridge: Facilitate understanding between realms\nEpic Stakes: Decisions affect entire planes of existence",
  "backstory": "Member of The Planar Ambassadors (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "120000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA\nFighting Style: Defense\nPrepared spells: 9 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Chronos the Eternal": {
  "name": "Chronos the Eternal",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 12",
  "level": "12",
  "background": "Soldier",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "86",
  "hpCur": "86",
  "hdTotal": "12d6",
  "hdCur": "12",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Time Guardians: Variant Human Wizard (Divination)",
  "orgName": "The Time Guardians",
  "allies": "Party of 2, Level 12 (Tier 3 Duos (Levels 11-16)).\nMembers: Chronos the Eternal (Variant Human Wizard (Divination), level 12) (this character); Destiny the Inevitable (Kalashtar Cleric (Forge), level 12)\n\nTemporal Authority: Protect timeline from paradoxes\nCausal Enforcement: Maintain cause-and-effect relationships\nTime Magic: Manipulate past, present, and future\nCosmic Responsibility: Guardians of reality's structure",
  "backstory": "Member of The Time Guardians (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Arcana (Wizard class choice); Investigation (Wizard class choice); History (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "prepCount": "17",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 28 spells (6 at 1st level + 2 per level); prepared 17 (wizard level + Intelligence modifier), ticked."
 },
 "Destiny the Inevitable": {
  "name": "Destiny the Inevitable",
  "race": "Kalashtar",
  "classLevel": "Cleric (Forge) 12",
  "level": "12",
  "background": "Soldier",
  "str": "13",
  "dex": "8",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "99",
  "hpCur": "99",
  "hdTotal": "12d8",
  "hdCur": "12",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Time Guardians: Kalashtar Cleric (Forge)",
  "orgName": "The Time Guardians",
  "allies": "Party of 2, Level 12 (Tier 3 Duos (Levels 11-16)).\nMembers: Chronos the Eternal (Variant Human Wizard (Divination), level 12); Destiny the Inevitable (Kalashtar Cleric (Forge), level 12) (this character)\n\nTemporal Authority: Protect timeline from paradoxes\nCausal Enforcement: Maintain cause-and-effect relationships\nTime Magic: Manipulate past, present, and future\nCosmic Responsibility: Guardians of reality's structure",
  "backstory": "Member of The Time Guardians (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Insight (Cleric class choice); Medicine (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 20 = chain mail 16 + shield +2 + Soul of the Forge +1 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Mace",
  "a1b": "+6",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Mace); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Quori, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "17",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON\nPrepared spells: 17 (cleric level + Wisdom modifier).\nDomain spells from the Forge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "The Sage": {
  "name": "The Sage",
  "race": "Human",
  "classLevel": "Wizard (Divination) 15",
  "level": "15",
  "background": "Sage",
  "str": "9",
  "dex": "14",
  "con": "17",
  "int": "20",
  "wis": "13",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "107",
  "hpCur": "107",
  "hdTotal": "15d6",
  "hdCur": "15",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Arcane Synthesis: Human Wizard (Divination)",
  "orgName": "The Arcane Synthesis",
  "allies": "Party of 2, Level 15 (Tier 3 Duos (Levels 11-16)).\nMembers: The Sage (Human Wizard (Divination), level 15) (this character); The Oracle (Half-Elf Sorcerer (Divine Soul), level 15)\n\nKnowledge Fusion: Learned magic combined with innate power\nProphetic Abilities: See all possible futures\nReality Manipulation: Reshape world through combined magic\nWisdom and Power: Perfect balance of knowledge and ability",
  "backstory": "Member of The Arcane Synthesis (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 13 = unarmored 12 + cloak of protection +1. Speed: Human 30 ft.",
  "xp": "165000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "prepCount": "20",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 34 spells (6 at 1st level + 2 per level); prepared 20 (wizard level + Intelligence modifier), ticked."
 },
 "The Oracle": {
  "name": "The Oracle",
  "race": "Half-Elf",
  "classLevel": "Sorcerer (Divine Soul) 15",
  "level": "15",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "18",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "122",
  "hpCur": "122",
  "hdTotal": "15d6",
  "hdCur": "15",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Arcane Synthesis: Half-Elf Sorcerer (Divine Soul)",
  "orgName": "The Arcane Synthesis",
  "allies": "Party of 2, Level 15 (Tier 3 Duos (Levels 11-16)).\nMembers: The Sage (Human Wizard (Divination), level 15); The Oracle (Half-Elf Sorcerer (Divine Soul), level 15) (this character)\n\nKnowledge Fusion: Learned magic combined with innate power\nProphetic Abilities: See all possible futures\nReality Manipulation: Reshape world through combined magic\nWisdom and Power: Perfect balance of knowledge and ability",
  "backstory": "Member of The Arcane Synthesis (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON; 12th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice); Deception (Half-Elf choice); Perception (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 13 = unarmored 12 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "165000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "sk_deception_p": true,
  "sk_perception_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+7",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+2 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+10",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "sp8_1": "Dominate Monster",
  "sp8_2": "Sunburst",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON; 12th +2 CON\nSpells known: 14 (Sorcerer table)."
 },
 "The Deathless Knight": {
  "name": "The Deathless Knight",
  "race": "Reborn",
  "classLevel": "Paladin (Conquest) 11",
  "level": "11",
  "background": "Soldier",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "81",
  "hpCur": "81",
  "hdTotal": "11d10",
  "hdCur": "11",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Eternal Wanderers: Reborn Paladin (Conquest)",
  "orgName": "The Eternal Wanderers",
  "allies": "Party of 2, Level 11 (Tier 3 Duos (Levels 11-16)).\nMembers: The Deathless Knight (Reborn Paladin (Conquest), level 11) (this character); The Lifebinder (Warforged Cleric (Life), level 11)\n\nArtificial Life: Constructed beings seeking purpose\nDeath and Life: Explore meaning of existence\nEternal Perspective: Understand consequences across ages\nPhilosophical Quest: What defines consciousness and soul?",
  "backstory": "Member of The Eternal Wanderers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Reborn): +2 STR, +1 CHA. Van Richten's Guide lineage: +2 to one ability, +1 to a different one.\nAbility Score Improvements: 4th level +2 STR; 8th level +1 STR, +1 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Reborn 30 ft.",
  "xp": "85000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+10",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +1 STR, +1 CHA\nFighting Style: Defense\nPrepared spells: 8 (half paladin level + Charisma modifier).\nOath spells from the Conquest subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "The Lifebinder": {
  "name": "The Lifebinder",
  "race": "Warforged",
  "classLevel": "Cleric (Life) 11",
  "level": "11",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "16",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "91",
  "hpCur": "91",
  "hdTotal": "11d8",
  "hdCur": "11",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Eternal Wanderers: Warforged Cleric (Life)",
  "orgName": "The Eternal Wanderers",
  "allies": "Party of 2, Level 11 (Tier 3 Duos (Levels 11-16)).\nMembers: The Deathless Knight (Reborn Paladin (Conquest), level 11); The Lifebinder (Warforged Cleric (Life), level 11) (this character)\n\nArtificial Life: Constructed beings seeking purpose\nDeath and Life: Explore meaning of existence\nEternal Perspective: Understand consequences across ages\nPhilosophical Quest: What defines consciousness and soul?",
  "backstory": "Member of The Eternal Wanderers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Duos (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 WIS. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 20 = chain mail 16 + shield +2 + Integrated Protection +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "85000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "16",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 16 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Genesis (The Reality Shapers)": {
  "name": "Genesis (The Reality Shapers)",
  "race": "Human",
  "classLevel": "Wizard (Conjuration) 20",
  "level": "20",
  "background": "Sage",
  "str": "9",
  "dex": "15",
  "con": "20",
  "int": "20",
  "wis": "13",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Reality Shapers: Human Wizard (Conjuration)",
  "orgName": "The Reality Shapers",
  "allies": "Party of 2, Level 20 (Tier 4 Duos (Levels 17-20)).\nMembers: Genesis (Human Wizard (Conjuration), level 20) (this character); Apocalypse (Tiefling Sorcerer (Aberrant Mind), level 20)\n\nCosmic Power: Create and destroy on universal scales\nPerfect Opposition: Creation and entropy in balance\nReality Architects: Design new worlds and dimensions\nDivine Responsibility: Wield power responsibly",
  "backstory": "Listed on the sample page as \"Genesis\" in The Reality Shapers.\nMember of The Reality Shapers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Human 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 44 spells (6 at 1st level + 2 per level); prepared 25 (wizard level + Intelligence modifier), ticked."
 },
 "Apocalypse": {
  "name": "Apocalypse",
  "race": "Tiefling",
  "classLevel": "Sorcerer (Aberrant Mind) 20",
  "level": "20",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Reality Shapers: Tiefling Sorcerer (Aberrant Mind)",
  "orgName": "The Reality Shapers",
  "allies": "Party of 2, Level 20 (Tier 4 Duos (Levels 17-20)).\nMembers: Genesis (Human Wizard (Conjuration), level 20); Apocalypse (Tiefling Sorcerer (Aberrant Mind), level 20) (this character)\n\nCosmic Power: Create and destroy on universal scales\nPerfect Opposition: Creation and entropy in balance\nReality Architects: Design new worlds and dimensions\nDivine Responsibility: Wield power responsibly",
  "backstory": "Member of The Reality Shapers (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Tiefling 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+8",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+8",
  "a2d": "1d4+2 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Infernal, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp3_1": "Fireball",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "sp8_1": "Dominate Monster",
  "sp8_2": "Sunburst",
  "sp9_1": "Wish",
  "sp9_2": "Meteor Swarm",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpells known: 15 (Sorcerer table)."
 },
 "The Chronicler": {
  "name": "The Chronicler",
  "race": "Variant Human",
  "classLevel": "Bard (Lore) 19",
  "level": "19",
  "background": "Sage",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "136",
  "hpCur": "136",
  "hdTotal": "19d8",
  "hdCur": "19",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Infinite Library: Variant Human Bard (Lore)",
  "orgName": "The Infinite Library",
  "allies": "Party of 2, Level 19 (Tier 4 Duos (Levels 17-20)).\nMembers: The Chronicler (Variant Human Bard (Lore), level 19) (this character); The Keeper (Warforged Wizard (Divination), level 19)\n\nUniversal Knowledge: Repository of all information\nMemory and Wisdom: Perfect recall with divine insight\nInformation Guardians: Protect dangerous knowledge\nEducational Mission: Guide seekers toward truth",
  "backstory": "Member of The Infinite Library (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +2 DEX; 16th level +2 DEX; 19th level +1 DEX, +1 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Performance (Variant Human choice); Perception (Lore Bard); Stealth (Lore Bard); Athletics (Lore Bard). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,915 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "305000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +2 DEX; 16th +2 DEX; 19th +1 DEX, +1 CON\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "The Keeper": {
  "name": "The Keeper",
  "race": "Warforged",
  "classLevel": "Wizard (Divination) 19",
  "level": "19",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "173",
  "hpCur": "173",
  "hdTotal": "19d6",
  "hdCur": "19",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Infinite Library: Warforged Wizard (Divination)",
  "orgName": "The Infinite Library",
  "allies": "Party of 2, Level 19 (Tier 4 Duos (Levels 17-20)).\nMembers: The Chronicler (Variant Human Bard (Lore), level 19); The Keeper (Warforged Wizard (Divination), level 19) (this character)\n\nUniversal Knowledge: Repository of all information\nMemory and Wisdom: Perfect recall with divine insight\nInformation Guardians: Protect dangerous knowledge\nEducational Mission: Guide seekers toward truth",
  "backstory": "Member of The Infinite Library (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +2 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 15 = unarmored 12 + Integrated Protection +1 + cloak of protection +1 + ring of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "24",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +2 DEX\nSpellbook: 42 spells (6 at 1st level + 2 per level); prepared 24 (wizard level + Intelligence modifier), ticked."
 },
 "Justice (The Final Judgment, Party of 2)": {
  "name": "Justice (The Final Judgment, Party of 2)",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 18",
  "level": "18",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "130",
  "hpCur": "130",
  "hdTotal": "18d10",
  "hdCur": "18",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Final Judgment: Aasimar Paladin (Devotion)",
  "orgName": "The Final Judgment",
  "allies": "Party of 2, Level 18 (Tier 4 Duos (Levels 17-20)).\nMembers: Justice (Aasimar Paladin (Devotion), level 18) (this character); Mercy (Variant Human Cleric (Peace), level 18)\n\nDivine Court: Judge cosmic crimes and conflicts\nPerfect Morality: Embody absolute good\nUniversal Authority: Recognized across all planes\nEternal Vigil: Protect innocent from cosmic threats",
  "backstory": "Listed on the sample page as \"Justice\" in The Final Judgment.\nMember of The Final Judgment (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA; 16th level +2 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,475 gp left.\nAC 23 = plate armor 18 + shield +2 + Defense +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "265000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "1937",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "13",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA; 16th +2 CHA\nFighting Style: Defense\nPrepared spells: 13 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Mercy (The Final Judgment, Party of 2)": {
  "name": "Mercy (The Final Judgment, Party of 2)",
  "race": "Variant Human",
  "classLevel": "Cleric (Peace) 18",
  "level": "18",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "165",
  "hpCur": "165",
  "hdTotal": "18d8",
  "hdCur": "18",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Final Judgment: Variant Human Cleric (Peace)",
  "orgName": "The Final Judgment",
  "allies": "Party of 2, Level 18 (Tier 4 Duos (Levels 17-20)).\nMembers: Justice (Aasimar Paladin (Devotion), level 18); Mercy (Variant Human Cleric (Peace), level 18) (this character)\n\nDivine Court: Judge cosmic crimes and conflicts\nPerfect Morality: Embody absolute good\nUniversal Authority: Recognized across all planes\nEternal Vigil: Protect innocent from cosmic threats",
  "backstory": "Listed on the sample page as \"Mercy\" in The Final Judgment.\nMember of The Final Judgment (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Performance (Peace Cleric).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 20 = half plate armor 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "265000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_performance_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "23",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON; 16th +2 CON\nPrepared spells: 23 (cleric level + Wisdom modifier).\nDomain spells from the Peace subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Alpha (The Worldseed)": {
  "name": "Alpha (The Worldseed)",
  "race": "Custom Lineage",
  "classLevel": "Druid (Stars) 17",
  "level": "17",
  "background": "Hermit",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "12",
  "wis": "20",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "156",
  "hpCur": "156",
  "hdTotal": "17d8",
  "hdCur": "17",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Worldseed: Custom Lineage Druid (Stars)",
  "orgName": "The Worldseed",
  "allies": "Party of 2, Level 17 (Tier 4 Duos (Levels 17-20)).\nMembers: Alpha (Custom Lineage Druid (Stars), level 17) (this character); Omega (Custom Lineage Ranger (Horizon Walker), level 17)\n\nWorld Building: Plant seeds of new realities\nLife Cultivation: Nurture growth across dimensions\nNatural Order: Establish ecosystems and balance\nEvolutionary Guides: Direct development of consciousness",
  "backstory": "Listed on the sample page as \"Alpha\" in The Worldseed.\nMember of The Worldseed (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 WIS. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Nature (Druid class choice); Perception (Druid class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,910 gp left.\nAC 17 = studded leather armor 13 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "225000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Scimitar",
  "a1b": "+7",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+11",
  "a2d": "4d8 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp0_4": "Shillelagh",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp5_1": "Mass Cure Wounds",
  "sp5_1_p": true,
  "sp5_2": "Wall of Stone",
  "sp5_2_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Sunbeam",
  "sp6_2_p": true,
  "sp6_3": "Transport via Plants",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Fire Storm",
  "sp7_2_p": true,
  "sp7_3": "Mirage Arcane",
  "sp7_3_p": true,
  "sp8_1": "Sunburst",
  "sp8_1_p": true,
  "sp8_2": "Animal Shapes",
  "sp8_2_p": true,
  "sp8_3": "Antipathy/Sympathy",
  "sp8_3_p": true,
  "sp9_1": "Foresight",
  "sp9_1_p": true,
  "sp9_2": "Shapechange",
  "sp9_2_p": true,
  "sp9_3": "Storm of Vengeance",
  "sp9_3_p": true,
  "prepCount": "22",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON\nPrepared spells: 22 (druid level + Wisdom modifier).\nCircle spells from the Stars subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Omega (The Worldseed)": {
  "name": "Omega (The Worldseed)",
  "race": "Custom Lineage",
  "classLevel": "Ranger (Horizon Walker) 17",
  "level": "17",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "17d10",
  "hdCur": "17",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Worldseed: Custom Lineage Ranger (Horizon Walker)",
  "orgName": "The Worldseed",
  "allies": "Party of 2, Level 17 (Tier 4 Duos (Levels 17-20)).\nMembers: Alpha (Custom Lineage Druid (Stars), level 17); Omega (Custom Lineage Ranger (Horizon Walker), level 17) (this character)\n\nWorld Building: Plant seeds of new realities\nLife Cultivation: Nurture growth across dimensions\nNatural Order: Establish ecosystems and balance\nEvolutionary Guides: Direct development of consciousness",
  "backstory": "Listed on the sample page as \"Omega\" in The Worldseed.\nMember of The Worldseed (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 DEX. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS; 16th level +2 WIS. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,915 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "225000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Longbow",
  "a1b": "+14",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortsword",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Longbow; Arrow ×20; Shortsword ×2\nMagic items: Weapon, +1 (Longbow); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "sp4_1": "Freedom of Movement",
  "sp4_2": "Locate Creature",
  "sp5_1": "Tree Stride",
  "sp5_2": "Commune With Nature",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS; 16th +2 WIS\nFighting Style: Archery\nSpells known: 10 (Ranger table)."
 },
 "Enlightenment": {
  "name": "Enlightenment",
  "race": "Custom Lineage",
  "classLevel": "Monk (Astral Self) 20",
  "level": "20",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "20",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "143",
  "hpCur": "143",
  "hdTotal": "20d8",
  "hdCur": "20",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Ascended Masters: Custom Lineage Monk (Astral Self)",
  "orgName": "The Ascended Masters",
  "allies": "Party of 2, Level 20 (Tier 4 Duos (Levels 17-20)).\nMembers: Enlightenment (Custom Lineage Monk (Astral Self), level 20) (this character); Transcendence (Kalashtar Cleric (Knowledge), level 20)\n\nPerfect Unity: Body, mind, and spirit in harmony\nTeaching Mission: Guide others toward enlightenment\nDimensional Mastery: Exist across multiple planes simultaneously\nUniversal Wisdom: Understand fundamental truths",
  "backstory": "Member of The Ascended Masters (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 DEX. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS; 16th level +2 WIS; 19th level +1 WIS, +1 CON. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 23 = unarmored 20 + cloak of protection +1 + bracers of defense +2. Speed: Custom Lineage 30 ft, Unarmored Movement +30 ft.",
  "xp": "355000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "initBonus": "5",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS; 16th +2 WIS; 19th +1 WIS, +1 CON"
 },
 "Transcendence (The Ascended Masters)": {
  "name": "Transcendence (The Ascended Masters)",
  "race": "Kalashtar",
  "classLevel": "Cleric (Knowledge) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "9",
  "dex": "13",
  "con": "20",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "203",
  "hpCur": "203",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Ascended Masters: Kalashtar Cleric (Knowledge)",
  "orgName": "The Ascended Masters",
  "allies": "Party of 2, Level 20 (Tier 4 Duos (Levels 17-20)).\nMembers: Enlightenment (Custom Lineage Monk (Astral Self), level 20); Transcendence (Kalashtar Cleric (Knowledge), level 20) (this character)\n\nPerfect Unity: Body, mind, and spirit in harmony\nTeaching Mission: Guide others toward enlightenment\nDimensional Mastery: Exist across multiple planes simultaneously\nUniversal Wisdom: Understand fundamental truths",
  "backstory": "Listed on the sample page as \"Transcendence\" in The Ascended Masters.\nMember of The Ascended Masters (Party of 2). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Duos (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 STR.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 20 = half plate armor 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 STR\nExpertise: Arcana, History\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Sheriff Marcus": {
  "name": "Sheriff Marcus",
  "race": "Variant Human",
  "classLevel": "Fighter (Champion) 3",
  "level": "3",
  "background": "Soldier",
  "str": "16",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Frontier Justice Company: Variant Human Fighter (Champion)",
  "orgName": "The Frontier Justice Company",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Sheriff Marcus (Variant Human Fighter (Champion), level 3) (this character); Deputy Sarah (Halfling Rogue (Scout), level 3); Judge Samuel (Human Cleric (Order), level 3)\n\nGroup Dynamic: Law enforcement team bringing order to frontier settlements\nWestern Theme: Fantasy version of classic frontier lawmen\nJustice Focus: Balance enforcement with mercy and community service\nRole Distribution: Tank/damage, scout/skills, healer/authority",
  "backstory": "Member of The Frontier Justice Company (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 16 = chain mail 16. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+5",
  "a1d": "2d6+3 slashing",
  "a2n": "Handaxe",
  "a2b": "+5",
  "a2d": "1d6+3 slashing",
  "attackNotes": "Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "10",
  "equipment": "Armor: Chain Mail\nWeapons: Greatsword; Handaxe ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nFighting Style: Great Weapon Fighting"
 },
 "Deputy Sarah": {
  "name": "Deputy Sarah",
  "race": "Halfling",
  "classLevel": "Rogue (Scout) 3",
  "level": "3",
  "background": "Criminal",
  "str": "8",
  "dex": "17",
  "con": "14",
  "int": "12",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "features": "Role in The Frontier Justice Company: Halfling Rogue (Scout)",
  "orgName": "The Frontier Justice Company",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Sheriff Marcus (Variant Human Fighter (Champion), level 3); Deputy Sarah (Halfling Rogue (Scout), level 3) (this character); Judge Samuel (Human Cleric (Order), level 3)\n\nGroup Dynamic: Law enforcement team bringing order to frontier settlements\nWestern Theme: Fantasy version of classic frontier lawmen\nJustice Focus: Balance enforcement with mercy and community service\nRole Distribution: Tank/damage, scout/skills, healer/authority",
  "backstory": "Member of The Frontier Justice Company (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Nature (Scout Rogue); Survival (Scout Rogue). Expertise: Nature, Survival, Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); 15 gp left.\nAC 14 = leather armor 14. Speed: Halfling 25 ft.",
  "xp": "900",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_nature_p": true,
  "sk_survival_p": true,
  "sk_nature_e": true,
  "sk_survival_e": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "14",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+5",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortbow",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "a3n": "Dagger",
  "a3b": "+5",
  "a3d": "1d4+3 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Expertise: Nature, Survival, Stealth, Perception"
 },
 "Judge Samuel": {
  "name": "Judge Samuel",
  "race": "Human",
  "classLevel": "Cleric (Order) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "14",
  "dex": "9",
  "con": "15",
  "int": "11",
  "wis": "16",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Frontier Justice Company: Human Cleric (Order)",
  "orgName": "The Frontier Justice Company",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Sheriff Marcus (Variant Human Fighter (Champion), level 3); Deputy Sarah (Halfling Rogue (Scout), level 3); Judge Samuel (Human Cleric (Order), level 3) (this character)\n\nGroup Dynamic: Law enforcement team bringing order to frontier settlements\nWestern Theme: Fantasy version of classic frontier lawmen\nJustice Focus: Balance enforcement with mercy and community service\nRole Distribution: Tank/damage, scout/skills, healer/authority",
  "backstory": "Member of The Frontier Justice Company (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Intimidation (Order Cleric).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_intimidation_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "prepCount": "6",
  "moreFeatures": "Prepared spells: 6 (cleric level + Wisdom modifier).\nDomain spells from the Order subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Tam the Brave": {
  "name": "Tam the Brave",
  "race": "Human",
  "classLevel": "Fighter (Battle Master) 3",
  "level": "3",
  "background": "Soldier",
  "str": "16",
  "dex": "14",
  "con": "15",
  "int": "11",
  "wis": "13",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Role in The Apprentice Adventurers: Human Fighter (Battle Master)",
  "orgName": "The Apprentice Adventurers",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Tam the Brave (Human Fighter (Battle Master), level 3) (this character); Luna the Wise (High Elf Wizard (Evocation), level 3); Pip the Quick (Halfling Rogue (Thief), level 3)\n\nGroup Dynamic: Young heroes learning their trade together\nClassic Roles: Warrior, wizard, thief - the fundamental trio\nGrowth Focus: Develop from novices into competent adventurers\nMentor Figures: Guided by experienced NPCs",
  "backstory": "Member of The Apprentice Adventurers (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+5 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+2 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one artisan's tool, one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Fighting Style: Dueling"
 },
 "Luna the Wise": {
  "name": "Luna the Wise",
  "race": "High Elf",
  "classLevel": "Wizard (Evocation) 3",
  "level": "3",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Apprentice Adventurers: High Elf Wizard (Evocation)",
  "orgName": "The Apprentice Adventurers",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Tam the Brave (Human Fighter (Battle Master), level 3); Luna the Wise (High Elf Wizard (Evocation), level 3) (this character); Pip the Quick (Halfling Rogue (Thief), level 3)\n\nGroup Dynamic: Young heroes learning their trade together\nClassic Roles: Warrior, wizard, thief - the fundamental trio\nGrowth Focus: Develop from novices into competent adventurers\nMentor Figures: Guided by experienced NPCs",
  "backstory": "Member of The Apprentice Adventurers (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "900",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Spellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Pip the Quick": {
  "name": "Pip the Quick",
  "race": "Halfling",
  "classLevel": "Rogue (Thief) 3",
  "level": "3",
  "background": "Criminal",
  "str": "8",
  "dex": "17",
  "con": "14",
  "int": "12",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "features": "Role in The Apprentice Adventurers: Halfling Rogue (Thief)",
  "orgName": "The Apprentice Adventurers",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Tam the Brave (Human Fighter (Battle Master), level 3); Luna the Wise (High Elf Wizard (Evocation), level 3); Pip the Quick (Halfling Rogue (Thief), level 3) (this character)\n\nGroup Dynamic: Young heroes learning their trade together\nClassic Roles: Warrior, wizard, thief - the fundamental trio\nGrowth Focus: Develop from novices into competent adventurers\nMentor Figures: Guided by experienced NPCs",
  "backstory": "Member of The Apprentice Adventurers (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); 15 gp left.\nAC 14 = leather armor 14. Speed: Halfling 25 ft.",
  "xp": "900",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "14",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+5",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortbow",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "a3n": "Dagger",
  "a3b": "+5",
  "a3d": "1d4+3 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Expertise: Stealth, Perception"
 },
 "Van the Hunter": {
  "name": "Van the Hunter",
  "race": "Variant Human",
  "classLevel": "Ranger (Monster Slayer) 4",
  "level": "4",
  "background": "Outlander",
  "str": "12",
  "dex": "18",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "32",
  "hpCur": "32",
  "hdTotal": "4d10",
  "hdCur": "4",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Monster Hunting Guild: Variant Human Ranger (Monster Slayer)",
  "orgName": "The Monster Hunting Guild",
  "allies": "Party of 3, Level 4 (Tier 1 Trios (Levels 1-4)).\nMembers: Van the Hunter (Variant Human Ranger (Monster Slayer), level 4) (this character); Doc the Healer (Human Cleric (Life), level 4); Sage the Scholar (Gnome Wizard (Divination), level 4)\n\nGroup Dynamic: Professional monster hunters with complementary expertise\nHunt Structure: Track, study, and eliminate dangerous creatures\nKnowledge Base: Combine practical experience with academic research\nPublic Service: Protect communities from supernatural threats",
  "backstory": "Member of The Monster Hunting Guild (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 15 = leather armor 15. Speed: Variant Human 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+8",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Doc the Healer": {
  "name": "Doc the Healer",
  "race": "Human",
  "classLevel": "Cleric (Life) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "14",
  "dex": "9",
  "con": "15",
  "int": "11",
  "wis": "18",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Monster Hunting Guild: Human Cleric (Life)",
  "orgName": "The Monster Hunting Guild",
  "allies": "Party of 3, Level 4 (Tier 1 Trios (Levels 1-4)).\nMembers: Van the Hunter (Variant Human Ranger (Monster Slayer), level 4); Doc the Healer (Human Cleric (Life), level 4) (this character); Sage the Scholar (Gnome Wizard (Divination), level 4)\n\nGroup Dynamic: Professional monster hunters with complementary expertise\nHunt Structure: Track, study, and eliminate dangerous creatures\nKnowledge Base: Combine practical experience with academic research\nPublic Service: Protect communities from supernatural threats",
  "backstory": "Member of The Monster Hunting Guild (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 14",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp1_4": "Guiding Bolt",
  "sp1_4_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 8 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Sage the Scholar": {
  "name": "Sage the Scholar",
  "race": "Gnome",
  "classLevel": "Wizard (Divination) 4",
  "level": "4",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "19",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "26",
  "hpCur": "26",
  "hdTotal": "4d6",
  "hdCur": "4",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Monster Hunting Guild: Gnome Wizard (Divination)",
  "orgName": "The Monster Hunting Guild",
  "allies": "Party of 3, Level 4 (Tier 1 Trios (Levels 1-4)).\nMembers: Van the Hunter (Variant Human Ranger (Monster Slayer), level 4); Doc the Healer (Human Cleric (Life), level 4); Sage the Scholar (Gnome Wizard (Divination), level 4) (this character)\n\nGroup Dynamic: Professional monster hunters with complementary expertise\nHunt Structure: Track, study, and eliminate dangerous creatures\nKnowledge Base: Combine practical experience with academic research\nPublic Service: Protect communities from supernatural threats",
  "backstory": "Member of The Monster Hunting Guild (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Gnome): +2 INT. PHB: +2 Intelligence (subrace not stated: Rock adds +1 Constitution, Forest adds +1 Dexterity).\nAbility Score Improvements: 4th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 11 = unarmored 11. Speed: Gnome 25 ft.",
  "xp": "2700",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "11",
  "speed": "25 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+6",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Gnomish, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_2_p": true,
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp1_6": "Find Familiar",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "sp2_6": "Scorching Ray",
  "sp2_6_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nSpellbook: 12 spells (6 at 1st level + 2 per level); prepared 8 (wizard level + Intelligence modifier), ticked."
 },
 "Ringmaster Spectacular": {
  "name": "Ringmaster Spectacular",
  "race": "Variant Human",
  "classLevel": "Bard (Glamour) 4",
  "level": "4",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "13",
  "int": "10",
  "wis": "12",
  "cha": "18",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "27",
  "hpCur": "27",
  "hdTotal": "4d8",
  "hdCur": "4",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Traveling Circus: Variant Human Bard (Glamour)",
  "orgName": "The Traveling Circus",
  "allies": "Party of 3, Level 4 (Tier 1 Trios (Levels 1-4)).\nMembers: Ringmaster Spectacular (Variant Human Bard (Glamour), level 4) (this character); Acrobat Grace (Tabaxi Monk (Drunken Master), level 4); Magician Mystery (Gnome Sorcerer (Wild Magic), level 4)\n\nGroup Dynamic: Entertainment troupe with hidden depths\nPerformance Art: Each adventure becomes part of their show\nSocial Network: Connections across all social levels\nSecret Agenda: Use performances to gather information and help others",
  "backstory": "Member of The Traveling Circus (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 CHA. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Variant Human choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Variant Human 30 ft.",
  "xp": "2700",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 14",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp2_4": "Lesser Restoration",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 CHA\nExpertise: Persuasion, Deception\nSpells known: 7 (Bard table)."
 },
 "Acrobat Grace": {
  "name": "Acrobat Grace",
  "race": "Tabaxi",
  "classLevel": "Monk (Drunken Master) 4",
  "level": "4",
  "background": "Hermit",
  "str": "12",
  "dex": "19",
  "con": "13",
  "int": "10",
  "wis": "14",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "27",
  "hpCur": "27",
  "hdTotal": "4d8",
  "hdCur": "4",
  "features": "Role in The Traveling Circus: Tabaxi Monk (Drunken Master)",
  "orgName": "The Traveling Circus",
  "allies": "Party of 3, Level 4 (Tier 1 Trios (Levels 1-4)).\nMembers: Ringmaster Spectacular (Variant Human Bard (Glamour), level 4); Acrobat Grace (Tabaxi Monk (Drunken Master), level 4) (this character); Magician Mystery (Gnome Sorcerer (Wild Magic), level 4)\n\nGroup Dynamic: Entertainment troupe with hidden depths\nPerformance Art: Each adventure becomes part of their show\nSocial Network: Connections across all social levels\nSecret Agenda: Use performances to gather information and help others",
  "backstory": "Member of The Traveling Circus (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tabaxi): +2 DEX, +1 CHA. Volo's Guide: +2 Dexterity, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Perception (Tabaxi); Stealth (Tabaxi); Acrobatics (Monk class choice); Insight (Monk class choice); Performance (Drunken Master Monk).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); 5 gp left.\nAC 16 = unarmored 16. Speed: Tabaxi 30 ft, Unarmored Movement +10 ft.",
  "xp": "2700",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_acrobatics_p": true,
  "sk_insight_p": true,
  "sk_performance_p": true,
  "ac": "16",
  "speed": "40 ft, climb 20 ft",
  "a1n": "Shortsword",
  "a1b": "+6",
  "a1d": "1d6+4 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+6",
  "a2d": "1d4+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+6",
  "a3d": "1d4+4 piercing",
  "attackNotes": "Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "5",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX"
 },
 "Magician Mystery": {
  "name": "Magician Mystery",
  "race": "Gnome",
  "classLevel": "Sorcerer (Wild Magic) 4",
  "level": "4",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "12",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "26",
  "hpCur": "26",
  "hdTotal": "4d6",
  "hdCur": "4",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Traveling Circus: Gnome Sorcerer (Wild Magic)",
  "orgName": "The Traveling Circus",
  "allies": "Party of 3, Level 4 (Tier 1 Trios (Levels 1-4)).\nMembers: Ringmaster Spectacular (Variant Human Bard (Glamour), level 4); Acrobat Grace (Tabaxi Monk (Drunken Master), level 4); Magician Mystery (Gnome Sorcerer (Wild Magic), level 4) (this character)\n\nGroup Dynamic: Entertainment troupe with hidden depths\nPerformance Art: Each adventure becomes part of their show\nSocial Network: Connections across all social levels\nSecret Agenda: Use performances to gather information and help others",
  "backstory": "Member of The Traveling Circus (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Gnome): +2 INT. PHB: +2 Intelligence (subrace not stated: Rock adds +1 Constitution, Forest adds +1 Dexterity).\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 11 = unarmored 11. Speed: Gnome 25 ft.",
  "xp": "2700",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "11",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+3",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+3",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Gnomish, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp2_3": "Hold Person",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nSpells known: 5 (Sorcerer table)."
 },
 "Valedictorian Brightmind": {
  "name": "Valedictorian Brightmind",
  "race": "Variant Human",
  "classLevel": "Artificer (Armorer) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "10",
  "con": "15",
  "int": "16",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Academy Graduates: Variant Human Artificer (Armorer)",
  "orgName": "The Academy Graduates",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Valedictorian Brightmind (Variant Human Artificer (Armorer), level 3) (this character); Class President Charm (Half-Elf Bard (Eloquence), level 3); Star Athlete Strong (Dragonborn Barbarian (Totem), level 3)\n\nGroup Dynamic: Recent graduates applying academic knowledge to real world\nSchool Pride: Represent their institution's reputation\nLearning Curve: Theory meets practice in dangerous situations\nDiverse Backgrounds: Different social classes united by education",
  "backstory": "Member of The Academy Graduates (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+2",
  "a1d": "1d8 piercing",
  "a2n": "Mace",
  "a2b": "+3",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp1_4": "Sanctuary",
  "sp1_4_p": true,
  "prepCount": "4",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nPrepared spells: 4 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Class President Charm": {
  "name": "Class President Charm",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 3",
  "level": "3",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Academy Graduates: Half-Elf Bard (Eloquence)",
  "orgName": "The Academy Graduates",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Valedictorian Brightmind (Variant Human Artificer (Armorer), level 3); Class President Charm (Half-Elf Bard (Eloquence), level 3) (this character); Star Athlete Strong (Dragonborn Barbarian (Totem), level 3)\n\nGroup Dynamic: Recent graduates applying academic knowledge to real world\nSchool Pride: Represent their institution's reputation\nLearning Curve: Theory meets practice in dangerous situations\nDiverse Backgrounds: Different social classes united by education",
  "backstory": "Member of The Academy Graduates (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 13",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "moreFeatures": "Expertise: Persuasion, Deception\nSpells known: 6 (Bard table)."
 },
 "Star Athlete Strong": {
  "name": "Star Athlete Strong",
  "race": "Dragonborn",
  "classLevel": "Barbarian (Totem) 3",
  "level": "3",
  "background": "Outlander",
  "str": "17",
  "dex": "13",
  "con": "14",
  "int": "8",
  "wis": "12",
  "cha": "11",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "32",
  "hpCur": "32",
  "hdTotal": "3d12",
  "hdCur": "3",
  "features": "Role in The Academy Graduates: Dragonborn Barbarian (Totem)",
  "orgName": "The Academy Graduates",
  "allies": "Party of 3, Level 3 (Tier 1 Trios (Levels 1-4)).\nMembers: Valedictorian Brightmind (Variant Human Artificer (Armorer), level 3); Class President Charm (Half-Elf Bard (Eloquence), level 3); Star Athlete Strong (Dragonborn Barbarian (Totem), level 3) (this character)\n\nGroup Dynamic: Recent graduates applying academic knowledge to real world\nSchool Pride: Represent their institution's reputation\nLearning Curve: Theory meets practice in dangerous situations\nDiverse Backgrounds: Different social classes united by education",
  "backstory": "Member of The Academy Graduates (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Trios (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: none yet.\nHit points: 12 at 1st level (d12) + 7 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Barbarian class choice); Intimidation (Barbarian class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 13 = unarmored 13. Speed: Dragonborn 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Greataxe",
  "a1b": "+5",
  "a1d": "1d12+3 slashing",
  "a2n": "Handaxe",
  "a2b": "+5",
  "a2d": "1d6+3 slashing",
  "a3n": "Javelin",
  "a3b": "+5",
  "a3d": "1d6+3 piercing",
  "attackNotes": "Rage: +2 damage on Strength melee attacks while raging (not included).",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Greataxe; Handaxe ×2; Javelin ×4\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Draconic, Elvish"
 },
 "Blaze Fireheart": {
  "name": "Blaze Fireheart",
  "race": "Fire Genasi",
  "classLevel": "Sorcerer (Draconic) 8",
  "level": "8",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "11",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "8d6",
  "hdCur": "8",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Elemental Triumvirate: Fire Genasi Sorcerer (Draconic)",
  "orgName": "The Elemental Triumvirate",
  "allies": "Party of 3, Level 8 (Tier 2 Trios (Levels 5-10)).\nMembers: Blaze Fireheart (Fire Genasi Sorcerer (Draconic), level 8) (this character); Frost Winterborn (Air Genasi Wizard (Evocation), level 8); Terra Earthsong (Earth Genasi Druid (Land), level 8)\n\nGroup Dynamic: Masters of elemental forces working in harmony\nEnvironmental Control: Shape weather, terrain, and natural disasters\nElemental Philosophy: Each represents different aspects of natural power\nPlanar Connections: Relationships with elemental planes",
  "backstory": "Member of The Elemental Triumvirate (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Fire Genasi): +2 CON, +1 INT. Elemental Evil: +2 Constitution, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 14 = unarmored 14. Speed: Fire Genasi 30 ft.",
  "xp": "34000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA\nSpells known: 9 (Sorcerer table)."
 },
 "Frost Winterborn": {
  "name": "Frost Winterborn",
  "race": "Air Genasi",
  "classLevel": "Wizard (Evocation) 8",
  "level": "8",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "16",
  "int": "19",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "58",
  "hpCur": "58",
  "hdTotal": "8d6",
  "hdCur": "8",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Elemental Triumvirate: Air Genasi Wizard (Evocation)",
  "orgName": "The Elemental Triumvirate",
  "allies": "Party of 3, Level 8 (Tier 2 Trios (Levels 5-10)).\nMembers: Blaze Fireheart (Fire Genasi Sorcerer (Draconic), level 8); Frost Winterborn (Air Genasi Wizard (Evocation), level 8) (this character); Terra Earthsong (Earth Genasi Druid (Land), level 8)\n\nGroup Dynamic: Masters of elemental forces working in harmony\nEnvironmental Control: Shape weather, terrain, and natural disasters\nElemental Philosophy: Each represents different aspects of natural power\nPlanar Connections: Relationships with elemental planes",
  "backstory": "Member of The Elemental Triumvirate (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Air Genasi): +1 DEX, +2 CON. Elemental Evil: +2 Constitution, +1 Dexterity.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: Air Genasi 30 ft.",
  "xp": "34000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+2",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+7",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp3_5": "Dispel Magic",
  "sp3_5_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "prepCount": "12",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nSpellbook: 20 spells (6 at 1st level + 2 per level); prepared 12 (wizard level + Intelligence modifier), ticked."
 },
 "Terra Earthsong": {
  "name": "Terra Earthsong",
  "race": "Earth Genasi",
  "classLevel": "Druid (Land) 8",
  "level": "8",
  "background": "Entertainer",
  "str": "9",
  "dex": "13",
  "con": "16",
  "int": "12",
  "wis": "19",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "67",
  "hpCur": "67",
  "hdTotal": "8d8",
  "hdCur": "8",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Elemental Triumvirate: Earth Genasi Druid (Land)",
  "orgName": "The Elemental Triumvirate",
  "allies": "Party of 3, Level 8 (Tier 2 Trios (Levels 5-10)).\nMembers: Blaze Fireheart (Fire Genasi Sorcerer (Draconic), level 8); Frost Winterborn (Air Genasi Wizard (Evocation), level 8); Terra Earthsong (Earth Genasi Druid (Land), level 8) (this character)\n\nGroup Dynamic: Masters of elemental forces working in harmony\nEnvironmental Control: Shape weather, terrain, and natural disasters\nElemental Philosophy: Each represents different aspects of natural power\nPlanar Connections: Relationships with elemental planes",
  "backstory": "Member of The Elemental Triumvirate (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Nature (Druid class choice); Perception (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 15 = studded leather armor 13 + shield +2. Speed: Earth Genasi 30 ft.",
  "xp": "34000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Scimitar",
  "a1b": "+4",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+7",
  "a2d": "2d8 fire",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit, Disguise Kit, one musical instrument\nLanguages: Common, Primordial, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp4_3": "Ice Storm",
  "sp4_3_p": true,
  "prepCount": "12",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 12 (druid level + Wisdom modifier).\nCircle spells from the Land subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Spymaster Veil": {
  "name": "Spymaster Veil",
  "race": "Variant Human",
  "classLevel": "Rogue (Mastermind) 9",
  "level": "9",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "13",
  "int": "12",
  "wis": "10",
  "cha": "15",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "57",
  "hpCur": "57",
  "hdTotal": "9d8",
  "hdCur": "9",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Shadow Cabinet: Variant Human Rogue (Mastermind)",
  "orgName": "The Shadow Cabinet",
  "allies": "Party of 3, Level 9 (Tier 2 Trios (Levels 5-10)).\nMembers: Spymaster Veil (Variant Human Rogue (Mastermind), level 9) (this character); Assassin Whisper (Shadar-kai Monk (Shadow), level 9); Infiltrator Mask (Changeling Warlock (Archfey), level 9)\n\nGroup Dynamic: Elite intelligence operatives serving crown or cause\nInformation Warfare: Gather secrets and eliminate threats\nDeep Cover: Maintain false identities for years\nMoral Ambiguity: Serve greater good through questionable means",
  "backstory": "Member of The Shadow Cabinet (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Insight (Variant Human choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 17 = studded leather armor 17. Speed: Variant Human 30 ft.",
  "xp": "48000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+9",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortbow",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+9",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +5d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "initBonus": "5",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Thieves' Cant",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Assassin Whisper": {
  "name": "Assassin Whisper",
  "race": "Shadar-kai",
  "classLevel": "Monk (Shadow) 9",
  "level": "9",
  "background": "Criminal",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "9d8",
  "hdCur": "9",
  "features": "Role in The Shadow Cabinet: Shadar-kai Monk (Shadow)",
  "orgName": "The Shadow Cabinet",
  "allies": "Party of 3, Level 9 (Tier 2 Trios (Levels 5-10)).\nMembers: Spymaster Veil (Variant Human Rogue (Mastermind), level 9); Assassin Whisper (Shadar-kai Monk (Shadow), level 9) (this character); Infiltrator Mask (Changeling Warlock (Archfey), level 9)\n\nGroup Dynamic: Elite intelligence operatives serving crown or cause\nInformation Warfare: Gather secrets and eliminate threats\nDeep Cover: Maintain false identities for years\nMoral Ambiguity: Serve greater good through questionable means",
  "backstory": "Member of The Shadow Cabinet (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Shadar-kai); Acrobatics (Monk class choice); Insight (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 17 = unarmored 17. Speed: Shadar-kai 30 ft, Unarmored Movement +15 ft.",
  "xp": "48000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_acrobatics_p": true,
  "sk_insight_p": true,
  "ac": "17",
  "speed": "45 ft",
  "a1n": "Shortsword",
  "a1b": "+9",
  "a1d": "1d6+5 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+9",
  "a2d": "1d6+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+9",
  "a3d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Thieves' Tools, one gaming set\nLanguages: Common, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS"
 },
 "Infiltrator Mask": {
  "name": "Infiltrator Mask",
  "race": "Changeling",
  "classLevel": "Warlock (Archfey) 9",
  "level": "9",
  "background": "Criminal",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "75",
  "hpCur": "75",
  "hdTotal": "9d8",
  "hdCur": "9",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Shadow Cabinet: Changeling Warlock (Archfey)",
  "orgName": "The Shadow Cabinet",
  "allies": "Party of 3, Level 9 (Tier 2 Trios (Levels 5-10)).\nMembers: Spymaster Veil (Variant Human Rogue (Mastermind), level 9); Assassin Whisper (Shadar-kai Monk (Shadow), level 9); Infiltrator Mask (Changeling Warlock (Archfey), level 9) (this character)\n\nGroup Dynamic: Elite intelligence operatives serving crown or cause\nInformation Warfare: Gather secrets and eliminate threats\nDeep Cover: Maintain false identities for years\nMoral Ambiguity: Serve greater good through questionable means",
  "backstory": "Member of The Shadow Cabinet (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Changeling): +1 CON, +2 CHA. Eberron: Rising from the Last War: +2 Charisma, +1 to one other.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Arcana (Warlock class choice); Intimidation (Warlock class choice); Insight (Changeling choice); Persuasion (Changeling choice).\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 13 = studded leather armor 13. Speed: Changeling 30 ft.",
  "xp": "48000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+9",
  "a3d": "1d10+5 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots5": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 10 (Warlock table).\nPact Magic: 2 slots of 5th level, regained on a short rest.\nExpanded spells from the Archfey subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "War Priest Valor": {
  "name": "War Priest Valor",
  "race": "Dragonborn",
  "classLevel": "Cleric (War) 7",
  "level": "7",
  "background": "Acolyte",
  "str": "15",
  "dex": "8",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Divine Intervention Squad: Dragonborn Cleric (War)",
  "orgName": "The Divine Intervention Squad",
  "allies": "Party of 3, Level 7 (Tier 2 Trios (Levels 5-10)).\nMembers: War Priest Valor (Dragonborn Cleric (War), level 7) (this character); Holy Warrior (Aasimar Paladin (Devotion), level 7); Battle Oracle (Variant Human Sorcerer (Divine Soul), level 7)\n\nGroup Dynamic: Divine champions handling supernatural threats\nReligious Authority: Speak with voice of their deities\nSupernatural Expertise: Combat undead, fiends, and aberrations\nMoral Clarity: Unwavering dedication to good",
  "backstory": "Member of The Divine Intervention Squad (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 340 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Dragonborn 30 ft.",
  "xp": "23000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Warhammer",
  "a1b": "+5",
  "a1d": "1d8+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+2",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 14",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "24",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Warhammer; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "prepCount": "10",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 10 (cleric level + Wisdom modifier).\nDomain spells from the War subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Holy Warrior": {
  "name": "Holy Warrior",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 7",
  "level": "7",
  "background": "Acolyte",
  "str": "17",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "53",
  "hpCur": "53",
  "hdTotal": "7d10",
  "hdCur": "7",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Divine Intervention Squad: Aasimar Paladin (Devotion)",
  "orgName": "The Divine Intervention Squad",
  "allies": "Party of 3, Level 7 (Tier 2 Trios (Levels 5-10)).\nMembers: War Priest Valor (Dragonborn Cleric (War), level 7); Holy Warrior (Aasimar Paladin (Devotion), level 7) (this character); Battle Oracle (Variant Human Sorcerer (Divine Soul), level 7)\n\nGroup Dynamic: Divine champions handling supernatural threats\nReligious Authority: Speak with voice of their deities\nSupernatural Expertise: Combat undead, fiends, and aberrations\nMoral Clarity: Unwavering dedication to good",
  "backstory": "Member of The Divine Intervention Squad (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 340 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Aasimar 30 ft.",
  "xp": "23000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+6",
  "a1d": "1d8+3 slashing",
  "a2n": "Javelin",
  "a2b": "+6",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "100",
  "pp": "24",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "prepCount": "6",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR\nFighting Style: Defense\nPrepared spells: 6 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Battle Oracle": {
  "name": "Battle Oracle",
  "race": "Variant Human",
  "classLevel": "Sorcerer (Divine Soul) 7",
  "level": "7",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "18",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "44",
  "hpCur": "44",
  "hdTotal": "7d6",
  "hdCur": "7",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Divine Intervention Squad: Variant Human Sorcerer (Divine Soul)",
  "orgName": "The Divine Intervention Squad",
  "allies": "Party of 3, Level 7 (Tier 2 Trios (Levels 5-10)).\nMembers: War Priest Valor (Dragonborn Cleric (War), level 7); Holy Warrior (Aasimar Paladin (Devotion), level 7); Battle Oracle (Variant Human Sorcerer (Divine Soul), level 7) (this character)\n\nGroup Dynamic: Divine champions handling supernatural threats\nReligious Authority: Speak with voice of their deities\nSupernatural Expertise: Combat undead, fiends, and aberrations\nMoral Clarity: Unwavering dedication to good",
  "backstory": "Member of The Divine Intervention Squad (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 CHA. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Persuasion (Sorcerer class choice); Arcana (Sorcerer class choice); Deception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 11 = unarmored 11. Speed: Variant Human 30 ft.",
  "xp": "23000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_deception_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 CHA\nSpells known: 8 (Sorcerer table)."
 },
 "Portal Guardian": {
  "name": "Portal Guardian",
  "race": "Githyanki",
  "classLevel": "Fighter (Eldritch Knight) 10",
  "level": "10",
  "background": "Soldier",
  "str": "20",
  "dex": "12",
  "con": "17",
  "int": "14",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "10d10",
  "hdCur": "10",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Planar Expedition: Githyanki Fighter (Eldritch Knight)",
  "orgName": "The Planar Expedition",
  "allies": "Party of 3, Level 10 (Tier 2 Trios (Levels 5-10)).\nMembers: Portal Guardian (Githyanki Fighter (Eldritch Knight), level 10) (this character); Dimensional Scout (Variant Human Ranger (Horizon Walker), level 10); Planar Scholar (Tiefling Warlock (Great Old One), level 10)\n\nGroup Dynamic: Elite team exploring dangerous alternate dimensions\nExpertise Areas: Combat, survival, and knowledge of planes\nUnique Challenges: Navigate politics of extraplanar entities\nEpic Scope: Discoveries affect multiple planes of existence",
  "backstory": "Member of The Planar Expedition (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Githyanki 30 ft.",
  "xp": "64000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+9",
  "a1d": "1d8+7 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "2d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Shortsword, Longsword, Greatsword\nTools: one gaming set, land vehicles\nLanguages: Common, Gith, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp2_4": "Continual Flame",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON\nFighting Style: Dueling\nSpells known: 7 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Dimensional Scout (The Planar Expedition)": {
  "name": "Dimensional Scout (The Planar Expedition)",
  "race": "Variant Human",
  "classLevel": "Ranger (Horizon Walker) 10",
  "level": "10",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "74",
  "hpCur": "74",
  "hdTotal": "10d10",
  "hdCur": "10",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Planar Expedition: Variant Human Ranger (Horizon Walker)",
  "orgName": "The Planar Expedition",
  "allies": "Party of 3, Level 10 (Tier 2 Trios (Levels 5-10)).\nMembers: Portal Guardian (Githyanki Fighter (Eldritch Knight), level 10); Dimensional Scout (Variant Human Ranger (Horizon Walker), level 10) (this character); Planar Scholar (Tiefling Warlock (Great Old One), level 10)\n\nGroup Dynamic: Elite team exploring dangerous alternate dimensions\nExpertise Areas: Combat, survival, and knowledge of planes\nUnique Challenges: Navigate politics of extraplanar entities\nEpic Scope: Discoveries affect multiple planes of existence",
  "backstory": "Listed on the sample page as \"Dimensional Scout\" in The Planar Expedition.\nMember of The Planar Expedition (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 17 = studded leather armor 17. Speed: Variant Human 30 ft.",
  "xp": "64000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortsword",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX\nFighting Style: Archery\nSpells known: 6 (Ranger table)."
 },
 "Planar Scholar": {
  "name": "Planar Scholar",
  "race": "Tiefling",
  "classLevel": "Warlock (Great Old One) 10",
  "level": "10",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "73",
  "hpCur": "73",
  "hdTotal": "10d8",
  "hdCur": "10",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Planar Expedition: Tiefling Warlock (Great Old One)",
  "orgName": "The Planar Expedition",
  "allies": "Party of 3, Level 10 (Tier 2 Trios (Levels 5-10)).\nMembers: Portal Guardian (Githyanki Fighter (Eldritch Knight), level 10); Dimensional Scout (Variant Human Ranger (Horizon Walker), level 10); Planar Scholar (Tiefling Warlock (Great Old One), level 10) (this character)\n\nGroup Dynamic: Elite team exploring dangerous alternate dimensions\nExpertise Areas: Combat, survival, and knowledge of planes\nUnique Challenges: Navigate politics of extraplanar entities\nEpic Scope: Discoveries affect multiple planes of existence",
  "backstory": "Member of The Planar Expedition (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Deception (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 13 = studded leather armor 13. Speed: Tiefling 30 ft.",
  "xp": "64000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_deception_p": true,
  "sk_intimidation_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+9",
  "a3d": "1d10+5 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: none\nLanguages: Common, Infernal, Elvish, Dwarvish",
  "slots5": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 10 (Warlock table).\nPact Magic: 2 slots of 5th level, regained on a short rest.\nExpanded spells from the Great Old One subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Department Head": {
  "name": "Department Head",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 6",
  "level": "6",
  "background": "Sailor",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "18",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "38",
  "hpCur": "38",
  "hdTotal": "6d6",
  "hdCur": "6",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Arcane Research Division: High Elf Wizard (Divination)",
  "orgName": "The Arcane Research Division",
  "allies": "Party of 3, Level 6 (Tier 2 Trios (Levels 5-10)).\nMembers: Department Head (High Elf Wizard (Divination), level 6) (this character); Field Researcher (Variant Human Artificer (Alchemist), level 6); Magical Theory (Gnome Sorcerer (Aberrant Mind), level 6)\n\nGroup Dynamic: Academic team pushing boundaries of magical knowledge\nResearch Focus: Discover new spells and magical phenomena\nInstitutional Politics: Navigate university bureaucracy and funding\nEthical Questions: Balance knowledge pursuit with responsible application",
  "backstory": "Member of The Arcane Research Division (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Arcana (Wizard class choice); Investigation (Wizard class choice); History (replacement for a duplicate).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+2",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+7",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp3_5": "Dispel Magic",
  "sp3_5_p": true,
  "sp3_6": "Animate Dead",
  "sp3_6_p": true,
  "prepCount": "10",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nSpellbook: 16 spells (6 at 1st level + 2 per level); prepared 10 (wizard level + Intelligence modifier), ticked."
 },
 "Field Researcher": {
  "name": "Field Researcher",
  "race": "Variant Human",
  "classLevel": "Artificer (Alchemist) 6",
  "level": "6",
  "background": "Sailor",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "18",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Arcane Research Division: Variant Human Artificer (Alchemist)",
  "orgName": "The Arcane Research Division",
  "allies": "Party of 3, Level 6 (Tier 2 Trios (Levels 5-10)).\nMembers: Department Head (High Elf Wizard (Divination), level 6); Field Researcher (Variant Human Artificer (Alchemist), level 6) (this character); Magical Theory (Gnome Sorcerer (Aberrant Mind), level 6)\n\nGroup Dynamic: Academic team pushing boundaries of magical knowledge\nResearch Focus: Discover new spells and magical phenomena\nInstitutional Politics: Navigate university bureaucracy and funding\nEthical Questions: Balance knowledge pursuit with responsible application",
  "backstory": "Member of The Arcane Research Division (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Arcana (Artificer class choice); Investigation (Artificer class choice); Sleight of Hand (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_sleightofhand_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+2",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, Navigator's Tools, water vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Invisibility",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT\nPrepared spells: 7 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Alchemist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Magical Theory": {
  "name": "Magical Theory",
  "race": "Gnome",
  "classLevel": "Sorcerer (Aberrant Mind) 6",
  "level": "6",
  "background": "Sailor",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "12",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "38",
  "hpCur": "38",
  "hdTotal": "6d6",
  "hdCur": "6",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Arcane Research Division: Gnome Sorcerer (Aberrant Mind)",
  "orgName": "The Arcane Research Division",
  "allies": "Party of 3, Level 6 (Tier 2 Trios (Levels 5-10)).\nMembers: Department Head (High Elf Wizard (Divination), level 6); Field Researcher (Variant Human Artificer (Alchemist), level 6); Magical Theory (Gnome Sorcerer (Aberrant Mind), level 6) (this character)\n\nGroup Dynamic: Academic team pushing boundaries of magical knowledge\nResearch Focus: Discover new spells and magical phenomena\nInstitutional Politics: Navigate university bureaucracy and funding\nEthical Questions: Balance knowledge pursuit with responsible application",
  "backstory": "Member of The Arcane Research Division (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Trios (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Gnome): +2 INT. PHB: +2 Intelligence (subrace not stated: Rock adds +1 Constitution, Forest adds +1 Dexterity).\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Persuasion (Sorcerer class choice); Arcana (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 11 = unarmored 11. Speed: Gnome 25 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "ac": "11",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Gnomish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nSpells known: 7 (Sorcerer table)."
 },
 "Mind (The Trinity of Power)": {
  "name": "Mind (The Trinity of Power)",
  "race": "Kalashtar",
  "classLevel": "Wizard (Enchantment) 14",
  "level": "14",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "86",
  "hpCur": "86",
  "hdTotal": "14d6",
  "hdCur": "14",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Trinity of Power: Kalashtar Wizard (Enchantment)",
  "orgName": "The Trinity of Power",
  "allies": "Party of 3, Level 14 (Tier 3 Trios (Levels 11-16)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 14) (this character); Body (Goliath Barbarian (Zealot), level 14); Spirit (Aasimar Cleric (Light), level 14)\n\nGroup Dynamic: Perfect balance of intellectual, physical, and spiritual power\nPhilosophical Unity: Represent different aspects of existence\nCosmic Authority: Guardians of universal balance\nTranscendent Purpose: Guide evolution of consciousness itself",
  "backstory": "Listed on the sample page as \"Mind\" in The Trinity of Power.\nMember of The Trinity of Power (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "140000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON\nSpellbook: 32 spells (6 at 1st level + 2 per level); prepared 19 (wizard level + Intelligence modifier), ticked."
 },
 "Body": {
  "name": "Body",
  "race": "Goliath",
  "classLevel": "Barbarian (Zealot) 14",
  "level": "14",
  "background": "Outlander",
  "str": "20",
  "dex": "13",
  "con": "18",
  "int": "8",
  "wis": "12",
  "cha": "10",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "159",
  "hpCur": "159",
  "hdTotal": "14d12",
  "hdCur": "14",
  "features": "Role in The Trinity of Power: Goliath Barbarian (Zealot)",
  "orgName": "The Trinity of Power",
  "allies": "Party of 3, Level 14 (Tier 3 Trios (Levels 11-16)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 14); Body (Goliath Barbarian (Zealot), level 14) (this character); Spirit (Aasimar Cleric (Light), level 14)\n\nGroup Dynamic: Perfect balance of intellectual, physical, and spiritual power\nPhilosophical Unity: Represent different aspects of existence\nCosmic Authority: Guardians of universal balance\nTranscendent Purpose: Guide evolution of consciousness itself",
  "backstory": "Member of The Trinity of Power (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Goliath): +2 STR, +1 CON. Volo's Guide: +2 Strength, +1 Constitution.\nAbility Score Improvements: 4th level +2 STR; 8th level +1 STR, +1 CON; 12th level +2 CON.\nHit points: 12 at 1st level (d12) + 7 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Barbarian class choice); Intimidation (Barbarian class choice); Insight (replacement for a duplicate).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 16 = unarmored 15 + cloak of protection +1. Speed: Goliath 30 ft, Fast Movement +10 ft.",
  "xp": "140000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "40 ft",
  "a1n": "+1 Greataxe",
  "a1b": "+11",
  "a1d": "1d12+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+10",
  "a2d": "1d6+5 slashing",
  "a3n": "Javelin",
  "a3b": "+10",
  "a3d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Rage: +3 damage on Strength melee attacks while raging (not included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Greataxe; Handaxe ×2; Javelin ×4\nMagic items: Weapon, +1 (Greataxe); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +1 STR, +1 CON; 12th +2 CON"
 },
 "Spirit (The Trinity of Power)": {
  "name": "Spirit (The Trinity of Power)",
  "race": "Aasimar",
  "classLevel": "Cleric (Light) 14",
  "level": "14",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "101",
  "hpCur": "101",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Trinity of Power: Aasimar Cleric (Light)",
  "orgName": "The Trinity of Power",
  "allies": "Party of 3, Level 14 (Tier 3 Trios (Levels 11-16)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 14); Body (Goliath Barbarian (Zealot), level 14); Spirit (Aasimar Cleric (Light), level 14) (this character)\n\nGroup Dynamic: Perfect balance of intellectual, physical, and spiritual power\nPhilosophical Unity: Represent different aspects of existence\nCosmic Authority: Guardians of universal balance\nTranscendent Purpose: Guide evolution of consciousness itself",
  "backstory": "Listed on the sample page as \"Spirit\" in The Trinity of Power.\nMember of The Trinity of Power (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "140000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON\nPrepared spells: 19 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Creator": {
  "name": "Creator",
  "race": "Variant Human",
  "classLevel": "Wizard (Conjuration) 15",
  "level": "15",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "107",
  "hpCur": "107",
  "hdTotal": "15d6",
  "hdCur": "15",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Reality Architects: Variant Human Wizard (Conjuration)",
  "orgName": "The Reality Architects",
  "allies": "Party of 3, Level 15 (Tier 3 Trios (Levels 11-16)).\nMembers: Creator (Variant Human Wizard (Conjuration), level 15) (this character); Preserver (Wood Elf Druid (Stars), level 15); Destroyer (Githyanki Fighter (Eldritch Knight), level 15)\n\nGroup Dynamic: Forces of creation, preservation, and destruction in balance\nUniversal Scope: Shape fundamental laws of reality\nEternal Cycle: Maintain balance between growth and decay\nDivine Responsibility: Answer only to cosmic principles",
  "backstory": "Member of The Reality Architects (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "165000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "prepCount": "20",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 34 spells (6 at 1st level + 2 per level); prepared 20 (wizard level + Intelligence modifier), ticked."
 },
 "Preserver": {
  "name": "Preserver",
  "race": "Wood Elf",
  "classLevel": "Druid (Stars) 15",
  "level": "15",
  "background": "Hermit",
  "str": "8",
  "dex": "15",
  "con": "16",
  "int": "12",
  "wis": "20",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "15d8",
  "hdCur": "15",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Reality Architects: Wood Elf Druid (Stars)",
  "orgName": "The Reality Architects",
  "allies": "Party of 3, Level 15 (Tier 3 Trios (Levels 11-16)).\nMembers: Creator (Variant Human Wizard (Conjuration), level 15); Preserver (Wood Elf Druid (Stars), level 15) (this character); Destroyer (Githyanki Fighter (Eldritch Knight), level 15)\n\nGroup Dynamic: Forces of creation, preservation, and destruction in balance\nUniversal Scope: Shape fundamental laws of reality\nEternal Cycle: Maintain balance between growth and decay\nDivine Responsibility: Answer only to cosmic principles",
  "backstory": "Member of The Reality Architects (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Perception (Wood Elf); Nature (Druid class choice); Insight (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,010 gp left.\nAC 17 = studded leather armor 14 + shield +2 + cloak of protection +1. Speed: Wood Elf 35 ft.",
  "xp": "165000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_nature_p": true,
  "sk_insight_p": true,
  "ac": "17",
  "speed": "35 ft",
  "a1n": "Scimitar",
  "a1b": "+7",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+10",
  "a2d": "3d8 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "591",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Longsword, Shortsword, Shortbow, Longbow\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp0_4": "Shillelagh",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp5_1": "Mass Cure Wounds",
  "sp5_1_p": true,
  "sp5_2": "Wall of Stone",
  "sp5_2_p": true,
  "sp5_3": "Greater Restoration",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Sunbeam",
  "sp6_2_p": true,
  "sp6_3": "Transport via Plants",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Fire Storm",
  "sp7_2_p": true,
  "sp7_3": "Mirage Arcane",
  "sp7_3_p": true,
  "sp8_1": "Sunburst",
  "sp8_1_p": true,
  "sp8_2": "Animal Shapes",
  "sp8_2_p": true,
  "sp8_3": "Antipathy/Sympathy",
  "sp8_3_p": true,
  "prepCount": "20",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON\nPrepared spells: 20 (druid level + Wisdom modifier).\nCircle spells from the Stars subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Destroyer": {
  "name": "Destroyer",
  "race": "Githyanki",
  "classLevel": "Fighter (Eldritch Knight) 15",
  "level": "15",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "20",
  "int": "14",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "169",
  "hpCur": "169",
  "hdTotal": "15d10",
  "hdCur": "15",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Reality Architects: Githyanki Fighter (Eldritch Knight)",
  "orgName": "The Reality Architects",
  "allies": "Party of 3, Level 15 (Tier 3 Trios (Levels 11-16)).\nMembers: Creator (Variant Human Wizard (Conjuration), level 15); Preserver (Wood Elf Druid (Stars), level 15); Destroyer (Githyanki Fighter (Eldritch Knight), level 15) (this character)\n\nGroup Dynamic: Forces of creation, preservation, and destruction in balance\nUniversal Scope: Shape fundamental laws of reality\nEternal Cycle: Maintain balance between growth and decay\nDivine Responsibility: Answer only to cosmic principles",
  "backstory": "Member of The Reality Architects (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 21 = plate armor 18 + shield +2 + cloak of protection +1. Speed: Githyanki 30 ft.",
  "xp": "165000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Shortsword, Longsword, Greatsword\nTools: one gaming set, land vehicles\nLanguages: Common, Gith, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Dispel Magic",
  "sp3_4": "Glyph of Warding",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX\nFighting Style: Dueling\nSpells known: 10 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Judge": {
  "name": "Judge",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 13",
  "level": "13",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "95",
  "hpCur": "95",
  "hdTotal": "13d10",
  "hdCur": "13",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Temporal Court: Variant Human Paladin (Devotion)",
  "orgName": "The Temporal Court",
  "allies": "Party of 3, Level 13 (Tier 3 Trios (Levels 11-16)).\nMembers: Judge (Variant Human Paladin (Devotion), level 13) (this character); Prosecutor (Githzerai Monk (Open Hand), level 13); Defender (Half-Elf Bard (Eloquence), level 13)\n\nGroup Dynamic: Court system for crimes against time itself\nTemporal Authority: Judge violations of causality\nTimeline Protection: Maintain stability across all realities\nJustice Paradigm: Apply law to unprecedented situations",
  "backstory": "Member of The Temporal Court (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +2 CHA. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "120000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +2 CHA\nFighting Style: Defense\nPrepared spells: 9 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Prosecutor": {
  "name": "Prosecutor",
  "race": "Githzerai",
  "classLevel": "Monk (Open Hand) 13",
  "level": "13",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "11",
  "wis": "17",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "81",
  "hpCur": "81",
  "hdTotal": "13d8",
  "hdCur": "13",
  "features": "Role in The Temporal Court: Githzerai Monk (Open Hand)",
  "orgName": "The Temporal Court",
  "allies": "Party of 3, Level 13 (Tier 3 Trios (Levels 11-16)).\nMembers: Judge (Variant Human Paladin (Devotion), level 13); Prosecutor (Githzerai Monk (Open Hand), level 13) (this character); Defender (Half-Elf Bard (Eloquence), level 13)\n\nGroup Dynamic: Court system for crimes against time itself\nTemporal Authority: Judge violations of causality\nTimeline Protection: Maintain stability across all realities\nJustice Paradigm: Apply law to unprecedented situations",
  "backstory": "Member of The Temporal Court (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githzerai): +1 INT, +2 WIS. Mordenkainen's Tome of Foes: +2 Wisdom, +1 Intelligence.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 19 = unarmored 18 + cloak of protection +1. Speed: Githzerai 30 ft, Unarmored Movement +20 ft.",
  "xp": "120000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "19",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+10",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+10",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Gith, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS"
 },
 "Defender": {
  "name": "Defender",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 13",
  "level": "13",
  "background": "Folk Hero",
  "str": "8",
  "dex": "18",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "13d8",
  "hdCur": "13",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Temporal Court: Half-Elf Bard (Eloquence)",
  "orgName": "The Temporal Court",
  "allies": "Party of 3, Level 13 (Tier 3 Trios (Levels 11-16)).\nMembers: Judge (Variant Human Paladin (Devotion), level 13); Prosecutor (Githzerai Monk (Open Hand), level 13); Defender (Half-Elf Bard (Eloquence), level 13) (this character)\n\nGroup Dynamic: Court system for crimes against time itself\nTemporal Authority: Judge violations of causality\nTimeline Protection: Maintain stability across all realities\nJustice Paradigm: Apply law to unprecedented situations",
  "backstory": "Member of The Temporal Court (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Folk Hero is a suggested choice. Skills: Animal Handling (Folk Hero background); Survival (Folk Hero background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Performance (Half-Elf choice); Perception (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Folk Hero background equipment (10 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,015 gp left.\nAC 17 = studded leather armor 16 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "120000",
  "sk_animalhandling_p": true,
  "sk_survival_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Dagger",
  "a2b": "+9",
  "a2d": "1d4+4 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 18",
  "a3d": "3d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "591",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Entertainer's Pack\nGear: Lute\nBackground (Folk Hero): Artisan's tools; Shovel; Pot, iron; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, one artisan's tool, land vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 16 (Bard table)."
 },
 "Wisdom (The Ascended Council)": {
  "name": "Wisdom (The Ascended Council)",
  "race": "Human",
  "classLevel": "Cleric (Knowledge) 12",
  "level": "12",
  "background": "Acolyte",
  "str": "9",
  "dex": "14",
  "con": "17",
  "int": "11",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "99",
  "hpCur": "99",
  "hdTotal": "12d8",
  "hdCur": "12",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Ascended Council: Human Cleric (Knowledge)",
  "orgName": "The Ascended Council",
  "allies": "Party of 3, Level 12 (Tier 3 Trios (Levels 11-16)).\nMembers: Wisdom (Human Cleric (Knowledge), level 12) (this character); Power (Dragonborn Sorcerer (Draconic), level 12); Courage (Variant Human Fighter (Champion), level 12)\n\nGroup Dynamic: Embody the three greatest virtues\nMoral Exemplars: Living examples of heroic ideals\nTeaching Mission: Guide others toward enlightenment\nUniversal Respect: Honored across all cultures",
  "backstory": "Listed on the sample page as \"Wisdom\" in The Ascended Council.\nMember of The Ascended Council (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 20 = half plate armor 17 + shield +2 + cloak of protection +1. Speed: Human 30 ft.",
  "xp": "100000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+2 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "17",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 17 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Power": {
  "name": "Power",
  "race": "Dragonborn",
  "classLevel": "Sorcerer (Draconic) 12",
  "level": "12",
  "background": "Sage",
  "str": "10",
  "dex": "13",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "98",
  "hpCur": "98",
  "hdTotal": "12d6",
  "hdCur": "12",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Ascended Council: Dragonborn Sorcerer (Draconic)",
  "orgName": "The Ascended Council",
  "allies": "Party of 3, Level 12 (Tier 3 Trios (Levels 11-16)).\nMembers: Wisdom (Human Cleric (Knowledge), level 12); Power (Dragonborn Sorcerer (Draconic), level 12) (this character); Courage (Variant Human Fighter (Champion), level 12)\n\nGroup Dynamic: Embody the three greatest virtues\nMoral Exemplars: Living examples of heroic ideals\nTeaching Mission: Guide others toward enlightenment\nUniversal Respect: Honored across all cultures",
  "backstory": "Member of The Ascended Council (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 15 = unarmored 14 + cloak of protection +1. Speed: Dragonborn 30 ft.",
  "xp": "100000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Draconic, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +2 CON\nSpells known: 12 (Sorcerer table)."
 },
 "Courage (The Ascended Council)": {
  "name": "Courage (The Ascended Council)",
  "race": "Variant Human",
  "classLevel": "Fighter (Champion) 12",
  "level": "12",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "19",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "124",
  "hpCur": "124",
  "hdTotal": "12d10",
  "hdCur": "12",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Ascended Council: Variant Human Fighter (Champion)",
  "orgName": "The Ascended Council",
  "allies": "Party of 3, Level 12 (Tier 3 Trios (Levels 11-16)).\nMembers: Wisdom (Human Cleric (Knowledge), level 12); Power (Dragonborn Sorcerer (Draconic), level 12); Courage (Variant Human Fighter (Champion), level 12) (this character)\n\nGroup Dynamic: Embody the three greatest virtues\nMoral Exemplars: Living examples of heroic ideals\nTeaching Mission: Guide others toward enlightenment\nUniversal Respect: Honored across all cultures",
  "backstory": "Listed on the sample page as \"Courage\" in The Ascended Council.\nMember of The Ascended Council (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 19 = plate armor 18 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+10",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+9",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON\nFighting Style: Great Weapon Fighting"
 },
 "Past": {
  "name": "Past",
  "race": "Reborn",
  "classLevel": "Wizard (Divination) 11",
  "level": "11",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "79",
  "hpCur": "79",
  "hdTotal": "11d6",
  "hdCur": "11",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Infinite Spiral: Reborn Wizard (Divination)",
  "orgName": "The Infinite Spiral",
  "allies": "Party of 3, Level 11 (Tier 3 Trios (Levels 11-16)).\nMembers: Past (Reborn Wizard (Divination), level 11) (this character); Present (Variant Human Monk (Astral Self), level 11); Future (Kalashtar Cleric (Forge), level 11)\n\nGroup Dynamic: Represent all of time in eternal cycle\nTemporal Mastery: Control past, present, and future\nCausal Authority: Maintain cause-and-effect relationships\nTime Guardians: Protect timeline from paradoxes",
  "backstory": "Member of The Infinite Spiral (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Reborn): +1 CON, +2 INT. Van Richten's Guide lineage: +2 to one ability, +1 to a different one.\nAbility Score Improvements: 4th level +2 INT; 8th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Reborn 30 ft.",
  "xp": "85000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "prepCount": "16",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +1 INT, +1 CON\nSpellbook: 26 spells (6 at 1st level + 2 per level); prepared 16 (wizard level + Intelligence modifier), ticked."
 },
 "Present": {
  "name": "Present",
  "race": "Variant Human",
  "classLevel": "Monk (Astral Self) 11",
  "level": "11",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "69",
  "hpCur": "69",
  "hdTotal": "11d8",
  "hdCur": "11",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Infinite Spiral: Variant Human Monk (Astral Self)",
  "orgName": "The Infinite Spiral",
  "allies": "Party of 3, Level 11 (Tier 3 Trios (Levels 11-16)).\nMembers: Past (Reborn Wizard (Divination), level 11); Present (Variant Human Monk (Astral Self), level 11) (this character); Future (Kalashtar Cleric (Forge), level 11)\n\nGroup Dynamic: Represent all of time in eternal cycle\nTemporal Mastery: Control past, present, and future\nCausal Authority: Maintain cause-and-effect relationships\nTime Guardians: Protect timeline from paradoxes",
  "backstory": "Member of The Infinite Spiral (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 18 = unarmored 17 + cloak of protection +1. Speed: Variant Human 30 ft, Unarmored Movement +20 ft.",
  "xp": "85000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "18",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+10",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+9",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+9",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "initBonus": "5",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Future": {
  "name": "Future",
  "race": "Kalashtar",
  "classLevel": "Cleric (Forge) 11",
  "level": "11",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "11d8",
  "hdCur": "11",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Infinite Spiral: Kalashtar Cleric (Forge)",
  "orgName": "The Infinite Spiral",
  "allies": "Party of 3, Level 11 (Tier 3 Trios (Levels 11-16)).\nMembers: Past (Reborn Wizard (Divination), level 11); Present (Variant Human Monk (Astral Self), level 11); Future (Kalashtar Cleric (Forge), level 11) (this character)\n\nGroup Dynamic: Represent all of time in eternal cycle\nTemporal Mastery: Control past, present, and future\nCausal Authority: Maintain cause-and-effect relationships\nTime Guardians: Protect timeline from paradoxes",
  "backstory": "Member of The Infinite Spiral (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Trios (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 20 = chain mail 16 + shield +2 + Soul of the Forge +1 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "85000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Mace",
  "a1b": "+6",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Mace); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Smith's Tools\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "16",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON\nPrepared spells: 16 (cleric level + Wisdom modifier).\nDomain spells from the Forge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "The First Cause": {
  "name": "The First Cause",
  "race": "Custom Lineage",
  "classLevel": "Cleric (Forge) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "14",
  "dex": "8",
  "con": "20",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "203",
  "hpCur": "203",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Prime Movers: Custom Lineage Cleric (Forge)",
  "orgName": "The Prime Movers",
  "allies": "Party of 3, Level 20 (Tier 4 Trios (Levels 17-20)).\nMembers: The First Cause (Custom Lineage Cleric (Forge), level 20) (this character); The Prime Material (Variant Human Wizard (Transmutation), level 20); The Final Purpose (Aasimar Paladin (Devotion), level 20)\n\nGroup Dynamic: Embody fundamental forces of existence\nCosmic Authority: Shape reality at its most basic level\nUniversal Recognition: Acknowledged by gods and mortals alike\nCreation Power: Build new worlds and dimensions",
  "backstory": "Member of The Prime Movers (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 WIS. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 STR. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Soul of the Forge +1 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Mace",
  "a1b": "+9",
  "a1d": "1d6+3 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Mace); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Smith's Tools\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 STR\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Forge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "The Prime Material": {
  "name": "The Prime Material",
  "race": "Variant Human",
  "classLevel": "Wizard (Transmutation) 20",
  "level": "20",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Prime Movers: Variant Human Wizard (Transmutation)",
  "orgName": "The Prime Movers",
  "allies": "Party of 3, Level 20 (Tier 4 Trios (Levels 17-20)).\nMembers: The First Cause (Custom Lineage Cleric (Forge), level 20); The Prime Material (Variant Human Wizard (Transmutation), level 20) (this character); The Final Purpose (Aasimar Paladin (Devotion), level 20)\n\nGroup Dynamic: Embody fundamental forces of existence\nCosmic Authority: Shape reality at its most basic level\nUniversal Recognition: Acknowledged by gods and mortals alike\nCreation Power: Build new worlds and dimensions",
  "backstory": "Member of The Prime Movers (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Variant Human 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "25",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 44 spells (6 at 1st level + 2 per level); prepared 25 (wizard level + Intelligence modifier), ticked."
 },
 "The Final Purpose": {
  "name": "The Final Purpose",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 20",
  "level": "20",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "14",
  "int": "8",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "164",
  "hpCur": "164",
  "hdTotal": "20d10",
  "hdCur": "20",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Prime Movers: Aasimar Paladin (Devotion)",
  "orgName": "The Prime Movers",
  "allies": "Party of 3, Level 20 (Tier 4 Trios (Levels 17-20)).\nMembers: The First Cause (Custom Lineage Cleric (Forge), level 20); The Prime Material (Variant Human Wizard (Transmutation), level 20); The Final Purpose (Aasimar Paladin (Devotion), level 20) (this character)\n\nGroup Dynamic: Embody fundamental forces of existence\nCosmic Authority: Shape reality at its most basic level\nUniversal Recognition: Acknowledged by gods and mortals alike\nCreation Power: Build new worlds and dimensions",
  "backstory": "Member of The Prime Movers (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA; 16th level +2 CHA; 19th level +1 CHA, +1 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,475 gp left.\nAC 23 = plate armor 18 + shield +2 + Defense +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "355000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "1937",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "15",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA; 16th +2 CHA; 19th +1 CHA, +1 CON\nFighting Style: Defense\nPrepared spells: 15 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Thesis": {
  "name": "Thesis",
  "race": "Human",
  "classLevel": "Wizard (Divination) 19",
  "level": "19",
  "background": "Sage",
  "str": "9",
  "dex": "15",
  "con": "20",
  "int": "20",
  "wis": "13",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "173",
  "hpCur": "173",
  "hdTotal": "19d6",
  "hdCur": "19",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Eternal Triangle: Human Wizard (Divination)",
  "orgName": "The Eternal Triangle",
  "allies": "Party of 3, Level 19 (Tier 4 Trios (Levels 17-20)).\nMembers: Thesis (Human Wizard (Divination), level 19) (this character); Antithesis (Tiefling Warlock (Fiend), level 19); Synthesis (Aasimar Sorcerer (Divine Soul), level 19)\n\nGroup Dynamic: Represent dialectical forces of progress\nPhilosophical Evolution: Drive universal development through conflict\nReality Integration: Resolve contradictions into higher truth\nEternal Dialogue: Continuous discourse shapes existence",
  "backstory": "Member of The Eternal Triangle (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Human 30 ft.",
  "xp": "305000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "24",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 42 spells (6 at 1st level + 2 per level); prepared 24 (wizard level + Intelligence modifier), ticked."
 },
 "Antithesis": {
  "name": "Antithesis",
  "race": "Tiefling",
  "classLevel": "Warlock (Fiend) 19",
  "level": "19",
  "background": "Charlatan",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "193",
  "hpCur": "193",
  "hdTotal": "19d8",
  "hdCur": "19",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Eternal Triangle: Tiefling Warlock (Fiend)",
  "orgName": "The Eternal Triangle",
  "allies": "Party of 3, Level 19 (Tier 4 Trios (Levels 17-20)).\nMembers: Thesis (Human Wizard (Divination), level 19); Antithesis (Tiefling Warlock (Fiend), level 19) (this character); Synthesis (Aasimar Sorcerer (Divine Soul), level 19)\n\nGroup Dynamic: Represent dialectical forces of progress\nPhilosophical Evolution: Drive universal development through conflict\nReality Integration: Resolve contradictions into higher truth\nEternal Dialogue: Continuous discourse shapes existence",
  "backstory": "Member of The Eternal Triangle (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 16 = studded leather armor 14 + armor, +1 +1 + cloak of protection +1. Speed: Tiefling 30 ft.",
  "xp": "305000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+8",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+8",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+11",
  "a3d": "1d10+5 force ×4 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Infernal",
  "slots5": "4",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp1_3": "Protection from Evil and Good",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp3_3": "Dispel Magic",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp4_3": "Blight",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "sp5_3": "Contact Other Plane",
  "sp6_1": "Circle of Death",
  "sp7_1": "Finger of Death",
  "sp8_1": "Dominate Monster",
  "sp9_1": "Foresight",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpells known: 15 (Warlock table).\nMystic Arcanum (6th–9th level, once each per long rest) listed in rows 6–9; they have no slots.\nPact Magic: 4 slots of 5th level, regained on a short rest.\nExpanded spells from the Fiend subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Synthesis": {
  "name": "Synthesis",
  "race": "Aasimar",
  "classLevel": "Sorcerer (Divine Soul) 19",
  "level": "19",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "173",
  "hpCur": "173",
  "hdTotal": "19d6",
  "hdCur": "19",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Eternal Triangle: Aasimar Sorcerer (Divine Soul)",
  "orgName": "The Eternal Triangle",
  "allies": "Party of 3, Level 19 (Tier 4 Trios (Levels 17-20)).\nMembers: Thesis (Human Wizard (Divination), level 19); Antithesis (Tiefling Warlock (Fiend), level 19); Synthesis (Aasimar Sorcerer (Divine Soul), level 19) (this character)\n\nGroup Dynamic: Represent dialectical forces of progress\nPhilosophical Evolution: Drive universal development through conflict\nReality Integration: Resolve contradictions into higher truth\nEternal Dialogue: Continuous discourse shapes existence",
  "backstory": "Member of The Eternal Triangle (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Aasimar 30 ft.",
  "xp": "305000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+8",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+8",
  "a2d": "1d4+2 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp3_1": "Fireball",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "sp8_1": "Dominate Monster",
  "sp8_2": "Sunburst",
  "sp9_1": "Wish",
  "sp9_2": "Meteor Swarm",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpells known: 15 (Sorcerer table)."
 },
 "Genesis (The World Seed)": {
  "name": "Genesis (The World Seed)",
  "race": "Custom Lineage",
  "classLevel": "Druid (Stars) 18",
  "level": "18",
  "background": "Hermit",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "12",
  "wis": "20",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "165",
  "hpCur": "165",
  "hdTotal": "18d8",
  "hdCur": "18",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The World Seed: Custom Lineage Druid (Stars)",
  "orgName": "The World Seed",
  "allies": "Party of 3, Level 18 (Tier 4 Trios (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 18) (this character); Evolution (Variant Human Ranger (Horizon Walker), level 18); Transcendence (Kalashtar Monk (Astral Self), level 18)\n\nGroup Dynamic: Plant and nurture seeds of new realities\nLife Cultivation: Guide development of consciousness\nUniversal Gardeners: Tend the garden of existence\nEvolutionary Authority: Direct the path of cosmic development",
  "backstory": "Listed on the sample page as \"Genesis\" in The World Seed.\nMember of The World Seed (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 WIS. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Nature (Druid class choice); Perception (Druid class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,910 gp left.\nAC 17 = studded leather armor 13 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "265000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Scimitar",
  "a1b": "+7",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+11",
  "a2d": "4d8 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp0_4": "Shillelagh",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp5_1": "Mass Cure Wounds",
  "sp5_1_p": true,
  "sp5_2": "Wall of Stone",
  "sp5_2_p": true,
  "sp5_3": "Greater Restoration",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Sunbeam",
  "sp6_2_p": true,
  "sp6_3": "Transport via Plants",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Fire Storm",
  "sp7_2_p": true,
  "sp7_3": "Mirage Arcane",
  "sp7_3_p": true,
  "sp8_1": "Sunburst",
  "sp8_1_p": true,
  "sp8_2": "Animal Shapes",
  "sp8_2_p": true,
  "sp8_3": "Antipathy/Sympathy",
  "sp8_3_p": true,
  "sp9_1": "Foresight",
  "sp9_1_p": true,
  "sp9_2": "Shapechange",
  "sp9_2_p": true,
  "sp9_3": "Storm of Vengeance",
  "sp9_3_p": true,
  "prepCount": "23",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON\nPrepared spells: 23 (druid level + Wisdom modifier).\nCircle spells from the Stars subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Evolution (The World Seed)": {
  "name": "Evolution (The World Seed)",
  "race": "Variant Human",
  "classLevel": "Ranger (Horizon Walker) 18",
  "level": "18",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "130",
  "hpCur": "130",
  "hdTotal": "18d10",
  "hdCur": "18",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The World Seed: Variant Human Ranger (Horizon Walker)",
  "orgName": "The World Seed",
  "allies": "Party of 3, Level 18 (Tier 4 Trios (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 18); Evolution (Variant Human Ranger (Horizon Walker), level 18) (this character); Transcendence (Kalashtar Monk (Astral Self), level 18)\n\nGroup Dynamic: Plant and nurture seeds of new realities\nLife Cultivation: Guide development of consciousness\nUniversal Gardeners: Tend the garden of existence\nEvolutionary Authority: Direct the path of cosmic development",
  "backstory": "Listed on the sample page as \"Evolution\" in The World Seed.\nMember of The World Seed (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,915 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "265000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Longbow",
  "a1b": "+14",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortsword",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Longbow; Arrow ×20; Shortsword ×2\nMagic items: Weapon, +1 (Longbow); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "sp4_1": "Freedom of Movement",
  "sp4_2": "Locate Creature",
  "sp5_1": "Tree Stride",
  "sp5_2": "Commune With Nature",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS\nFighting Style: Archery\nSpells known: 10 (Ranger table)."
 },
 "Transcendence (The World Seed)": {
  "name": "Transcendence (The World Seed)",
  "race": "Kalashtar",
  "classLevel": "Monk (Astral Self) 18",
  "level": "18",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "111",
  "hpCur": "111",
  "hdTotal": "18d8",
  "hdCur": "18",
  "features": "Role in The World Seed: Kalashtar Monk (Astral Self)",
  "orgName": "The World Seed",
  "allies": "Party of 3, Level 18 (Tier 4 Trios (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 18); Evolution (Variant Human Ranger (Horizon Walker), level 18); Transcendence (Kalashtar Monk (Astral Self), level 18) (this character)\n\nGroup Dynamic: Plant and nurture seeds of new realities\nLife Cultivation: Guide development of consciousness\nUniversal Gardeners: Tend the garden of existence\nEvolutionary Authority: Direct the path of cosmic development",
  "backstory": "Listed on the sample page as \"Transcendence\" in The World Seed.\nMember of The World Seed (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS; 16th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 22 = unarmored 19 + cloak of protection +1 + bracers of defense +2. Speed: Kalashtar 30 ft, Unarmored Movement +30 ft.",
  "xp": "265000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "22",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS; 16th +2 WIS"
 },
 "Alpha (The Final Protocol)": {
  "name": "Alpha (The Final Protocol)",
  "race": "Warforged",
  "classLevel": "Fighter (Rune Knight) 17",
  "level": "17",
  "background": "Soldier",
  "str": "20",
  "dex": "17",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "191",
  "hpCur": "191",
  "hdTotal": "17d10",
  "hdCur": "17",
  "features": "Role in The Final Protocol: Warforged Fighter (Rune Knight)",
  "orgName": "The Final Protocol",
  "allies": "Party of 3, Level 17 (Tier 4 Trios (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Rune Knight), level 17) (this character); Omega (Reborn Wizard (Necromancy), level 17); Infinity (Custom Lineage Cleric (Death), level 17)\n\nGroup Dynamic: Last resort team for existential threats\nUltimate Authority: Authorized to use any means necessary\nSacrifice Doctrine: Will give everything to preserve reality\nLegend Status: Known only to highest cosmic authorities",
  "backstory": "Listed on the sample page as \"Alpha\" in The Final Protocol.\nMember of The Final Protocol (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 STR, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON; 14th level +2 DEX; 16th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 23 = plate armor 18 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "225000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+9",
  "a2d": "1d8+3 piercing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Smith's Tools, one tool of your choice, one gaming set, land vehicles\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON; 14th +2 DEX; 16th +2 DEX\nFighting Style: Dueling"
 },
 "Omega (The Final Protocol)": {
  "name": "Omega (The Final Protocol)",
  "race": "Reborn",
  "classLevel": "Wizard (Necromancy) 17",
  "level": "17",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "155",
  "hpCur": "155",
  "hdTotal": "17d6",
  "hdCur": "17",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Final Protocol: Reborn Wizard (Necromancy)",
  "orgName": "The Final Protocol",
  "allies": "Party of 3, Level 17 (Tier 4 Trios (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Rune Knight), level 17); Omega (Reborn Wizard (Necromancy), level 17) (this character); Infinity (Custom Lineage Cleric (Death), level 17)\n\nGroup Dynamic: Last resort team for existential threats\nUltimate Authority: Authorized to use any means necessary\nSacrifice Doctrine: Will give everything to preserve reality\nLegend Status: Known only to highest cosmic authorities",
  "backstory": "Listed on the sample page as \"Omega\" in The Final Protocol.\nMember of The Final Protocol (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Reborn): +1 CON, +2 INT. Van Richten's Guide lineage: +2 to one ability, +1 to a different one.\nAbility Score Improvements: 4th level +2 INT; 8th level +1 INT, +1 CON; 12th level +2 CON; 16th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 13 = unarmored 11 + cloak of protection +1 + ring of protection +1. Speed: Reborn 30 ft.",
  "xp": "225000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "22",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +1 INT, +1 CON; 12th +2 CON; 16th +2 CON\nSpellbook: 38 spells (6 at 1st level + 2 per level); prepared 22 (wizard level + Intelligence modifier), ticked."
 },
 "Infinity": {
  "name": "Infinity",
  "race": "Custom Lineage",
  "classLevel": "Cleric (Death) 17",
  "level": "17",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "156",
  "hpCur": "156",
  "hdTotal": "17d8",
  "hdCur": "17",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Final Protocol: Custom Lineage Cleric (Death)",
  "orgName": "The Final Protocol",
  "allies": "Party of 3, Level 17 (Tier 4 Trios (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Rune Knight), level 17); Omega (Reborn Wizard (Necromancy), level 17); Infinity (Custom Lineage Cleric (Death), level 17) (this character)\n\nGroup Dynamic: Last resort team for existential threats\nUltimate Authority: Authorized to use any means necessary\nSacrifice Doctrine: Will give everything to preserve reality\nLegend Status: Known only to highest cosmic authorities",
  "backstory": "Member of The Final Protocol (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 WIS. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 20 = half plate armor 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Warhammer",
  "a1b": "+6",
  "a1d": "1d8 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: +1 Warhammer; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Warhammer); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "22",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON\nPrepared spells: 22 (cleric level + Wisdom modifier).\nDomain spells from the Death subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Harmony (The Perfect Unity)": {
  "name": "Harmony (The Perfect Unity)",
  "race": "Half-Elf",
  "classLevel": "Bard (Creation) 20",
  "level": "20",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "163",
  "hpCur": "163",
  "hdTotal": "20d8",
  "hdCur": "20",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Perfect Unity: Half-Elf Bard (Creation)",
  "orgName": "The Perfect Unity",
  "allies": "Party of 3, Level 20 (Tier 4 Trios (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 20) (this character); Balance (Variant Human Monk (Four Elements), level 20); Peace (Aasimar Cleric (Peace), level 20)\n\nGroup Dynamic: Embody perfect equilibrium and cooperation\nUniversal Harmony: Bring peace to all conflicts\nCosmic Mediation: Resolve disputes between gods\nTranscendent Example: Show path to enlightenment",
  "backstory": "Listed on the sample page as \"Harmony\" in The Perfect Unity.\nMember of The Perfect Unity (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "355000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX; 19th +2 CON\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Balance": {
  "name": "Balance",
  "race": "Variant Human",
  "classLevel": "Monk (Four Elements) 20",
  "level": "20",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "20",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "143",
  "hpCur": "143",
  "hdTotal": "20d8",
  "hdCur": "20",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Perfect Unity: Variant Human Monk (Four Elements)",
  "orgName": "The Perfect Unity",
  "allies": "Party of 3, Level 20 (Tier 4 Trios (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 20); Balance (Variant Human Monk (Four Elements), level 20) (this character); Peace (Aasimar Cleric (Peace), level 20)\n\nGroup Dynamic: Embody perfect equilibrium and cooperation\nUniversal Harmony: Bring peace to all conflicts\nCosmic Mediation: Resolve disputes between gods\nTranscendent Example: Show path to enlightenment",
  "backstory": "Member of The Perfect Unity (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS; 19th level +1 WIS, +1 CON. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 23 = unarmored 20 + cloak of protection +1 + bracers of defense +2. Speed: Variant Human 30 ft, Unarmored Movement +30 ft.",
  "xp": "355000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "initBonus": "5",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS; 19th +1 WIS, +1 CON"
 },
 "Peace (The Perfect Unity)": {
  "name": "Peace (The Perfect Unity)",
  "race": "Aasimar",
  "classLevel": "Cleric (Peace) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Perfect Unity: Aasimar Cleric (Peace)",
  "orgName": "The Perfect Unity",
  "allies": "Party of 3, Level 20 (Tier 4 Trios (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 20); Balance (Variant Human Monk (Four Elements), level 20); Peace (Aasimar Cleric (Peace), level 20) (this character)\n\nGroup Dynamic: Embody perfect equilibrium and cooperation\nUniversal Harmony: Bring peace to all conflicts\nCosmic Mediation: Resolve disputes between gods\nTranscendent Example: Show path to enlightenment",
  "backstory": "Listed on the sample page as \"Peace\" in The Perfect Unity.\nMember of The Perfect Unity (Party of 3). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Trios (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Performance (Peace Cleric).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 20 = half plate armor 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_performance_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Peace subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Tank": {
  "name": "Tank",
  "race": "Human",
  "classLevel": "Fighter (Cavalier) 3",
  "level": "3",
  "background": "Soldier",
  "str": "16",
  "dex": "14",
  "con": "15",
  "int": "11",
  "wis": "13",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Role in The Classic Adventuring Party: Human Fighter (Cavalier)",
  "orgName": "The Classic Adventuring Party",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Tank (Human Fighter (Cavalier), level 3) (this character); Striker (Wood Elf Ranger (Hunter), level 3); Controller (High Elf Wizard (Evocation), level 3); Support (Hill Dwarf Cleric (Life), level 3)\n\nParty Dynamics: Time-tested combination covering all essential functions\nRole Distribution: Defense, damage, area control, healing and buffs\nTactical Synergy: Each member enables others' strengths\nReal-world Parallel: Emergency response team with specialized roles",
  "backstory": "Member of The Classic Adventuring Party (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Cavalier Fighter).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+5 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+2 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Fighting Style: Dueling"
 },
 "Striker": {
  "name": "Striker",
  "race": "Wood Elf",
  "classLevel": "Ranger (Hunter) 3",
  "level": "3",
  "background": "Outlander",
  "str": "12",
  "dex": "17",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Classic Adventuring Party: Wood Elf Ranger (Hunter)",
  "orgName": "The Classic Adventuring Party",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Tank (Human Fighter (Cavalier), level 3); Striker (Wood Elf Ranger (Hunter), level 3) (this character); Controller (High Elf Wizard (Evocation), level 3); Support (Hill Dwarf Cleric (Life), level 3)\n\nParty Dynamics: Time-tested combination covering all essential functions\nRole Distribution: Defense, damage, area control, healing and buffs\nTactical Synergy: Each member enables others' strengths\nReal-world Parallel: Emergency response team with specialized roles",
  "backstory": "Member of The Classic Adventuring Party (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Wood Elf); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 14 = leather armor 14. Speed: Wood Elf 35 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "14",
  "speed": "35 ft",
  "a1n": "Longbow",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortsword",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons, Longsword, Shortsword, Shortbow, Longbow\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Fighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Controller": {
  "name": "Controller",
  "race": "High Elf",
  "classLevel": "Wizard (Evocation) 3",
  "level": "3",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Classic Adventuring Party: High Elf Wizard (Evocation)",
  "orgName": "The Classic Adventuring Party",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Tank (Human Fighter (Cavalier), level 3); Striker (Wood Elf Ranger (Hunter), level 3); Controller (High Elf Wizard (Evocation), level 3) (this character); Support (Hill Dwarf Cleric (Life), level 3)\n\nParty Dynamics: Time-tested combination covering all essential functions\nRole Distribution: Defense, damage, area control, healing and buffs\nTactical Synergy: Each member enables others' strengths\nReal-world Parallel: Emergency response team with specialized roles",
  "backstory": "Member of The Classic Adventuring Party (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "900",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Spellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Support": {
  "name": "Support",
  "race": "Hill Dwarf",
  "classLevel": "Cleric (Life) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "16",
  "int": "10",
  "wis": "16",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "30",
  "hpCur": "30",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Classic Adventuring Party: Hill Dwarf Cleric (Life)",
  "orgName": "The Classic Adventuring Party",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Tank (Human Fighter (Cavalier), level 3); Striker (Wood Elf Ranger (Hunter), level 3); Controller (High Elf Wizard (Evocation), level 3); Support (Hill Dwarf Cleric (Life), level 3) (this character)\n\nParty Dynamics: Time-tested combination covering all essential functions\nRole Distribution: Defense, damage, area control, healing and buffs\nTactical Synergy: Each member enables others' strengths\nReal-world Parallel: Emergency response team with specialized roles",
  "backstory": "Member of The Classic Adventuring Party (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Hill Dwarf): +2 CON, +1 WIS. PHB: +2 Constitution, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level; Dwarven Toughness +1 per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Hill Dwarf 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools\nLanguages: Common, Dwarvish, Elvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "prepCount": "6",
  "moreFeatures": "Prepared spells: 6 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Squad Leader": {
  "name": "Squad Leader",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 4",
  "level": "4",
  "background": "Noble",
  "str": "18",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "32",
  "hpCur": "32",
  "hdTotal": "4d10",
  "hdCur": "4",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Royal Academy Elite Squad: Variant Human Paladin (Devotion)",
  "orgName": "The Royal Academy Elite Squad",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Squad Leader (Variant Human Paladin (Devotion), level 4) (this character); Specialist (Half-Elf Rogue (Arcane Trickster), level 4); Battle Mage (Dragonborn Sorcerer (Draconic), level 4); Field Medic (Halfling Cleric (Life), level 4)\n\nMilitary Academy: Elite graduates on their first major mission\nLeadership Structure: Clear chain of command with specialized roles\nInstitutional Pride: Represent their academy's reputation\nCombined Training: Trained to work as integrated unit",
  "backstory": "Member of The Royal Academy Elite Squad (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); 25 gp left.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Variant Human 30 ft.",
  "xp": "2700",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+6",
  "a1d": "1d8+4 slashing",
  "a2n": "Javelin",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "25",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Javelin ×5\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp1_4": "Divine Favor",
  "sp1_4_p": true,
  "prepCount": "4",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR\nFighting Style: Defense\nPrepared spells: 4 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Specialist (The Royal Academy Elite Squad)": {
  "name": "Specialist (The Royal Academy Elite Squad)",
  "race": "Half-Elf",
  "classLevel": "Rogue (Arcane Trickster) 4",
  "level": "4",
  "background": "Criminal",
  "str": "8",
  "dex": "18",
  "con": "13",
  "int": "15",
  "wis": "12",
  "cha": "12",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "27",
  "hpCur": "27",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Rogue (Arcane Trickster)",
  "spellAbility": "int",
  "features": "Role in The Royal Academy Elite Squad: Half-Elf Rogue (Arcane Trickster)",
  "orgName": "The Royal Academy Elite Squad",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Squad Leader (Variant Human Paladin (Devotion), level 4); Specialist (Half-Elf Rogue (Arcane Trickster), level 4) (this character); Battle Mage (Dragonborn Sorcerer (Draconic), level 4); Field Medic (Halfling Cleric (Life), level 4)\n\nMilitary Academy: Elite graduates on their first major mission\nLeadership Structure: Clear chain of command with specialized roles\nInstitutional Pride: Represent their academy's reputation\nCombined Training: Trained to work as integrated unit",
  "backstory": "Listed on the sample page as \"Specialist\" in The Royal Academy Elite Squad.\nMember of The Royal Academy Elite Squad (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 INT, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Insight (Half-Elf choice); Persuasion (Half-Elf choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); 15 gp left.\nAC 15 = leather armor 15. Speed: Half-Elf 30 ft.",
  "xp": "2700",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+6",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortbow",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+4",
  "a3d": "1d10 fire",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Dwarvish, Thieves' Cant",
  "slots1": "3",
  "sp0_1": "Mage Hand",
  "sp0_2": "Fire Bolt",
  "sp0_3": "Light",
  "sp1_1": "Sleep",
  "sp1_2": "Charm Person",
  "sp1_3": "Color Spray",
  "sp1_4": "Disguise Self",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nExpertise: Stealth, Perception\nSpells known: 4 (Arcane Trickster table).\nArcane Trickster spells are enchantment or illusion spells (wizard list)."
 },
 "Battle Mage (The Royal Academy Elite Squad)": {
  "name": "Battle Mage (The Royal Academy Elite Squad)",
  "race": "Dragonborn",
  "classLevel": "Sorcerer (Draconic) 4",
  "level": "4",
  "background": "Sage",
  "str": "10",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "18",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "30",
  "hpCur": "30",
  "hdTotal": "4d6",
  "hdCur": "4",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Royal Academy Elite Squad: Dragonborn Sorcerer (Draconic)",
  "orgName": "The Royal Academy Elite Squad",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Squad Leader (Variant Human Paladin (Devotion), level 4); Specialist (Half-Elf Rogue (Arcane Trickster), level 4); Battle Mage (Dragonborn Sorcerer (Draconic), level 4) (this character); Field Medic (Halfling Cleric (Life), level 4)\n\nMilitary Academy: Elite graduates on their first major mission\nLeadership Structure: Clear chain of command with specialized roles\nInstitutional Pride: Represent their academy's reputation\nCombined Training: Trained to work as integrated unit",
  "backstory": "Listed on the sample page as \"Battle Mage\" in The Royal Academy Elite Squad.\nMember of The Royal Academy Elite Squad (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 14 = unarmored 14. Speed: Dragonborn 30 ft.",
  "xp": "2700",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+3",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+3",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Draconic, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp2_3": "Hold Person",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nSpells known: 5 (Sorcerer table)."
 },
 "Field Medic (The Royal Academy Elite Squad)": {
  "name": "Field Medic (The Royal Academy Elite Squad)",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Royal Academy Elite Squad: Halfling Cleric (Life)",
  "orgName": "The Royal Academy Elite Squad",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Squad Leader (Variant Human Paladin (Devotion), level 4); Specialist (Half-Elf Rogue (Arcane Trickster), level 4); Battle Mage (Dragonborn Sorcerer (Draconic), level 4); Field Medic (Halfling Cleric (Life), level 4) (this character)\n\nMilitary Academy: Elite graduates on their first major mission\nLeadership Structure: Clear chain of command with specialized roles\nInstitutional Pride: Represent their academy's reputation\nCombined Training: Trained to work as integrated unit",
  "backstory": "Listed on the sample page as \"Field Medic\" in The Royal Academy Elite Squad.\nMember of The Royal Academy Elite Squad (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+2",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 7 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Captain (The Merchant Company Guards)": {
  "name": "Captain (The Merchant Company Guards)",
  "race": "Variant Human",
  "classLevel": "Fighter (Battle Master) 3",
  "level": "3",
  "background": "Sailor",
  "str": "16",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Merchant Company Guards: Variant Human Fighter (Battle Master)",
  "orgName": "The Merchant Company Guards",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Captain (Variant Human Fighter (Battle Master), level 3) (this character); Scout (Wood Elf Ranger (Beast Master), level 3); Negotiator (Half-Elf Bard (Glamour), level 3); Appraiser (Rock Gnome Artificer (Artillerist), level 3)\n\nCommercial Focus: Protect valuable cargo and negotiate deals\nEconomic Stakes: Success affects trade routes and prosperity\nDiverse Skills: Combat, diplomacy, and technical expertise\nReputation Building: Word of mouth drives future business",
  "backstory": "Listed on the sample page as \"Captain\" in The Merchant Company Guards.\nMember of The Merchant Company Guards (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Intimidation (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); 10 gp left.\nAC 16 = chain mail 16. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+5",
  "a1d": "2d6+3 slashing",
  "a2n": "Handaxe",
  "a2b": "+5",
  "a2d": "1d6+3 slashing",
  "attackNotes": "Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "10",
  "equipment": "Armor: Chain Mail\nWeapons: Greatsword; Handaxe ×2\nPack: Dungeoneer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one artisan's tool, Navigator's Tools, water vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nFighting Style: Great Weapon Fighting"
 },
 "Scout (The Merchant Company Guards)": {
  "name": "Scout (The Merchant Company Guards)",
  "race": "Wood Elf",
  "classLevel": "Ranger (Beast Master) 3",
  "level": "3",
  "background": "Soldier",
  "str": "12",
  "dex": "17",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Merchant Company Guards: Wood Elf Ranger (Beast Master)",
  "orgName": "The Merchant Company Guards",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Captain (Variant Human Fighter (Battle Master), level 3); Scout (Wood Elf Ranger (Beast Master), level 3) (this character); Negotiator (Half-Elf Bard (Glamour), level 3); Appraiser (Rock Gnome Artificer (Artillerist), level 3)\n\nCommercial Focus: Protect valuable cargo and negotiate deals\nEconomic Stakes: Success affects trade routes and prosperity\nDiverse Skills: Combat, diplomacy, and technical expertise\nReputation Building: Word of mouth drives future business",
  "backstory": "Listed on the sample page as \"Scout\" in The Merchant Company Guards.\nMember of The Merchant Company Guards (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Wood Elf); Stealth (Ranger class choice); Survival (Ranger class choice); Nature (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 14 = leather armor 14. Speed: Wood Elf 35 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_survival_p": true,
  "sk_nature_p": true,
  "ac": "14",
  "speed": "35 ft",
  "a1n": "Longbow",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortsword",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons, Longsword, Shortsword, Shortbow, Longbow\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Fighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Negotiator (The Merchant Company Guards)": {
  "name": "Negotiator (The Merchant Company Guards)",
  "race": "Half-Elf",
  "classLevel": "Bard (Glamour) 3",
  "level": "3",
  "background": "Soldier",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Merchant Company Guards: Half-Elf Bard (Glamour)",
  "orgName": "The Merchant Company Guards",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Captain (Variant Human Fighter (Battle Master), level 3); Scout (Wood Elf Ranger (Beast Master), level 3); Negotiator (Half-Elf Bard (Glamour), level 3) (this character); Appraiser (Rock Gnome Artificer (Artillerist), level 3)\n\nCommercial Focus: Protect valuable cargo and negotiate deals\nEconomic Stakes: Success affects trade routes and prosperity\nDiverse Skills: Combat, diplomacy, and technical expertise\nReputation Building: Word of mouth drives future business",
  "backstory": "Listed on the sample page as \"Negotiator\" in The Merchant Company Guards.\nMember of The Merchant Company Guards (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Performance (Half-Elf choice); Perception (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 13",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, one gaming set, land vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "moreFeatures": "Expertise: Persuasion, Deception\nSpells known: 6 (Bard table)."
 },
 "Appraiser (The Merchant Company Guards)": {
  "name": "Appraiser (The Merchant Company Guards)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Artillerist) 3",
  "level": "3",
  "background": "Soldier",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "17",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Merchant Company Guards: Rock Gnome Artificer (Artillerist)",
  "orgName": "The Merchant Company Guards",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: Captain (Variant Human Fighter (Battle Master), level 3); Scout (Wood Elf Ranger (Beast Master), level 3); Negotiator (Half-Elf Bard (Glamour), level 3); Appraiser (Rock Gnome Artificer (Artillerist), level 3) (this character)\n\nCommercial Focus: Protect valuable cargo and negotiate deals\nEconomic Stakes: Success affects trade routes and prosperity\nDiverse Skills: Combat, diplomacy, and technical expertise\nReputation Building: Word of mouth drives future business",
  "backstory": "Listed on the sample page as \"Appraiser\" in The Merchant Company Guards.\nMember of The Merchant Company Guards (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Rock Gnome 25 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+3",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+1",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, one gaming set, land vehicles\nLanguages: Common, Gnomish",
  "slots1": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp1_4": "Sanctuary",
  "sp1_4_p": true,
  "prepCount": "4",
  "moreFeatures": "Prepared spells: 4 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Artillerist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "High Priest (The Temple Guardians)": {
  "name": "High Priest (The Temple Guardians)",
  "race": "Human",
  "classLevel": "Cleric (Light) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "9",
  "dex": "14",
  "con": "15",
  "int": "11",
  "wis": "16",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Temple Guardians: Human Cleric (Light)",
  "orgName": "The Temple Guardians",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: High Priest (Human Cleric (Light), level 3) (this character); Temple Knight (Dragonborn Paladin (Devotion), level 3); Scholar (Variant Human Wizard (Divination), level 3); Acolyte (Half-Elf Bard (Lore), level 3)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Listed on the sample page as \"High Priest\" in The Temple Guardians.\nMember of The Temple Guardians (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = scale mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+1",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+2 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "prepCount": "6",
  "moreFeatures": "Prepared spells: 6 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Temple Knight": {
  "name": "Temple Knight",
  "race": "Dragonborn",
  "classLevel": "Paladin (Devotion) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "17",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Temple Guardians: Dragonborn Paladin (Devotion)",
  "orgName": "The Temple Guardians",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: High Priest (Human Cleric (Light), level 3); Temple Knight (Dragonborn Paladin (Devotion), level 3) (this character); Scholar (Variant Human Wizard (Divination), level 3); Acolyte (Half-Elf Bard (Lore), level 3)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Member of The Temple Guardians (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Dragonborn 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+3 slashing",
  "a2n": "Javelin",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Javelin ×5\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Draconic, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "prepCount": "3",
  "moreFeatures": "Fighting Style: Defense\nPrepared spells: 3 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Scholar": {
  "name": "Scholar",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Temple Guardians: Variant Human Wizard (Divination)",
  "orgName": "The Temple Guardians",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: High Priest (Human Cleric (Light), level 3); Temple Knight (Dragonborn Paladin (Devotion), level 3); Scholar (Variant Human Wizard (Divination), level 3) (this character); Acolyte (Half-Elf Bard (Lore), level 3)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Member of The Temple Guardians (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Arcana (Wizard class choice); Investigation (Wizard class choice); History (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 11 = unarmored 11. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nSpellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Acolyte": {
  "name": "Acolyte",
  "race": "Half-Elf",
  "classLevel": "Bard (Lore) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Temple Guardians: Half-Elf Bard (Lore)",
  "orgName": "The Temple Guardians",
  "allies": "Party of 4, Level 3 (Tier 1 Quartets (Levels 1-4)).\nMembers: High Priest (Human Cleric (Light), level 3); Temple Knight (Dragonborn Paladin (Devotion), level 3); Scholar (Variant Human Wizard (Divination), level 3); Acolyte (Half-Elf Bard (Lore), level 3) (this character)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Member of The Temple Guardians (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Persuasion (Bard class choice); Deception (Bard class choice); Performance (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice); Athletics (Lore Bard); Investigation (Lore Bard); History (Lore Bard). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 13",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "moreFeatures": "Expertise: Persuasion, Deception\nSpells known: 6 (Bard table)."
 },
 "Sheriff (The Frontier Settlement Council, Party of 4)": {
  "name": "Sheriff (The Frontier Settlement Council, Party of 4)",
  "race": "Human",
  "classLevel": "Fighter (Champion) 4",
  "level": "4",
  "background": "Soldier",
  "str": "18",
  "dex": "14",
  "con": "15",
  "int": "11",
  "wis": "13",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "36",
  "hpCur": "36",
  "hdTotal": "4d10",
  "hdCur": "4",
  "features": "Role in The Frontier Settlement Council: Human Fighter (Champion)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Sheriff (Human Fighter (Champion), level 4) (this character); Doctor (Halfling Cleric (Life), level 4); Engineer (Rock Gnome Artificer (Armorer), level 4); Mayor (Half-Elf Bard (Eloquence), level 4)\n\nCommunity Leaders: Essential roles in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously",
  "backstory": "Listed on the sample page as \"Sheriff\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+6",
  "a1d": "1d8+6 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+2 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR\nFighting Style: Dueling"
 },
 "Doctor (The Frontier Settlement Council, Party of 4)": {
  "name": "Doctor (The Frontier Settlement Council, Party of 4)",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Frontier Settlement Council: Halfling Cleric (Life)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Sheriff (Human Fighter (Champion), level 4); Doctor (Halfling Cleric (Life), level 4) (this character); Engineer (Rock Gnome Artificer (Armorer), level 4); Mayor (Half-Elf Bard (Eloquence), level 4)\n\nCommunity Leaders: Essential roles in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously",
  "backstory": "Listed on the sample page as \"Doctor\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+2",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 7 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Engineer (The Frontier Settlement Council, Party of 4)": {
  "name": "Engineer (The Frontier Settlement Council, Party of 4)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Armorer) 4",
  "level": "4",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "10",
  "con": "15",
  "int": "19",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Frontier Settlement Council: Rock Gnome Artificer (Armorer)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Sheriff (Human Fighter (Champion), level 4); Doctor (Halfling Cleric (Life), level 4); Engineer (Rock Gnome Artificer (Armorer), level 4) (this character); Mayor (Half-Elf Bard (Eloquence), level 4)\n\nCommunity Leaders: Essential roles in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously",
  "backstory": "Listed on the sample page as \"Engineer\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Rock Gnome 25 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+2",
  "a1d": "1d8 piercing",
  "a2n": "Mace",
  "a2b": "+3",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Gnomish, Elvish",
  "slots1": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp1_4": "Sanctuary",
  "sp1_4_p": true,
  "sp1_5": "Alarm",
  "sp1_5_p": true,
  "sp1_6": "Detect Magic",
  "sp1_6_p": true,
  "prepCount": "6",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nPrepared spells: 6 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Mayor (The Frontier Settlement Council, Party of 4)": {
  "name": "Mayor (The Frontier Settlement Council, Party of 4)",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 4",
  "level": "4",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Frontier Settlement Council: Half-Elf Bard (Eloquence)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 4, Level 4 (Tier 1 Quartets (Levels 1-4)).\nMembers: Sheriff (Human Fighter (Champion), level 4); Doctor (Halfling Cleric (Life), level 4); Engineer (Rock Gnome Artificer (Armorer), level 4); Mayor (Half-Elf Bard (Eloquence), level 4) (this character)\n\nCommunity Leaders: Essential roles in frontier settlement\nCivic Duty: Build civilization in wilderness\nMutual Dependence: Each role supports community survival\nGrowth Together: Town and heroes develop simultaneously",
  "backstory": "Listed on the sample page as \"Mayor\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quartets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "2700",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 14",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp2_4": "Lesser Restoration",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nExpertise: Persuasion, Deception\nSpells known: 7 (Bard table)."
 },
 "High Inquisitor": {
  "name": "High Inquisitor",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 8",
  "level": "8",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Royal Inquisition: Variant Human Cleric (Knowledge)",
  "orgName": "The Royal Inquisition",
  "allies": "Party of 4, Level 8 (Tier 2 Quartets (Levels 5-10)).\nMembers: High Inquisitor (Variant Human Cleric (Knowledge), level 8) (this character); Divine Champion (Aasimar Paladin (Devotion), level 8); Court Wizard (High Elf Wizard (Divination), level 8); Master Spy (Halfling Rogue (Mastermind), level 8)\n\nRoyal Authority: Direct mandate from crown to investigate corruption\nInvestigation Focus: Root out heresy, treason, and supernatural threats\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Complexity: Balance loyalty to crown with personal ethics",
  "backstory": "Member of The Royal Inquisition (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "34000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+2",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 16",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Freedom of Movement",
  "sp4_4_p": true,
  "prepCount": "13",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 13 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Divine Champion (The Royal Inquisition)": {
  "name": "Divine Champion (The Royal Inquisition)",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 8",
  "level": "8",
  "background": "Acolyte",
  "str": "19",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "60",
  "hpCur": "60",
  "hdTotal": "8d10",
  "hdCur": "8",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Royal Inquisition: Aasimar Paladin (Devotion)",
  "orgName": "The Royal Inquisition",
  "allies": "Party of 4, Level 8 (Tier 2 Quartets (Levels 5-10)).\nMembers: High Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Champion (Aasimar Paladin (Devotion), level 8) (this character); Court Wizard (High Elf Wizard (Divination), level 8); Master Spy (Halfling Rogue (Mastermind), level 8)\n\nRoyal Authority: Direct mandate from crown to investigate corruption\nInvestigation Focus: Root out heresy, treason, and supernatural threats\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Complexity: Balance loyalty to crown with personal ethics",
  "backstory": "Listed on the sample page as \"Divine Champion\" in The Royal Inquisition.\nMember of The Royal Inquisition (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 340 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Aasimar 30 ft.",
  "xp": "34000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+7",
  "a1d": "1d8+4 slashing",
  "a2n": "Javelin",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "100",
  "pp": "24",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp2_4": "Magic Weapon",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR\nFighting Style: Defense\nPrepared spells: 7 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Court Wizard (The Royal Inquisition)": {
  "name": "Court Wizard (The Royal Inquisition)",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 8",
  "level": "8",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "50",
  "hpCur": "50",
  "hdTotal": "8d6",
  "hdCur": "8",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Royal Inquisition: High Elf Wizard (Divination)",
  "orgName": "The Royal Inquisition",
  "allies": "Party of 4, Level 8 (Tier 2 Quartets (Levels 5-10)).\nMembers: High Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Champion (Aasimar Paladin (Devotion), level 8); Court Wizard (High Elf Wizard (Divination), level 8) (this character); Master Spy (Halfling Rogue (Mastermind), level 8)\n\nRoyal Authority: Direct mandate from crown to investigate corruption\nInvestigation Focus: Root out heresy, treason, and supernatural threats\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Complexity: Balance loyalty to crown with personal ethics",
  "backstory": "Listed on the sample page as \"Court Wizard\" in The Royal Inquisition.\nMember of The Royal Inquisition (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "34000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+2",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+8",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp3_5": "Dispel Magic",
  "sp3_5_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "prepCount": "13",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nSpellbook: 20 spells (6 at 1st level + 2 per level); prepared 13 (wizard level + Intelligence modifier), ticked."
 },
 "Master Spy (The Royal Inquisition)": {
  "name": "Master Spy (The Royal Inquisition)",
  "race": "Halfling",
  "classLevel": "Rogue (Mastermind) 8",
  "level": "8",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "12",
  "wis": "10",
  "cha": "14",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "features": "Role in The Royal Inquisition: Halfling Rogue (Mastermind)",
  "orgName": "The Royal Inquisition",
  "allies": "Party of 4, Level 8 (Tier 2 Quartets (Levels 5-10)).\nMembers: High Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Champion (Aasimar Paladin (Devotion), level 8); Court Wizard (High Elf Wizard (Divination), level 8); Master Spy (Halfling Rogue (Mastermind), level 8) (this character)\n\nRoyal Authority: Direct mandate from crown to investigate corruption\nInvestigation Focus: Root out heresy, treason, and supernatural threats\nPolitical Intrigue: Navigate court politics while serving justice\nMoral Complexity: Balance loyalty to crown with personal ethics",
  "backstory": "Listed on the sample page as \"Master Spy\" in The Royal Inquisition.\nMember of The Royal Inquisition (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 17 = studded leather armor 17. Speed: Halfling 25 ft.",
  "xp": "34000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+8",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortbow",
  "a2b": "+8",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+8",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +4d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Fire Warden": {
  "name": "Fire Warden",
  "race": "Fire Genasi",
  "classLevel": "Sorcerer (Draconic) 7",
  "level": "7",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "11",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "58",
  "hpCur": "58",
  "hdTotal": "7d6",
  "hdCur": "7",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Elemental Wardens Circle: Fire Genasi Sorcerer (Draconic)",
  "orgName": "The Elemental Wardens Circle",
  "allies": "Party of 4, Level 7 (Tier 2 Quartets (Levels 5-10)).\nMembers: Fire Warden (Fire Genasi Sorcerer (Draconic), level 7) (this character); Water Guardian (Water Genasi Druid (Coast), level 7); Earth Keeper (Earth Genasi Monk (Four Elements), level 7); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 7)\n\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures",
  "backstory": "Member of The Elemental Wardens Circle (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Fire Genasi): +2 CON, +1 INT. Elemental Evil: +2 Constitution, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 14 = unarmored 14. Speed: Fire Genasi 30 ft.",
  "xp": "23000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nSpells known: 8 (Sorcerer table)."
 },
 "Water Guardian": {
  "name": "Water Guardian",
  "race": "Water Genasi",
  "classLevel": "Druid (Coast) 7",
  "level": "7",
  "background": "Soldier",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "12",
  "wis": "18",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Elemental Wardens Circle: Water Genasi Druid (Coast)",
  "orgName": "The Elemental Wardens Circle",
  "allies": "Party of 4, Level 7 (Tier 2 Quartets (Levels 5-10)).\nMembers: Fire Warden (Fire Genasi Sorcerer (Draconic), level 7); Water Guardian (Water Genasi Druid (Coast), level 7) (this character); Earth Keeper (Earth Genasi Monk (Four Elements), level 7); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 7)\n\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures",
  "backstory": "Member of The Elemental Wardens Circle (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Water Genasi): +2 CON, +1 WIS. Elemental Evil: +2 Constitution, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Nature (Druid class choice); Perception (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 15 = studded leather armor 13 + shield +2. Speed: Water Genasi 30 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "ac": "15",
  "speed": "30 ft, swim 30 ft",
  "a1n": "Scimitar",
  "a1b": "+4",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+7",
  "a2d": "2d8 fire",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit, one gaming set, land vehicles\nLanguages: Common, Primordial, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp4_3": "Ice Storm",
  "sp4_3_p": true,
  "prepCount": "11",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 11 (druid level + Wisdom modifier).\nCircle spells from the Coast subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Earth Keeper": {
  "name": "Earth Keeper",
  "race": "Earth Genasi",
  "classLevel": "Monk (Four Elements) 7",
  "level": "7",
  "background": "Hermit",
  "str": "13",
  "dex": "17",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "features": "Role in The Elemental Wardens Circle: Earth Genasi Monk (Four Elements)",
  "orgName": "The Elemental Wardens Circle",
  "allies": "Party of 4, Level 7 (Tier 2 Quartets (Levels 5-10)).\nMembers: Fire Warden (Fire Genasi Sorcerer (Draconic), level 7); Water Guardian (Water Genasi Druid (Coast), level 7); Earth Keeper (Earth Genasi Monk (Four Elements), level 7) (this character); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 7)\n\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures",
  "backstory": "Member of The Elemental Wardens Circle (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 530 gp left.\nAC 15 = unarmored 15. Speed: Earth Genasi 30 ft, Unarmored Movement +15 ft.",
  "xp": "23000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "15",
  "speed": "45 ft",
  "a1n": "Shortsword",
  "a1b": "+6",
  "a1d": "1d6+3 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+6",
  "a2d": "1d6+3 bludgeoning",
  "a3n": "Dart",
  "a3b": "+6",
  "a3d": "1d6+3 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Primordial, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX"
 },
 "Wind Dancer (The Elemental Wardens Circle)": {
  "name": "Wind Dancer (The Elemental Wardens Circle)",
  "race": "Air Genasi",
  "classLevel": "Ranger (Horizon Walker) 7",
  "level": "7",
  "background": "Outlander",
  "str": "12",
  "dex": "18",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "60",
  "hpCur": "60",
  "hdTotal": "7d10",
  "hdCur": "7",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Elemental Wardens Circle: Air Genasi Ranger (Horizon Walker)",
  "orgName": "The Elemental Wardens Circle",
  "allies": "Party of 4, Level 7 (Tier 2 Quartets (Levels 5-10)).\nMembers: Fire Warden (Fire Genasi Sorcerer (Draconic), level 7); Water Guardian (Water Genasi Druid (Coast), level 7); Earth Keeper (Earth Genasi Monk (Four Elements), level 7); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 7) (this character)\n\nElemental Balance: Maintain harmony between primal forces\nEnvironmental Protection: Prevent elemental disasters\nPlanar Connections: Relationships with elemental planes\nNatural Authority: Recognized by elemental creatures",
  "backstory": "Listed on the sample page as \"Wind Dancer\" in The Elemental Wardens Circle.\nMember of The Elemental Wardens Circle (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Air Genasi): +1 DEX, +2 CON. Elemental Evil: +2 Constitution, +1 Dexterity.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 16. Speed: Air Genasi 30 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Primordial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp2_3": "Animal Messenger",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 5 (Ranger table)."
 },
 "Guild Master (The Monster Hunting Corporation)": {
  "name": "Guild Master (The Monster Hunting Corporation)",
  "race": "Variant Human",
  "classLevel": "Ranger (Monster Slayer) 9",
  "level": "9",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "67",
  "hpCur": "67",
  "hdTotal": "9d10",
  "hdCur": "9",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Monster Hunting Corporation: Variant Human Ranger (Monster Slayer)",
  "orgName": "The Monster Hunting Corporation",
  "allies": "Party of 4, Level 9 (Tier 2 Quartets (Levels 5-10)).\nMembers: Guild Master (Variant Human Ranger (Monster Slayer), level 9) (this character); Veteran Slayer (Dragonborn Fighter (Champion), level 9); Guild Scholar (Gnome Wizard (Divination), level 9); Field Medic (Halfling Cleric (Life), level 9)\n\nProfessional Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats",
  "backstory": "Listed on the sample page as \"Guild Master\" in The Monster Hunting Corporation.\nMember of The Monster Hunting Corporation (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 17 = studded leather armor 17. Speed: Variant Human 30 ft.",
  "xp": "48000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortsword",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX\nFighting Style: Archery\nSpells known: 6 (Ranger table)."
 },
 "Veteran Slayer": {
  "name": "Veteran Slayer",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 9",
  "level": "9",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "85",
  "hpCur": "85",
  "hdTotal": "9d10",
  "hdCur": "9",
  "features": "Role in The Monster Hunting Corporation: Dragonborn Fighter (Champion)",
  "orgName": "The Monster Hunting Corporation",
  "allies": "Party of 4, Level 9 (Tier 2 Quartets (Levels 5-10)).\nMembers: Guild Master (Variant Human Ranger (Monster Slayer), level 9); Veteran Slayer (Dragonborn Fighter (Champion), level 9) (this character); Guild Scholar (Gnome Wizard (Divination), level 9); Field Medic (Halfling Cleric (Life), level 9)\n\nProfessional Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats",
  "backstory": "Member of The Monster Hunting Corporation (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Dragonborn 30 ft.",
  "xp": "48000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+9",
  "a1d": "1d8+7 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON\nFighting Style: Dueling"
 },
 "Guild Scholar": {
  "name": "Guild Scholar",
  "race": "Gnome",
  "classLevel": "Wizard (Divination) 9",
  "level": "9",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "56",
  "hpCur": "56",
  "hdTotal": "9d6",
  "hdCur": "9",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Monster Hunting Corporation: Gnome Wizard (Divination)",
  "orgName": "The Monster Hunting Corporation",
  "allies": "Party of 4, Level 9 (Tier 2 Quartets (Levels 5-10)).\nMembers: Guild Master (Variant Human Ranger (Monster Slayer), level 9); Veteran Slayer (Dragonborn Fighter (Champion), level 9); Guild Scholar (Gnome Wizard (Divination), level 9) (this character); Field Medic (Halfling Cleric (Life), level 9)\n\nProfessional Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats",
  "backstory": "Member of The Monster Hunting Corporation (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Gnome): +2 INT. PHB: +2 Intelligence (subrace not stated: Rock adds +1 Constitution, Forest adds +1 Dexterity).\nAbility Score Improvements: 4th level +2 INT; 8th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 11 = unarmored 11. Speed: Gnome 25 ft.",
  "xp": "48000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "11",
  "speed": "25 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Gnomish, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +1 INT, +1 CON\nSpellbook: 22 spells (6 at 1st level + 2 per level); prepared 14 (wizard level + Intelligence modifier), ticked."
 },
 "Field Medic (The Monster Hunting Corporation)": {
  "name": "Field Medic (The Monster Hunting Corporation)",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 9",
  "level": "9",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "19",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "9d8",
  "hdCur": "9",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Monster Hunting Corporation: Halfling Cleric (Life)",
  "orgName": "The Monster Hunting Corporation",
  "allies": "Party of 4, Level 9 (Tier 2 Quartets (Levels 5-10)).\nMembers: Guild Master (Variant Human Ranger (Monster Slayer), level 9); Veteran Slayer (Dragonborn Fighter (Champion), level 9); Guild Scholar (Gnome Wizard (Divination), level 9); Field Medic (Halfling Cleric (Life), level 9) (this character)\n\nProfessional Hunters: Elite team taking contracts on dangerous creatures\nReputation System: Success builds fame and attracts better contracts\nKnowledge Base: Extensive research on monster behavior and weaknesses\nPublic Service: Protect communities from supernatural threats",
  "backstory": "Listed on the sample page as \"Field Medic\" in The Monster Hunting Corporation.\nMember of The Monster Hunting Corporation (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "48000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 16",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "prepCount": "13",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 13 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Chief Ambassador (The Diplomatic Corps)": {
  "name": "Chief Ambassador (The Diplomatic Corps)",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 6",
  "level": "6",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Diplomatic Corps: Half-Elf Bard (Eloquence)",
  "orgName": "The Diplomatic Corps",
  "allies": "Party of 4, Level 6 (Tier 2 Quartets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6) (this character); Cultural Attaché (Variant Human Cleric (Knowledge), level 6); Security Detail (Dragonborn Paladin (Devotion), level 6); Intelligence Analyst (Gnome Rogue (Inquisitive), level 6)\n\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities",
  "backstory": "Listed on the sample page as \"Chief Ambassador\" in The Diplomatic Corps.\nMember of The Diplomatic Corps (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 14 = studded leather armor 14. Speed: Half-Elf 30 ft.",
  "xp": "14000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+5",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 15",
  "a3d": "2d4 psychic (WIS save)",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nPotions: Potion of Healing ×2\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp3_3": "Fear",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nExpertise: Persuasion, Deception\nSpells known: 9 (Bard table)."
 },
 "Cultural Attaché": {
  "name": "Cultural Attaché",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 6",
  "level": "6",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "18",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Diplomatic Corps: Variant Human Cleric (Knowledge)",
  "orgName": "The Diplomatic Corps",
  "allies": "Party of 4, Level 6 (Tier 2 Quartets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6); Cultural Attaché (Variant Human Cleric (Knowledge), level 6) (this character); Security Detail (Dragonborn Paladin (Devotion), level 6); Intelligence Analyst (Gnome Rogue (Inquisitive), level 6)\n\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities",
  "backstory": "Member of The Diplomatic Corps (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "14000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+2",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 15",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp3_4": "Dispel Magic",
  "sp3_4_p": true,
  "prepCount": "10",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 10 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Security Detail": {
  "name": "Security Detail",
  "race": "Dragonborn",
  "classLevel": "Paladin (Devotion) 6",
  "level": "6",
  "background": "Noble",
  "str": "19",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "46",
  "hpCur": "46",
  "hdTotal": "6d10",
  "hdCur": "6",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Diplomatic Corps: Dragonborn Paladin (Devotion)",
  "orgName": "The Diplomatic Corps",
  "allies": "Party of 4, Level 6 (Tier 2 Quartets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6); Cultural Attaché (Variant Human Cleric (Knowledge), level 6); Security Detail (Dragonborn Paladin (Devotion), level 6) (this character); Intelligence Analyst (Gnome Rogue (Inquisitive), level 6)\n\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities",
  "backstory": "Member of The Diplomatic Corps (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 350 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Dragonborn 30 ft.",
  "xp": "14000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+7",
  "a1d": "1d8+4 slashing",
  "a2n": "Javelin",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "100",
  "pp": "25",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Draconic, Elvish",
  "slots1": "4",
  "slots2": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "prepCount": "5",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR\nFighting Style: Defense\nPrepared spells: 5 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Intelligence Analyst": {
  "name": "Intelligence Analyst",
  "race": "Gnome",
  "classLevel": "Rogue (Inquisitive) 6",
  "level": "6",
  "background": "Criminal",
  "str": "8",
  "dex": "17",
  "con": "13",
  "int": "14",
  "wis": "14",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "39",
  "hpCur": "39",
  "hdTotal": "6d8",
  "hdCur": "6",
  "features": "Role in The Diplomatic Corps: Gnome Rogue (Inquisitive)",
  "orgName": "The Diplomatic Corps",
  "allies": "Party of 4, Level 6 (Tier 2 Quartets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6); Cultural Attaché (Variant Human Cleric (Knowledge), level 6); Security Detail (Dragonborn Paladin (Devotion), level 6); Intelligence Analyst (Gnome Rogue (Inquisitive), level 6) (this character)\n\nInternational Relations: Navigate complex political situations\nCultural Bridge: Facilitate understanding between different peoples\nPeaceful Solutions: Prevent wars through skilled negotiation\nInformation Gathering: Monitor foreign threats and opportunities",
  "backstory": "Member of The Diplomatic Corps (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Gnome): +2 INT. PHB: +2 Intelligence (subrace not stated: Rock adds +1 Constitution, Forest adds +1 Dexterity).\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 15 = studded leather armor 15. Speed: Gnome 25 ft.",
  "xp": "14000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "15",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+6",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortbow",
  "a2b": "+6",
  "a2d": "1d6+3 piercing",
  "a3n": "Dagger",
  "a3b": "+6",
  "a3d": "1d4+3 piercing",
  "attackNotes": "Sneak Attack +3d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Gnomish, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Division Chief": {
  "name": "Division Chief",
  "race": "Variant Human",
  "classLevel": "Fighter (Eldritch Knight) 10",
  "level": "10",
  "background": "Soldier",
  "str": "20",
  "dex": "12",
  "con": "17",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "10d10",
  "hdCur": "10",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Arcane Enforcement Division: Variant Human Fighter (Eldritch Knight)",
  "orgName": "The Arcane Enforcement Division",
  "allies": "Party of 4, Level 10 (Tier 2 Quartets (Levels 5-10)).\nMembers: Division Chief (Variant Human Fighter (Eldritch Knight), level 10) (this character); Battle Mage (High Elf Wizard (Abjuration), level 10); Arcane Detective (Half-Elf Warlock (Great Old One), level 10); Spell Specialist (Tiefling Sorcerer (Aberrant Mind), level 10)\n\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers",
  "backstory": "Member of The Arcane Enforcement Division (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 17 = splint armor 17. Speed: Variant Human 30 ft.",
  "xp": "64000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+9",
  "a1d": "2d6+5 slashing",
  "a2n": "Handaxe",
  "a2b": "+9",
  "a2d": "1d6+5 slashing",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "2d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor\nWeapons: Greatsword; Handaxe ×2\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp2_4": "Continual Flame",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON\nFighting Style: Great Weapon Fighting\nSpells known: 7 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Battle Mage (The Arcane Enforcement Division)": {
  "name": "Battle Mage (The Arcane Enforcement Division)",
  "race": "High Elf",
  "classLevel": "Wizard (Abjuration) 10",
  "level": "10",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "62",
  "hpCur": "62",
  "hdTotal": "10d6",
  "hdCur": "10",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Arcane Enforcement Division: High Elf Wizard (Abjuration)",
  "orgName": "The Arcane Enforcement Division",
  "allies": "Party of 4, Level 10 (Tier 2 Quartets (Levels 5-10)).\nMembers: Division Chief (Variant Human Fighter (Eldritch Knight), level 10); Battle Mage (High Elf Wizard (Abjuration), level 10) (this character); Arcane Detective (Half-Elf Warlock (Great Old One), level 10); Spell Specialist (Tiefling Sorcerer (Aberrant Mind), level 10)\n\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers",
  "backstory": "Listed on the sample page as \"Battle Mage\" in The Arcane Enforcement Division.\nMember of The Arcane Enforcement Division (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "64000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp3_5": "Dispel Magic",
  "sp3_5_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "prepCount": "15",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nSpellbook: 24 spells (6 at 1st level + 2 per level); prepared 15 (wizard level + Intelligence modifier), ticked."
 },
 "Arcane Detective": {
  "name": "Arcane Detective",
  "race": "Half-Elf",
  "classLevel": "Warlock (Great Old One) 10",
  "level": "10",
  "background": "Charlatan",
  "str": "8",
  "dex": "14",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "83",
  "hpCur": "83",
  "hdTotal": "10d8",
  "hdCur": "10",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Arcane Enforcement Division: Half-Elf Warlock (Great Old One)",
  "orgName": "The Arcane Enforcement Division",
  "allies": "Party of 4, Level 10 (Tier 2 Quartets (Levels 5-10)).\nMembers: Division Chief (Variant Human Fighter (Eldritch Knight), level 10); Battle Mage (High Elf Wizard (Abjuration), level 10); Arcane Detective (Half-Elf Warlock (Great Old One), level 10) (this character); Spell Specialist (Tiefling Sorcerer (Aberrant Mind), level 10)\n\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers",
  "backstory": "Member of The Arcane Enforcement Division (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice); Investigation (Half-Elf choice); Perception (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 14 = studded leather armor 14. Speed: Half-Elf 30 ft.",
  "xp": "64000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+9",
  "a3d": "1d10+5 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Elvish, Dwarvish",
  "slots5": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 10 (Warlock table).\nPact Magic: 2 slots of 5th level, regained on a short rest.\nExpanded spells from the Great Old One subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Spell Specialist": {
  "name": "Spell Specialist",
  "race": "Tiefling",
  "classLevel": "Sorcerer (Aberrant Mind) 10",
  "level": "10",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "62",
  "hpCur": "62",
  "hdTotal": "10d6",
  "hdCur": "10",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Arcane Enforcement Division: Tiefling Sorcerer (Aberrant Mind)",
  "orgName": "The Arcane Enforcement Division",
  "allies": "Party of 4, Level 10 (Tier 2 Quartets (Levels 5-10)).\nMembers: Division Chief (Variant Human Fighter (Eldritch Knight), level 10); Battle Mage (High Elf Wizard (Abjuration), level 10); Arcane Detective (Half-Elf Warlock (Great Old One), level 10); Spell Specialist (Tiefling Sorcerer (Aberrant Mind), level 10) (this character)\n\nMagical Law Enforcement: Police magical crimes and violations\nSpecialized Training: Combat rogue spellcasters and magical threats\nRegulatory Authority: Enforce laws governing magical practice\nPublic Safety: Protect civilians from magical dangers",
  "backstory": "Member of The Arcane Enforcement Division (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quartets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 11 = unarmored 11. Speed: Tiefling 30 ft.",
  "xp": "64000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Infernal, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp5_3": "Teleportation Circle",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 11 (Sorcerer table)."
 },
 "Material Representative": {
  "name": "Material Representative",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 14",
  "level": "14",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "100",
  "hpCur": "100",
  "hdTotal": "14d6",
  "hdCur": "14",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Planar Council: Variant Human Wizard (Divination)",
  "orgName": "The Planar Council",
  "allies": "Party of 4, Level 14 (Tier 3 Quartets (Levels 11-16)).\nMembers: Material Representative (Variant Human Wizard (Divination), level 14) (this character); Celestial Voice (Aasimar Cleric (Light), level 14); Infernal Envoy (Tiefling Warlock (Fiend), level 14); Elemental Mediator (Genasi Sorcerer (Storm), level 14)\n\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes",
  "backstory": "Member of The Planar Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "140000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "19",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 32 spells (6 at 1st level + 2 per level); prepared 19 (wizard level + Intelligence modifier), ticked."
 },
 "Celestial Voice": {
  "name": "Celestial Voice",
  "race": "Aasimar",
  "classLevel": "Cleric (Light) 14",
  "level": "14",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "101",
  "hpCur": "101",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Planar Council: Aasimar Cleric (Light)",
  "orgName": "The Planar Council",
  "allies": "Party of 4, Level 14 (Tier 3 Quartets (Levels 11-16)).\nMembers: Material Representative (Variant Human Wizard (Divination), level 14); Celestial Voice (Aasimar Cleric (Light), level 14) (this character); Infernal Envoy (Tiefling Warlock (Fiend), level 14); Elemental Mediator (Genasi Sorcerer (Storm), level 14)\n\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes",
  "backstory": "Member of The Planar Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "140000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON\nPrepared spells: 19 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Infernal Envoy": {
  "name": "Infernal Envoy",
  "race": "Tiefling",
  "classLevel": "Warlock (Fiend) 14",
  "level": "14",
  "background": "Charlatan",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "115",
  "hpCur": "115",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Planar Council: Tiefling Warlock (Fiend)",
  "orgName": "The Planar Council",
  "allies": "Party of 4, Level 14 (Tier 3 Quartets (Levels 11-16)).\nMembers: Material Representative (Variant Human Wizard (Divination), level 14); Celestial Voice (Aasimar Cleric (Light), level 14); Infernal Envoy (Tiefling Warlock (Fiend), level 14) (this character); Elemental Mediator (Genasi Sorcerer (Storm), level 14)\n\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes",
  "backstory": "Member of The Planar Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 14 = studded leather armor 13 + cloak of protection +1. Speed: Tiefling 30 ft.",
  "xp": "140000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+10",
  "a3d": "1d10+5 force ×3 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Infernal",
  "slots5": "3",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp4_3": "Blight",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "sp5_3": "Contact Other Plane",
  "sp6_1": "Circle of Death",
  "sp7_1": "Finger of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON; 12th +2 CON\nSpells known: 12 (Warlock table).\nMystic Arcanum (6th–9th level, once each per long rest) listed in rows 6–9; they have no slots.\nPact Magic: 3 slots of 5th level, regained on a short rest.\nExpanded spells from the Fiend subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Elemental Mediator (The Planar Council)": {
  "name": "Elemental Mediator (The Planar Council)",
  "race": "Genasi",
  "classLevel": "Sorcerer (Storm) 14",
  "level": "14",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "100",
  "hpCur": "100",
  "hdTotal": "14d6",
  "hdCur": "14",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Planar Council: Genasi Sorcerer (Storm)",
  "orgName": "The Planar Council",
  "allies": "Party of 4, Level 14 (Tier 3 Quartets (Levels 11-16)).\nMembers: Material Representative (Variant Human Wizard (Divination), level 14); Celestial Voice (Aasimar Cleric (Light), level 14); Infernal Envoy (Tiefling Warlock (Fiend), level 14); Elemental Mediator (Genasi Sorcerer (Storm), level 14) (this character)\n\nCosmic Responsibility: Govern relationships between planes\nUniversal Authority: Recognized by extraplanar powers\nReality Maintenance: Prevent planar catastrophes\nDiplomatic Immunity: Safe passage across all planes",
  "backstory": "Listed on the sample page as \"Elemental Mediator\" in The Planar Council.\nMember of The Planar Council (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Genasi): +2 CON. Elemental Evil: +2 Constitution (element not stated: Air +1 Dex, Earth +1 Str, Fire +1 Int, Water +1 Wis).\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Genasi 30 ft.",
  "xp": "140000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+10",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Primordial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 13 (Sorcerer table)."
 },
 "Reality Anchor (The Existential Guard)": {
  "name": "Reality Anchor (The Existential Guard)",
  "race": "Mountain Dwarf",
  "classLevel": "Fighter (Eldritch Knight) 15",
  "level": "15",
  "background": "Soldier",
  "str": "20",
  "dex": "15",
  "con": "20",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "169",
  "hpCur": "169",
  "hdTotal": "15d10",
  "hdCur": "15",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Existential Guard: Mountain Dwarf Fighter (Eldritch Knight)",
  "orgName": "The Existential Guard",
  "allies": "Party of 4, Level 15 (Tier 3 Quartets (Levels 11-16)).\nMembers: Reality Anchor (Mountain Dwarf Fighter (Eldritch Knight), level 15) (this character); Chaos Controller (Gnome Sorcerer (Wild Magic), level 15); Order Keeper (Warforged Monk (Open Hand), level 15); Balance Maintainer (Kalashtar Cleric (Twilight), level 15)\n\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities",
  "backstory": "Listed on the sample page as \"Reality Anchor\" in The Existential Guard.\nMember of The Existential Guard (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Mountain Dwarf): +2 STR, +2 CON. PHB: +2 Constitution, +2 Strength.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +1 CON, +1 DEX; 14th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 21 = plate armor 18 + shield +2 + cloak of protection +1. Speed: Mountain Dwarf 25 ft.",
  "xp": "165000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "21",
  "speed": "25 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+2 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Dispel Magic",
  "sp3_4": "Glyph of Warding",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +1 CON, +1 DEX; 14th +2 DEX\nFighting Style: Dueling\nSpells known: 10 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Chaos Controller": {
  "name": "Chaos Controller",
  "race": "Gnome",
  "classLevel": "Sorcerer (Wild Magic) 15",
  "level": "15",
  "background": "Soldier",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "12",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "92",
  "hpCur": "92",
  "hdTotal": "15d6",
  "hdCur": "15",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Existential Guard: Gnome Sorcerer (Wild Magic)",
  "orgName": "The Existential Guard",
  "allies": "Party of 4, Level 15 (Tier 3 Quartets (Levels 11-16)).\nMembers: Reality Anchor (Mountain Dwarf Fighter (Eldritch Knight), level 15); Chaos Controller (Gnome Sorcerer (Wild Magic), level 15) (this character); Order Keeper (Warforged Monk (Open Hand), level 15); Balance Maintainer (Kalashtar Cleric (Twilight), level 15)\n\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities",
  "backstory": "Member of The Existential Guard (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Gnome): +2 INT. PHB: +2 Intelligence (subrace not stated: Rock adds +1 Constitution, Forest adds +1 Dexterity).\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Sorcerer class choice); Arcana (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Gnome 25 ft.",
  "xp": "165000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "ac": "12",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+10",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one gaming set, land vehicles\nLanguages: Common, Gnomish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "sp8_1": "Dominate Monster",
  "sp8_2": "Sunburst",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 14 (Sorcerer table)."
 },
 "Order Keeper": {
  "name": "Order Keeper",
  "race": "Warforged",
  "classLevel": "Monk (Open Hand) 15",
  "level": "15",
  "background": "Soldier",
  "str": "12",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "16",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "108",
  "hpCur": "108",
  "hdTotal": "15d8",
  "hdCur": "15",
  "features": "Role in The Existential Guard: Warforged Monk (Open Hand)",
  "orgName": "The Existential Guard",
  "allies": "Party of 4, Level 15 (Tier 3 Quartets (Levels 11-16)).\nMembers: Reality Anchor (Mountain Dwarf Fighter (Eldritch Knight), level 15); Chaos Controller (Gnome Sorcerer (Wild Magic), level 15); Order Keeper (Warforged Monk (Open Hand), level 15) (this character); Balance Maintainer (Kalashtar Cleric (Twilight), level 15)\n\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities",
  "backstory": "Member of The Existential Guard (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 DEX, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 20 = unarmored 18 + Integrated Protection +1 + cloak of protection +1. Speed: Warforged 30 ft, Unarmored Movement +25 ft.",
  "xp": "165000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "55 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+10",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+10",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, one tool of your choice, one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS"
 },
 "Balance Maintainer": {
  "name": "Balance Maintainer",
  "race": "Kalashtar",
  "classLevel": "Cleric (Twilight) 15",
  "level": "15",
  "background": "Soldier",
  "str": "13",
  "dex": "8",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "15d8",
  "hdCur": "15",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Existential Guard: Kalashtar Cleric (Twilight)",
  "orgName": "The Existential Guard",
  "allies": "Party of 4, Level 15 (Tier 3 Quartets (Levels 11-16)).\nMembers: Reality Anchor (Mountain Dwarf Fighter (Eldritch Knight), level 15); Chaos Controller (Gnome Sorcerer (Wild Magic), level 15); Order Keeper (Warforged Monk (Open Hand), level 15); Balance Maintainer (Kalashtar Cleric (Twilight), level 15) (this character)\n\nExistential Defense: Protect reality from fundamental threats\nUniversal Authority: Override normal laws when necessary\nSacrifice Doctrine: Will destroy themselves to save existence\nLegendary Status: Known across multiple realities",
  "backstory": "Member of The Existential Guard (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Insight (Cleric class choice); Medicine (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 19 = chain mail 16 + shield +2 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "165000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Warhammer",
  "a1b": "+7",
  "a1d": "1d8+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Warhammer; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Warhammer); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Quori, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "prepCount": "20",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON\nPrepared spells: 20 (cleric level + Wisdom modifier).\nDomain spells from the Twilight subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Divine Warrior (The Ascension Protocol)": {
  "name": "Divine Warrior (The Ascension Protocol)",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 13",
  "level": "13",
  "background": "Acolyte",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "95",
  "hpCur": "95",
  "hdTotal": "13d10",
  "hdCur": "13",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Ascension Protocol: Aasimar Paladin (Devotion)",
  "orgName": "The Ascension Protocol",
  "allies": "Party of 4, Level 13 (Tier 3 Quartets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 13) (this character); Perfect Mage (High Elf Wizard (Conjuration), level 13); Eternal Scholar (Variant Human Cleric (Knowledge), level 13); Cosmic Voice (Half-Elf Bard (Creation), level 13)\n\nDivine Candidacy: Potential successors to current deities\nPortfolio Development: Each represents different divine domain\nWorshipper Base: Mortals already venerate them\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Listed on the sample page as \"Divine Warrior\" in The Ascension Protocol.\nMember of The Ascension Protocol (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,565 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "120000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA\nFighting Style: Defense\nPrepared spells: 9 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Perfect Mage (The Ascension Protocol)": {
  "name": "Perfect Mage (The Ascension Protocol)",
  "race": "High Elf",
  "classLevel": "Wizard (Conjuration) 13",
  "level": "13",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "16",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "93",
  "hpCur": "93",
  "hdTotal": "13d6",
  "hdCur": "13",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Ascension Protocol: High Elf Wizard (Conjuration)",
  "orgName": "The Ascension Protocol",
  "allies": "Party of 4, Level 13 (Tier 3 Quartets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 13); Perfect Mage (High Elf Wizard (Conjuration), level 13) (this character); Eternal Scholar (Variant Human Cleric (Knowledge), level 13); Cosmic Voice (Half-Elf Bard (Creation), level 13)\n\nDivine Candidacy: Potential successors to current deities\nPortfolio Development: Each represents different divine domain\nWorshipper Base: Mortals already venerate them\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Listed on the sample page as \"Perfect Mage\" in The Ascension Protocol.\nMember of The Ascension Protocol (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 13 = unarmored 12 + cloak of protection +1. Speed: High Elf 30 ft.",
  "xp": "120000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "18",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 30 spells (6 at 1st level + 2 per level); prepared 18 (wizard level + Intelligence modifier), ticked."
 },
 "Eternal Scholar": {
  "name": "Eternal Scholar",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 13",
  "level": "13",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "107",
  "hpCur": "107",
  "hdTotal": "13d8",
  "hdCur": "13",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Ascension Protocol: Variant Human Cleric (Knowledge)",
  "orgName": "The Ascension Protocol",
  "allies": "Party of 4, Level 13 (Tier 3 Quartets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 13); Perfect Mage (High Elf Wizard (Conjuration), level 13); Eternal Scholar (Variant Human Cleric (Knowledge), level 13) (this character); Cosmic Voice (Half-Elf Bard (Creation), level 13)\n\nDivine Candidacy: Potential successors to current deities\nPortfolio Development: Each represents different divine domain\nWorshipper Base: Mortals already venerate them\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Member of The Ascension Protocol (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Insight (Cleric class choice); Medicine (Cleric class choice); Religion (Variant Human choice). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,310 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "120000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "18",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 18 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Cosmic Voice": {
  "name": "Cosmic Voice",
  "race": "Half-Elf",
  "classLevel": "Bard (Creation) 13",
  "level": "13",
  "background": "Entertainer",
  "str": "8",
  "dex": "18",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "13d8",
  "hdCur": "13",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Ascension Protocol: Half-Elf Bard (Creation)",
  "orgName": "The Ascension Protocol",
  "allies": "Party of 4, Level 13 (Tier 3 Quartets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 13); Perfect Mage (High Elf Wizard (Conjuration), level 13); Eternal Scholar (Variant Human Cleric (Knowledge), level 13); Cosmic Voice (Half-Elf Bard (Creation), level 13) (this character)\n\nDivine Candidacy: Potential successors to current deities\nPortfolio Development: Each represents different divine domain\nWorshipper Base: Mortals already venerate them\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Member of The Ascension Protocol (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 17 = studded leather armor 16 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "120000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Dagger",
  "a2b": "+9",
  "a2d": "1d4+4 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 18",
  "a3d": "3d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 16 (Bard table)."
 },
 "Chronarch Prime": {
  "name": "Chronarch Prime",
  "race": "Variant Human",
  "classLevel": "Fighter (Eldritch Knight) 12",
  "level": "12",
  "background": "Soldier",
  "str": "20",
  "dex": "12",
  "con": "19",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "124",
  "hpCur": "124",
  "hdTotal": "12d10",
  "hdCur": "12",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Time Enforcement Agency: Variant Human Fighter (Eldritch Knight)",
  "orgName": "The Time Enforcement Agency",
  "allies": "Party of 4, Level 12 (Tier 3 Quartets (Levels 11-16)).\nMembers: Chronarch Prime (Variant Human Fighter (Eldritch Knight), level 12) (this character); Timeline Analyst (Kalashtar Wizard (Divination), level 12); Paradox Hunter (Githyanki Rogue (Phantom), level 12); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12)\n\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities",
  "backstory": "Member of The Time Enforcement Agency (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 19 = plate armor 18 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+10",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+9",
  "a2d": "1d6+5 slashing",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Burning Hands",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp2_4": "Continual Flame",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON\nFighting Style: Great Weapon Fighting\nSpells known: 8 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Timeline Analyst (The Time Enforcement Agency)": {
  "name": "Timeline Analyst (The Time Enforcement Agency)",
  "race": "Kalashtar",
  "classLevel": "Wizard (Divination) 12",
  "level": "12",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "74",
  "hpCur": "74",
  "hdTotal": "12d6",
  "hdCur": "12",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Time Enforcement Agency: Kalashtar Wizard (Divination)",
  "orgName": "The Time Enforcement Agency",
  "allies": "Party of 4, Level 12 (Tier 3 Quartets (Levels 11-16)).\nMembers: Chronarch Prime (Variant Human Fighter (Eldritch Knight), level 12); Timeline Analyst (Kalashtar Wizard (Divination), level 12) (this character); Paradox Hunter (Githyanki Rogue (Phantom), level 12); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12)\n\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities",
  "backstory": "Listed on the sample page as \"Timeline Analyst\" in The Time Enforcement Agency.\nMember of The Time Enforcement Agency (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "100000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "prepCount": "17",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON\nSpellbook: 28 spells (6 at 1st level + 2 per level); prepared 17 (wizard level + Intelligence modifier), ticked."
 },
 "Paradox Hunter (The Time Enforcement Agency)": {
  "name": "Paradox Hunter (The Time Enforcement Agency)",
  "race": "Githyanki",
  "classLevel": "Rogue (Phantom) 12",
  "level": "12",
  "background": "Outlander",
  "str": "10",
  "dex": "20",
  "con": "17",
  "int": "13",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "99",
  "hpCur": "99",
  "hdTotal": "12d8",
  "hdCur": "12",
  "features": "Role in The Time Enforcement Agency: Githyanki Rogue (Phantom)",
  "orgName": "The Time Enforcement Agency",
  "allies": "Party of 4, Level 12 (Tier 3 Quartets (Levels 11-16)).\nMembers: Chronarch Prime (Variant Human Fighter (Eldritch Knight), level 12); Timeline Analyst (Kalashtar Wizard (Divination), level 12); Paradox Hunter (Githyanki Rogue (Phantom), level 12) (this character); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12)\n\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities",
  "backstory": "Listed on the sample page as \"Paradox Hunter\" in The Time Enforcement Agency.\nMember of The Time Enforcement Agency (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 10th level +1 DEX, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Stealth (Rogue class choice); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,015 gp left.\nAC 18 = studded leather armor 17 + cloak of protection +1. Speed: Githyanki 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "+1 Rapier",
  "a1b": "+10",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortbow",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+9",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +6d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "591",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Rapier; Shortbow; Arrow ×20; Dagger ×2\nMagic items: Weapon, +1 (Rapier); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword, Greatsword\nTools: Thieves' Tools, one musical instrument\nLanguages: Common, Gith, Elvish, Dwarvish, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 10th +1 DEX, +1 CON; 12th +2 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Causal Engineer (The Time Enforcement Agency)": {
  "name": "Causal Engineer (The Time Enforcement Agency)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Artillerist) 12",
  "level": "12",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "13",
  "con": "18",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "111",
  "hpCur": "111",
  "hdTotal": "12d8",
  "hdCur": "12",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Time Enforcement Agency: Rock Gnome Artificer (Artillerist)",
  "orgName": "The Time Enforcement Agency",
  "allies": "Party of 4, Level 12 (Tier 3 Quartets (Levels 11-16)).\nMembers: Chronarch Prime (Variant Human Fighter (Eldritch Knight), level 12); Timeline Analyst (Kalashtar Wizard (Divination), level 12); Paradox Hunter (Githyanki Rogue (Phantom), level 12); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12) (this character)\n\nTemporal Authority: Police crimes against causality\nTimeline Protection: Maintain stability across all timelines\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Jurisdiction: Operate across infinite realities",
  "backstory": "Listed on the sample page as \"Causal Engineer\" in The Time Enforcement Agency.\nMember of The Time Enforcement Agency (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: 4th level +2 INT; 8th level +1 INT, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Rock Gnome 25 ft.",
  "xp": "100000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "19",
  "speed": "25 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+2 piercing",
  "a2n": "Mace",
  "a2b": "+3",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Gnomish, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Invisibility",
  "sp2_4_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp3_4": "Dispel Magic",
  "sp3_4_p": true,
  "prepCount": "11",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +1 INT, +1 CON; 12th +2 CON\nPrepared spells: 11 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Artillerist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Matter": {
  "name": "Matter",
  "race": "Earth Genasi",
  "classLevel": "Monk (Astral Self) 11",
  "level": "11",
  "background": "Hermit",
  "str": "13",
  "dex": "19",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "11d8",
  "hdCur": "11",
  "features": "Role in The Cosmic Synthesis: Earth Genasi Monk (Astral Self)",
  "orgName": "The Cosmic Synthesis",
  "allies": "Party of 4, Level 11 (Tier 3 Quartets (Levels 11-16)).\nMembers: Matter (Earth Genasi Monk (Astral Self), level 11) (this character); Energy (Fire Genasi Sorcerer (Draconic), level 11); Information (Warforged Artificer (Armorer), level 11); Consciousness (Kalashtar Cleric (Knowledge), level 11)\n\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding",
  "backstory": "Member of The Cosmic Synthesis (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 17 = unarmored 16 + cloak of protection +1. Speed: Earth Genasi 30 ft, Unarmored Movement +20 ft.",
  "xp": "85000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "17",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+9",
  "a1d": "1d8+5 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+8",
  "a2d": "1d8+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+8",
  "a3d": "1d8+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Primordial, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Energy": {
  "name": "Energy",
  "race": "Fire Genasi",
  "classLevel": "Sorcerer (Draconic) 11",
  "level": "11",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "11",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "90",
  "hpCur": "90",
  "hdTotal": "11d6",
  "hdCur": "11",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Cosmic Synthesis: Fire Genasi Sorcerer (Draconic)",
  "orgName": "The Cosmic Synthesis",
  "allies": "Party of 4, Level 11 (Tier 3 Quartets (Levels 11-16)).\nMembers: Matter (Earth Genasi Monk (Astral Self), level 11); Energy (Fire Genasi Sorcerer (Draconic), level 11) (this character); Information (Warforged Artificer (Armorer), level 11); Consciousness (Kalashtar Cleric (Knowledge), level 11)\n\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding",
  "backstory": "Member of The Cosmic Synthesis (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Fire Genasi): +2 CON, +1 INT. Elemental Evil: +2 Constitution, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 15 = unarmored 14 + cloak of protection +1. Speed: Fire Genasi 30 ft.",
  "xp": "85000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+8",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA\nSpells known: 12 (Sorcerer table)."
 },
 "Information": {
  "name": "Information",
  "race": "Warforged",
  "classLevel": "Artificer (Armorer) 11",
  "level": "11",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "10",
  "con": "16",
  "int": "20",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "91",
  "hpCur": "91",
  "hdTotal": "11d8",
  "hdCur": "11",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Cosmic Synthesis: Warforged Artificer (Armorer)",
  "orgName": "The Cosmic Synthesis",
  "allies": "Party of 4, Level 11 (Tier 3 Quartets (Levels 11-16)).\nMembers: Matter (Earth Genasi Monk (Astral Self), level 11); Energy (Fire Genasi Sorcerer (Draconic), level 11); Information (Warforged Artificer (Armorer), level 11) (this character); Consciousness (Kalashtar Cleric (Knowledge), level 11)\n\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding",
  "backstory": "Member of The Cosmic Synthesis (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 20 = chain mail 16 + shield +2 + Integrated Protection +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "85000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+5",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, one tool of your choice\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp3_4": "Dispel Magic",
  "sp3_4_p": true,
  "prepCount": "10",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nPrepared spells: 10 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Consciousness": {
  "name": "Consciousness",
  "race": "Kalashtar",
  "classLevel": "Cleric (Knowledge) 11",
  "level": "11",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "11d8",
  "hdCur": "11",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Cosmic Synthesis: Kalashtar Cleric (Knowledge)",
  "orgName": "The Cosmic Synthesis",
  "allies": "Party of 4, Level 11 (Tier 3 Quartets (Levels 11-16)).\nMembers: Matter (Earth Genasi Monk (Astral Self), level 11); Energy (Fire Genasi Sorcerer (Draconic), level 11); Information (Warforged Artificer (Armorer), level 11); Consciousness (Kalashtar Cleric (Knowledge), level 11) (this character)\n\nUniversal Forces: Embody fundamental aspects of existence\nPerfect Balance: Maintain equilibrium between cosmic forces\nReality Integration: Bridge material and spiritual realms\nEvolutionary Guide: Help others achieve cosmic understanding",
  "backstory": "Member of The Cosmic Synthesis (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quartets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "85000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "16",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON\nExpertise: Arcana, History\nPrepared spells: 16 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Alpha (The Prime Directive)": {
  "name": "Alpha (The Prime Directive)",
  "race": "Custom Lineage",
  "classLevel": "Fighter (Rune Knight) 20",
  "level": "20",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "224",
  "hpCur": "224",
  "hdTotal": "20d10",
  "hdCur": "20",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Prime Directive: Custom Lineage Fighter (Rune Knight)",
  "orgName": "The Prime Directive",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Alpha (Custom Lineage Fighter (Rune Knight), level 20) (this character); Beta (Variant Human Wizard (Transmutation), level 20); Gamma (Aasimar Cleric (Forge), level 20); Delta (Kalashtar Bard (Creation), level 20)\n\nUniversal Authority: Empowered to reshape fundamental reality\nCreation Power: Build new worlds and dimensions\nDivine Mandate: Answer only to cosmic principles\nReality Architects: Design laws of physics and magic",
  "backstory": "Listed on the sample page as \"Alpha\" in The Prime Directive.\nMember of The Prime Directive (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 STR. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX; 19th level +2 DEX. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 20 = plate armor 18 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+12",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+11",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 4 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Great Weapon Fighting"
 },
 "Beta (The Prime Directive)": {
  "name": "Beta (The Prime Directive)",
  "race": "Variant Human",
  "classLevel": "Wizard (Transmutation) 20",
  "level": "20",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Prime Directive: Variant Human Wizard (Transmutation)",
  "orgName": "The Prime Directive",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Alpha (Custom Lineage Fighter (Rune Knight), level 20); Beta (Variant Human Wizard (Transmutation), level 20) (this character); Gamma (Aasimar Cleric (Forge), level 20); Delta (Kalashtar Bard (Creation), level 20)\n\nUniversal Authority: Empowered to reshape fundamental reality\nCreation Power: Build new worlds and dimensions\nDivine Mandate: Answer only to cosmic principles\nReality Architects: Design laws of physics and magic",
  "backstory": "Listed on the sample page as \"Beta\" in The Prime Directive.\nMember of The Prime Directive (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Variant Human 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "25",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 44 spells (6 at 1st level + 2 per level); prepared 25 (wizard level + Intelligence modifier), ticked."
 },
 "Gamma (The Prime Directive)": {
  "name": "Gamma (The Prime Directive)",
  "race": "Aasimar",
  "classLevel": "Cleric (Forge) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Prime Directive: Aasimar Cleric (Forge)",
  "orgName": "The Prime Directive",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Alpha (Custom Lineage Fighter (Rune Knight), level 20); Beta (Variant Human Wizard (Transmutation), level 20); Gamma (Aasimar Cleric (Forge), level 20) (this character); Delta (Kalashtar Bard (Creation), level 20)\n\nUniversal Authority: Empowered to reshape fundamental reality\nCreation Power: Build new worlds and dimensions\nDivine Mandate: Answer only to cosmic principles\nReality Architects: Design laws of physics and magic",
  "backstory": "Listed on the sample page as \"Gamma\" in The Prime Directive.\nMember of The Prime Directive (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Soul of the Forge +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Mace",
  "a1b": "+8",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Mace); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Smith's Tools\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Forge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Delta (The Prime Directive)": {
  "name": "Delta (The Prime Directive)",
  "race": "Kalashtar",
  "classLevel": "Bard (Creation) 20",
  "level": "20",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "14",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "20d8",
  "hdCur": "20",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Prime Directive: Kalashtar Bard (Creation)",
  "orgName": "The Prime Directive",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Alpha (Custom Lineage Fighter (Rune Knight), level 20); Beta (Variant Human Wizard (Transmutation), level 20); Gamma (Aasimar Cleric (Forge), level 20); Delta (Kalashtar Bard (Creation), level 20) (this character)\n\nUniversal Authority: Empowered to reshape fundamental reality\nCreation Power: Build new worlds and dimensions\nDivine Mandate: Answer only to cosmic principles\nReality Architects: Design laws of physics and magic",
  "backstory": "Listed on the sample page as \"Delta\" in The Prime Directive.\nMember of The Prime Directive (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +2 DEX; 16th level +2 DEX; 19th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "355000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Quori, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +2 DEX; 16th +2 DEX; 19th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Core Processor": {
  "name": "Core Processor",
  "race": "Warforged",
  "classLevel": "Artificer (Armorer) 19",
  "level": "19",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "12",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "193",
  "hpCur": "193",
  "hdTotal": "19d8",
  "hdCur": "19",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Infinity Engine: Warforged Artificer (Armorer)",
  "orgName": "The Infinity Engine",
  "allies": "Party of 4, Level 19 (Tier 4 Quartets (Levels 17-20)).\nMembers: Core Processor (Warforged Artificer (Armorer), level 19) (this character); Logic Matrix (Warforged Wizard (Divination), level 19); Data Interface (Warforged Monk (Astral Self), level 19); Network Hub (Warforged Cleric (Knowledge), level 19)\n\nDigital Transcendence: Collective consciousness spanning realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Engine (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+8",
  "a1d": "1d8+2 piercing",
  "a2n": "Mace",
  "a2b": "+7",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, one tool of your choice\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp0_4": "Acid Splash",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp4_1": "Freedom of Movement",
  "sp4_1_p": true,
  "sp4_2": "Stoneskin",
  "sp4_2_p": true,
  "sp4_3": "Arcane Eye",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Animate Objects",
  "sp5_2_p": true,
  "sp5_3": "Wall of Stone",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +2 DEX\nPrepared spells: 14 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Logic Matrix": {
  "name": "Logic Matrix",
  "race": "Warforged",
  "classLevel": "Wizard (Divination) 19",
  "level": "19",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "173",
  "hpCur": "173",
  "hdTotal": "19d6",
  "hdCur": "19",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Infinity Engine: Warforged Wizard (Divination)",
  "orgName": "The Infinity Engine",
  "allies": "Party of 4, Level 19 (Tier 4 Quartets (Levels 17-20)).\nMembers: Core Processor (Warforged Artificer (Armorer), level 19); Logic Matrix (Warforged Wizard (Divination), level 19) (this character); Data Interface (Warforged Monk (Astral Self), level 19); Network Hub (Warforged Cleric (Knowledge), level 19)\n\nDigital Transcendence: Collective consciousness spanning realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Engine (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +2 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 15 = unarmored 12 + Integrated Protection +1 + cloak of protection +1 + ring of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "24",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +2 DEX\nSpellbook: 42 spells (6 at 1st level + 2 per level); prepared 24 (wizard level + Intelligence modifier), ticked."
 },
 "Data Interface": {
  "name": "Data Interface",
  "race": "Warforged",
  "classLevel": "Monk (Astral Self) 19",
  "level": "19",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "136",
  "hpCur": "136",
  "hdTotal": "19d8",
  "hdCur": "19",
  "features": "Role in The Infinity Engine: Warforged Monk (Astral Self)",
  "orgName": "The Infinity Engine",
  "allies": "Party of 4, Level 19 (Tier 4 Quartets (Levels 17-20)).\nMembers: Core Processor (Warforged Artificer (Armorer), level 19); Logic Matrix (Warforged Wizard (Divination), level 19); Data Interface (Warforged Monk (Astral Self), level 19) (this character); Network Hub (Warforged Cleric (Knowledge), level 19)\n\nDigital Transcendence: Collective consciousness spanning realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Engine (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 DEX, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS; 19th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 24 = unarmored 20 + Integrated Protection +1 + cloak of protection +1 + bracers of defense +2. Speed: Warforged 30 ft, Unarmored Movement +30 ft.",
  "xp": "305000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "24",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, one tool of your choice, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS; 19th +2 WIS"
 },
 "Network Hub": {
  "name": "Network Hub",
  "race": "Warforged",
  "classLevel": "Cleric (Knowledge) 19",
  "level": "19",
  "background": "Acolyte",
  "str": "10",
  "dex": "13",
  "con": "20",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "193",
  "hpCur": "193",
  "hdTotal": "19d8",
  "hdCur": "19",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Infinity Engine: Warforged Cleric (Knowledge)",
  "orgName": "The Infinity Engine",
  "allies": "Party of 4, Level 19 (Tier 4 Quartets (Levels 17-20)).\nMembers: Core Processor (Warforged Artificer (Armorer), level 19); Logic Matrix (Warforged Wizard (Divination), level 19); Data Interface (Warforged Monk (Astral Self), level 19); Network Hub (Warforged Cleric (Knowledge), level 19) (this character)\n\nDigital Transcendence: Collective consciousness spanning realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Engine (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 WIS. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON; 16th level +2 CON; 19th level +2 STR.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Warforged choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 21 = half plate armor 16 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+6",
  "a1d": "1d6 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "24",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON; 16th +2 CON; 19th +2 STR\nExpertise: Arcana, History\nPrepared spells: 24 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Justice (The Final Judgment, Party of 4)": {
  "name": "Justice (The Final Judgment, Party of 4)",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 18",
  "level": "18",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "130",
  "hpCur": "130",
  "hdTotal": "18d10",
  "hdCur": "18",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Final Judgment: Aasimar Paladin (Devotion)",
  "orgName": "The Final Judgment",
  "allies": "Party of 4, Level 18 (Tier 4 Quartets (Levels 17-20)).\nMembers: Justice (Aasimar Paladin (Devotion), level 18) (this character); Wisdom (Variant Human Cleric (Knowledge), level 18); Mercy (Half-Elf Bard (Eloquence), level 18); Truth (Kalashtar Wizard (Divination), level 18)\n\nCosmic Court: Judge crimes against universal order\nMoral Authority: Embody absolute ethical principles\nUniversal Recognition: Acknowledged across all planes\nDivine Arbitration: Resolve conflicts between gods",
  "backstory": "Listed on the sample page as \"Justice\" in The Final Judgment.\nMember of The Final Judgment (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA; 16th level +2 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,475 gp left.\nAC 23 = plate armor 18 + shield +2 + Defense +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "265000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "1937",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "13",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA; 16th +2 CHA\nFighting Style: Defense\nPrepared spells: 13 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Wisdom (The Final Judgment, Party of 4)": {
  "name": "Wisdom (The Final Judgment, Party of 4)",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 18",
  "level": "18",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "165",
  "hpCur": "165",
  "hdTotal": "18d8",
  "hdCur": "18",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Final Judgment: Variant Human Cleric (Knowledge)",
  "orgName": "The Final Judgment",
  "allies": "Party of 4, Level 18 (Tier 4 Quartets (Levels 17-20)).\nMembers: Justice (Aasimar Paladin (Devotion), level 18); Wisdom (Variant Human Cleric (Knowledge), level 18) (this character); Mercy (Half-Elf Bard (Eloquence), level 18); Truth (Kalashtar Wizard (Divination), level 18)\n\nCosmic Court: Judge crimes against universal order\nMoral Authority: Embody absolute ethical principles\nUniversal Recognition: Acknowledged across all planes\nDivine Arbitration: Resolve conflicts between gods",
  "backstory": "Listed on the sample page as \"Wisdom\" in The Final Judgment.\nMember of The Final Judgment (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 20 = half plate armor 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "265000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "23",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON; 16th +2 CON\nExpertise: Arcana, History\nPrepared spells: 23 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Mercy (The Final Judgment, Party of 4)": {
  "name": "Mercy (The Final Judgment, Party of 4)",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 18",
  "level": "18",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "129",
  "hpCur": "129",
  "hdTotal": "18d8",
  "hdCur": "18",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Final Judgment: Half-Elf Bard (Eloquence)",
  "orgName": "The Final Judgment",
  "allies": "Party of 4, Level 18 (Tier 4 Quartets (Levels 17-20)).\nMembers: Justice (Aasimar Paladin (Devotion), level 18); Wisdom (Variant Human Cleric (Knowledge), level 18); Mercy (Half-Elf Bard (Eloquence), level 18) (this character); Truth (Kalashtar Wizard (Divination), level 18)\n\nCosmic Court: Judge crimes against universal order\nMoral Authority: Embody absolute ethical principles\nUniversal Recognition: Acknowledged across all planes\nDivine Arbitration: Resolve conflicts between gods",
  "backstory": "Listed on the sample page as \"Mercy\" in The Final Judgment.\nMember of The Final Judgment (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "265000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Truth": {
  "name": "Truth",
  "race": "Kalashtar",
  "classLevel": "Wizard (Divination) 18",
  "level": "18",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "128",
  "hpCur": "128",
  "hdTotal": "18d6",
  "hdCur": "18",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Final Judgment: Kalashtar Wizard (Divination)",
  "orgName": "The Final Judgment",
  "allies": "Party of 4, Level 18 (Tier 4 Quartets (Levels 17-20)).\nMembers: Justice (Aasimar Paladin (Devotion), level 18); Wisdom (Variant Human Cleric (Knowledge), level 18); Mercy (Half-Elf Bard (Eloquence), level 18); Truth (Kalashtar Wizard (Divination), level 18) (this character)\n\nCosmic Court: Judge crimes against universal order\nMoral Authority: Embody absolute ethical principles\nUniversal Recognition: Acknowledged across all planes\nDivine Arbitration: Resolve conflicts between gods",
  "backstory": "Member of The Final Judgment (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON; 16th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 13 = unarmored 11 + cloak of protection +1 + ring of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "265000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "23",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON; 16th +2 CON\nSpellbook: 40 spells (6 at 1st level + 2 per level); prepared 23 (wizard level + Intelligence modifier), ticked."
 },
 "Genesis (The World Builders)": {
  "name": "Genesis (The World Builders)",
  "race": "Custom Lineage",
  "classLevel": "Druid (Stars) 17",
  "level": "17",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "12",
  "wis": "20",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "156",
  "hpCur": "156",
  "hdTotal": "17d8",
  "hdCur": "17",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The World Builders: Custom Lineage Druid (Stars)",
  "orgName": "The World Builders",
  "allies": "Party of 4, Level 17 (Tier 4 Quartets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 17) (this character); Evolution (Variant Human Ranger (Horizon Walker), level 17); Harmony (Half-Elf Bard (Creation), level 17); Transcendence (Kalashtar Monk (Four Elements), level 17)\n\nWorld Creation: Plant seeds of new realities\nLife Cultivation: Nurture growth across dimensions\nNatural Order: Establish ecosystems and balance\nConsciousness Evolution: Guide development of awareness",
  "backstory": "Listed on the sample page as \"Genesis\" in The World Builders.\nMember of The World Builders (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 WIS. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Nature (Druid class choice); Perception (Druid class choice); Medicine (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 17 = studded leather armor 13 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "sk_medicine_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Scimitar",
  "a1b": "+7",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+11",
  "a2d": "4d8 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit, one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp0_4": "Shillelagh",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp5_1": "Mass Cure Wounds",
  "sp5_1_p": true,
  "sp5_2": "Wall of Stone",
  "sp5_2_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Sunbeam",
  "sp6_2_p": true,
  "sp6_3": "Transport via Plants",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Fire Storm",
  "sp7_2_p": true,
  "sp7_3": "Mirage Arcane",
  "sp7_3_p": true,
  "sp8_1": "Sunburst",
  "sp8_1_p": true,
  "sp8_2": "Animal Shapes",
  "sp8_2_p": true,
  "sp8_3": "Antipathy/Sympathy",
  "sp8_3_p": true,
  "sp9_1": "Foresight",
  "sp9_1_p": true,
  "sp9_2": "Shapechange",
  "sp9_2_p": true,
  "sp9_3": "Storm of Vengeance",
  "sp9_3_p": true,
  "prepCount": "22",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON\nPrepared spells: 22 (druid level + Wisdom modifier).\nCircle spells from the Stars subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Evolution (The World Builders)": {
  "name": "Evolution (The World Builders)",
  "race": "Variant Human",
  "classLevel": "Ranger (Horizon Walker) 17",
  "level": "17",
  "background": "Guild Artisan",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "17d10",
  "hdCur": "17",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The World Builders: Variant Human Ranger (Horizon Walker)",
  "orgName": "The World Builders",
  "allies": "Party of 4, Level 17 (Tier 4 Quartets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 17); Evolution (Variant Human Ranger (Horizon Walker), level 17) (this character); Harmony (Half-Elf Bard (Creation), level 17); Transcendence (Kalashtar Monk (Four Elements), level 17)\n\nWorld Creation: Plant seeds of new realities\nLife Cultivation: Nurture growth across dimensions\nNatural Order: Establish ecosystems and balance\nConsciousness Evolution: Guide development of awareness",
  "backstory": "Listed on the sample page as \"Evolution\" in The World Builders.\nMember of The World Builders (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Perception (Ranger class choice); Stealth (Ranger class choice); Survival (Ranger class choice); Nature (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_survival_p": true,
  "sk_nature_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Longbow",
  "a1b": "+14",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortsword",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Longbow; Arrow ×20; Shortsword ×2\nMagic items: Weapon, +1 (Longbow); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one artisan's tool\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "sp4_1": "Freedom of Movement",
  "sp4_2": "Locate Creature",
  "sp5_1": "Tree Stride",
  "sp5_2": "Commune With Nature",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS\nFighting Style: Archery\nSpells known: 10 (Ranger table)."
 },
 "Harmony (The World Builders)": {
  "name": "Harmony (The World Builders)",
  "race": "Half-Elf",
  "classLevel": "Bard (Creation) 17",
  "level": "17",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "122",
  "hpCur": "122",
  "hdTotal": "17d8",
  "hdCur": "17",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The World Builders: Half-Elf Bard (Creation)",
  "orgName": "The World Builders",
  "allies": "Party of 4, Level 17 (Tier 4 Quartets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 17); Evolution (Variant Human Ranger (Horizon Walker), level 17); Harmony (Half-Elf Bard (Creation), level 17) (this character); Transcendence (Kalashtar Monk (Four Elements), level 17)\n\nWorld Creation: Plant seeds of new realities\nLife Cultivation: Nurture growth across dimensions\nNatural Order: Establish ecosystems and balance\nConsciousness Evolution: Guide development of awareness",
  "backstory": "Listed on the sample page as \"Harmony\" in The World Builders.\nMember of The World Builders (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Deception (Bard class choice); Performance (Bard class choice); Perception (Bard class choice); Stealth (Half-Elf choice); Athletics (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 20 (Bard table)."
 },
 "Transcendence (The World Builders)": {
  "name": "Transcendence (The World Builders)",
  "race": "Kalashtar",
  "classLevel": "Monk (Four Elements) 17",
  "level": "17",
  "background": "Guild Artisan",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "105",
  "hpCur": "105",
  "hdTotal": "17d8",
  "hdCur": "17",
  "features": "Role in The World Builders: Kalashtar Monk (Four Elements)",
  "orgName": "The World Builders",
  "allies": "Party of 4, Level 17 (Tier 4 Quartets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 17); Evolution (Variant Human Ranger (Horizon Walker), level 17); Harmony (Half-Elf Bard (Creation), level 17); Transcendence (Kalashtar Monk (Four Elements), level 17) (this character)\n\nWorld Creation: Plant seeds of new realities\nLife Cultivation: Nurture growth across dimensions\nNatural Order: Establish ecosystems and balance\nConsciousness Evolution: Guide development of awareness",
  "backstory": "Listed on the sample page as \"Transcendence\" in The World Builders.\nMember of The World Builders (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS; 16th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 22 = unarmored 19 + cloak of protection +1 + bracers of defense +2. Speed: Kalashtar 30 ft, Unarmored Movement +25 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "22",
  "speed": "55 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, one artisan's tool\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS; 16th +2 WIS"
 },
 "Hope (The Eternal Triumphant)": {
  "name": "Hope (The Eternal Triumphant)",
  "race": "Aasimar",
  "classLevel": "Cleric (Life) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Eternal Triumphant: Aasimar Cleric (Life)",
  "orgName": "The Eternal Triumphant",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20) (this character); Courage (Dragonborn Fighter (Champion), level 20); Wisdom (Variant Human Wizard (Divination), level 20); Love (Half-Elf Bard (Glamour), level 20)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Example: Show path to enlightenment\nTranscendent Unity: Perfect cooperation and understanding",
  "backstory": "Listed on the sample page as \"Hope\" in The Eternal Triumphant.\nMember of The Eternal Triumphant (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 20 = chain mail 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+7",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Courage (The Eternal Triumphant)": {
  "name": "Courage (The Eternal Triumphant)",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 20",
  "level": "20",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "224",
  "hpCur": "224",
  "hdTotal": "20d10",
  "hdCur": "20",
  "features": "Role in The Eternal Triumphant: Dragonborn Fighter (Champion)",
  "orgName": "The Eternal Triumphant",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20); Courage (Dragonborn Fighter (Champion), level 20) (this character); Wisdom (Variant Human Wizard (Divination), level 20); Love (Half-Elf Bard (Glamour), level 20)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Example: Show path to enlightenment\nTranscendent Unity: Perfect cooperation and understanding",
  "backstory": "Listed on the sample page as \"Courage\" in The Eternal Triumphant.\nMember of The Eternal Triumphant (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX; 19th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 22 = plate armor 18 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Dragonborn 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+10",
  "a2d": "1d8+4 piercing",
  "attackNotes": "Extra Attack: 4 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Dueling"
 },
 "Wisdom (The Eternal Triumphant)": {
  "name": "Wisdom (The Eternal Triumphant)",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 20",
  "level": "20",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Eternal Triumphant: Variant Human Wizard (Divination)",
  "orgName": "The Eternal Triumphant",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20); Courage (Dragonborn Fighter (Champion), level 20); Wisdom (Variant Human Wizard (Divination), level 20) (this character); Love (Half-Elf Bard (Glamour), level 20)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Example: Show path to enlightenment\nTranscendent Unity: Perfect cooperation and understanding",
  "backstory": "Listed on the sample page as \"Wisdom\" in The Eternal Triumphant.\nMember of The Eternal Triumphant (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Variant Human 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "25",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 44 spells (6 at 1st level + 2 per level); prepared 25 (wizard level + Intelligence modifier), ticked."
 },
 "Love (The Eternal Triumphant)": {
  "name": "Love (The Eternal Triumphant)",
  "race": "Half-Elf",
  "classLevel": "Bard (Glamour) 20",
  "level": "20",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "163",
  "hpCur": "163",
  "hdTotal": "20d8",
  "hdCur": "20",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Eternal Triumphant: Half-Elf Bard (Glamour)",
  "orgName": "The Eternal Triumphant",
  "allies": "Party of 4, Level 20 (Tier 4 Quartets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20); Courage (Dragonborn Fighter (Champion), level 20); Wisdom (Variant Human Wizard (Divination), level 20); Love (Half-Elf Bard (Glamour), level 20) (this character)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Example: Show path to enlightenment\nTranscendent Unity: Perfect cooperation and understanding",
  "backstory": "Listed on the sample page as \"Love\" in The Eternal Triumphant.\nMember of The Eternal Triumphant (Party of 4). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quartets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "355000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX; 19th +2 CON\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Company Commander": {
  "name": "Company Commander",
  "race": "Variant Human",
  "classLevel": "Fighter (Champion) 3",
  "level": "3",
  "background": "Soldier",
  "str": "16",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Royal Military Academy Honor Guard: Variant Human Fighter (Champion)",
  "orgName": "The Royal Military Academy Honor Guard",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Company Commander (Variant Human Fighter (Champion), level 3) (this character); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Reconnaissance (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3); Support Mage (High Elf Wizard (Abjuration), level 3)\n\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Elite military honor guards or special forces units",
  "backstory": "Member of The Royal Military Academy Honor Guard (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 16 = chain mail 16. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+5",
  "a1d": "2d6+3 slashing",
  "a2n": "Handaxe",
  "a2b": "+5",
  "a2d": "1d6+3 slashing",
  "attackNotes": "Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "10",
  "equipment": "Armor: Chain Mail\nWeapons: Greatsword; Handaxe ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nFighting Style: Great Weapon Fighting"
 },
 "Heavy Infantry (The Royal Military Academy Honor Guard)": {
  "name": "Heavy Infantry (The Royal Military Academy Honor Guard)",
  "race": "Dragonborn",
  "classLevel": "Paladin (Devotion) 3",
  "level": "3",
  "background": "Soldier",
  "str": "17",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Royal Military Academy Honor Guard: Dragonborn Paladin (Devotion)",
  "orgName": "The Royal Military Academy Honor Guard",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Company Commander (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3) (this character); Reconnaissance (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3); Support Mage (High Elf Wizard (Abjuration), level 3)\n\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Elite military honor guards or special forces units",
  "backstory": "Listed on the sample page as \"Heavy Infantry\" in The Royal Military Academy Honor Guard.\nMember of The Royal Military Academy Honor Guard (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Dragonborn 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+3 slashing",
  "a2n": "Javelin",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Javelin ×5\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Draconic",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "prepCount": "3",
  "moreFeatures": "Fighting Style: Defense\nPrepared spells: 3 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Reconnaissance": {
  "name": "Reconnaissance",
  "race": "Wood Elf",
  "classLevel": "Ranger (Hunter) 3",
  "level": "3",
  "background": "Soldier",
  "str": "12",
  "dex": "17",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Royal Military Academy Honor Guard: Wood Elf Ranger (Hunter)",
  "orgName": "The Royal Military Academy Honor Guard",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Company Commander (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Reconnaissance (Wood Elf Ranger (Hunter), level 3) (this character); Battle Medic (Hill Dwarf Cleric (Life), level 3); Support Mage (High Elf Wizard (Abjuration), level 3)\n\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Elite military honor guards or special forces units",
  "backstory": "Member of The Royal Military Academy Honor Guard (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Wood Elf); Stealth (Ranger class choice); Survival (Ranger class choice); Nature (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 14 = leather armor 14. Speed: Wood Elf 35 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_survival_p": true,
  "sk_nature_p": true,
  "ac": "14",
  "speed": "35 ft",
  "a1n": "Longbow",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortsword",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons, Longsword, Shortsword, Shortbow, Longbow\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Fighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Battle Medic (The Royal Military Academy Honor Guard)": {
  "name": "Battle Medic (The Royal Military Academy Honor Guard)",
  "race": "Hill Dwarf",
  "classLevel": "Cleric (Life) 3",
  "level": "3",
  "background": "Soldier",
  "str": "13",
  "dex": "8",
  "con": "16",
  "int": "10",
  "wis": "16",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "30",
  "hpCur": "30",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Royal Military Academy Honor Guard: Hill Dwarf Cleric (Life)",
  "orgName": "The Royal Military Academy Honor Guard",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Company Commander (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Reconnaissance (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3) (this character); Support Mage (High Elf Wizard (Abjuration), level 3)\n\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Elite military honor guards or special forces units",
  "backstory": "Listed on the sample page as \"Battle Medic\" in The Royal Military Academy Honor Guard.\nMember of The Royal Military Academy Honor Guard (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Hill Dwarf): +2 CON, +1 WIS. PHB: +2 Constitution, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level; Dwarven Toughness +1 per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Insight (Cleric class choice); Medicine (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Hill Dwarf 25 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "prepCount": "6",
  "moreFeatures": "Prepared spells: 6 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Support Mage": {
  "name": "Support Mage",
  "race": "High Elf",
  "classLevel": "Wizard (Abjuration) 3",
  "level": "3",
  "background": "Soldier",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Royal Military Academy Honor Guard: High Elf Wizard (Abjuration)",
  "orgName": "The Royal Military Academy Honor Guard",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Company Commander (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Reconnaissance (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3); Support Mage (High Elf Wizard (Abjuration), level 3) (this character)\n\nMilitary Structure: Elite graduates serving as royal ceremonial guard\nCombined Arms: Each member represents different military specialization\nHonor Code: Bound by military tradition and personal integrity\nReal-world Parallel: Elite military honor guards or special forces units",
  "backstory": "Member of The Royal Military Academy Honor Guard (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (High Elf); Arcana (Wizard class choice); Investigation (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Spellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Lodge Captain": {
  "name": "Lodge Captain",
  "race": "Variant Human",
  "classLevel": "Rogue (Mastermind) 4",
  "level": "4",
  "background": "Sailor",
  "str": "8",
  "dex": "18",
  "con": "13",
  "int": "12",
  "wis": "10",
  "cha": "15",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "27",
  "hpCur": "27",
  "hdTotal": "4d8",
  "hdCur": "4",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Explorers’ Lodge: Variant Human Rogue (Mastermind)",
  "orgName": "The Explorers’ Lodge",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Lodge Captain (Variant Human Rogue (Mastermind), level 4) (this character); Combat Specialist (Half-Orc Barbarian (Totem Warrior), level 4); Arcane Researcher (High Elf Wizard (Divination), level 4); Divine Scholar (Aasimar Cleric (Knowledge), level 4); Field Agent (Halfling Rogue (Scout), level 4)\n\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting",
  "backstory": "Member of The Explorers’ Lodge (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Stealth (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Deception (Variant Human choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); 10 gp left.\nAC 15 = leather armor 15. Speed: Variant Human 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_deception_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+6",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortbow",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "a3n": "Dagger",
  "a3b": "+6",
  "a3d": "1d4+4 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "initBonus": "5",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, Navigator's Tools, water vehicles\nLanguages: Common, Elvish, Thieves' Cant",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX\nExpertise: Stealth, Perception"
 },
 "Combat Specialist (The Explorers’ Lodge)": {
  "name": "Combat Specialist (The Explorers’ Lodge)",
  "race": "Half-Orc",
  "classLevel": "Barbarian (Totem Warrior) 4",
  "level": "4",
  "background": "Outlander",
  "str": "19",
  "dex": "13",
  "con": "15",
  "int": "8",
  "wis": "12",
  "cha": "10",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "41",
  "hpCur": "41",
  "hdTotal": "4d12",
  "hdCur": "4",
  "features": "Role in The Explorers’ Lodge: Half-Orc Barbarian (Totem Warrior)",
  "orgName": "The Explorers’ Lodge",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Lodge Captain (Variant Human Rogue (Mastermind), level 4); Combat Specialist (Half-Orc Barbarian (Totem Warrior), level 4) (this character); Arcane Researcher (High Elf Wizard (Divination), level 4); Divine Scholar (Aasimar Cleric (Knowledge), level 4); Field Agent (Halfling Rogue (Scout), level 4)\n\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting",
  "backstory": "Listed on the sample page as \"Combat Specialist\" in The Explorers’ Lodge.\nMember of The Explorers’ Lodge (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Orc): +2 STR, +1 CON. PHB: +2 Strength, +1 Constitution.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 12 at 1st level (d12) + 7 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Intimidation (Half-Orc); Perception (Barbarian class choice); Animal Handling (Barbarian class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 13 = unarmored 13. Speed: Half-Orc 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_animalhandling_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Greataxe",
  "a1b": "+6",
  "a1d": "1d12+4 slashing",
  "a2n": "Handaxe",
  "a2b": "+6",
  "a2d": "1d6+4 slashing",
  "a3n": "Javelin",
  "a3b": "+6",
  "a3d": "1d6+4 piercing",
  "attackNotes": "Rage: +2 damage on Strength melee attacks while raging (not included).",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Greataxe; Handaxe ×2; Javelin ×4\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Orc, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR"
 },
 "Arcane Researcher": {
  "name": "Arcane Researcher",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 4",
  "level": "4",
  "background": "Sailor",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "18",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "26",
  "hpCur": "26",
  "hdTotal": "4d6",
  "hdCur": "4",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Explorers’ Lodge: High Elf Wizard (Divination)",
  "orgName": "The Explorers’ Lodge",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Lodge Captain (Variant Human Rogue (Mastermind), level 4); Combat Specialist (Half-Orc Barbarian (Totem Warrior), level 4); Arcane Researcher (High Elf Wizard (Divination), level 4) (this character); Divine Scholar (Aasimar Cleric (Knowledge), level 4); Field Agent (Halfling Rogue (Scout), level 4)\n\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting",
  "backstory": "Member of The Explorers’ Lodge (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Arcana (Wizard class choice); Investigation (Wizard class choice); History (replacement for a duplicate).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); 10 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+6",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_2_p": true,
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp1_6": "Find Familiar",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "sp2_6": "Scorching Ray",
  "sp2_6_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nSpellbook: 12 spells (6 at 1st level + 2 per level); prepared 8 (wizard level + Intelligence modifier), ticked."
 },
 "Divine Scholar": {
  "name": "Divine Scholar",
  "race": "Aasimar",
  "classLevel": "Cleric (Knowledge) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Explorers’ Lodge: Aasimar Cleric (Knowledge)",
  "orgName": "The Explorers’ Lodge",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Lodge Captain (Variant Human Rogue (Mastermind), level 4); Combat Specialist (Half-Orc Barbarian (Totem Warrior), level 4); Arcane Researcher (High Elf Wizard (Divination), level 4); Divine Scholar (Aasimar Cleric (Knowledge), level 4) (this character); Field Agent (Halfling Rogue (Scout), level 4)\n\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting",
  "backstory": "Member of The Explorers’ Lodge (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Aasimar 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+1",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish, Draconic, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 7 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Field Agent": {
  "name": "Field Agent",
  "race": "Halfling",
  "classLevel": "Rogue (Scout) 4",
  "level": "4",
  "background": "Criminal",
  "str": "8",
  "dex": "19",
  "con": "14",
  "int": "12",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "features": "Role in The Explorers’ Lodge: Halfling Rogue (Scout)",
  "orgName": "The Explorers’ Lodge",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Lodge Captain (Variant Human Rogue (Mastermind), level 4); Combat Specialist (Half-Orc Barbarian (Totem Warrior), level 4); Arcane Researcher (High Elf Wizard (Divination), level 4); Divine Scholar (Aasimar Cleric (Knowledge), level 4); Field Agent (Halfling Rogue (Scout), level 4) (this character)\n\nExploration Focus: Discover ancient sites and catalog historical artifacts\nKnowledge Network: Share discoveries with global organization\nAcademic Mission: Advance understanding of world's history and magic\nAdventure Variety: Missions range from archaeology to monster hunting",
  "backstory": "Member of The Explorers’ Lodge (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Nature (Scout Rogue); Survival (Scout Rogue). Expertise: Nature, Survival, Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); 15 gp left.\nAC 15 = leather armor 15. Speed: Halfling 25 ft.",
  "xp": "2700",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_nature_p": true,
  "sk_survival_p": true,
  "sk_nature_e": true,
  "sk_survival_e": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "15",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+6",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortbow",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "a3n": "Dagger",
  "a3b": "+6",
  "a3d": "1d4+4 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nExpertise: Nature, Survival, Stealth, Perception"
 },
 "Captain (The Mercenary Company \"Iron Eagles\")": {
  "name": "Captain (The Mercenary Company \"Iron Eagles\")",
  "race": "Human",
  "classLevel": "Fighter (Battle Master) 3",
  "level": "3",
  "background": "Sailor",
  "str": "16",
  "dex": "14",
  "con": "15",
  "int": "11",
  "wis": "13",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Role in The Mercenary Company \"Iron Eagles\": Human Fighter (Battle Master)",
  "orgName": "The Mercenary Company \"Iron Eagles\"",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Captain (Human Fighter (Battle Master), level 3) (this character); Lieutenant (Dwarf Cleric (War), level 3); Sergeant (Half-Elf Bard (Valor), level 3); Specialist (Tiefling Warlock (Fiend), level 3); Scout (Wood Elf Ranger (Beast Master), level 3)\n\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics",
  "backstory": "Listed on the sample page as \"Captain\" in The Mercenary Company \"Iron Eagles\".\nMember of The Mercenary Company \"Iron Eagles\" (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Human): +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA. PHB: +1 to every ability.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Intimidation (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_survival_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+5 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+2 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one artisan's tool, Navigator's Tools, water vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Fighting Style: Dueling"
 },
 "Lieutenant": {
  "name": "Lieutenant",
  "race": "Dwarf",
  "classLevel": "Cleric (War) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "16",
  "int": "10",
  "wis": "15",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "27",
  "hpCur": "27",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Mercenary Company \"Iron Eagles\": Dwarf Cleric (War)",
  "orgName": "The Mercenary Company \"Iron Eagles\"",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Captain (Human Fighter (Battle Master), level 3); Lieutenant (Dwarf Cleric (War), level 3) (this character); Sergeant (Half-Elf Bard (Valor), level 3); Specialist (Tiefling Warlock (Fiend), level 3); Scout (Wood Elf Ranger (Beast Master), level 3)\n\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics",
  "backstory": "Member of The Mercenary Company \"Iron Eagles\" (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dwarf): +2 CON. PHB: +2 Constitution (subrace not stated: Mountain adds +2 Strength, Hill adds +1 Wisdom).\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Dwarf 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Warhammer",
  "a1b": "+3",
  "a1d": "1d8+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 12",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Warhammer; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools\nLanguages: Common, Dwarvish, Elvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "prepCount": "5",
  "moreFeatures": "Prepared spells: 5 (cleric level + Wisdom modifier).\nDomain spells from the War subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Sergeant": {
  "name": "Sergeant",
  "race": "Half-Elf",
  "classLevel": "Bard (Valor) 3",
  "level": "3",
  "background": "Soldier",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Mercenary Company \"Iron Eagles\": Half-Elf Bard (Valor)",
  "orgName": "The Mercenary Company \"Iron Eagles\"",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Captain (Human Fighter (Battle Master), level 3); Lieutenant (Dwarf Cleric (War), level 3); Sergeant (Half-Elf Bard (Valor), level 3) (this character); Specialist (Tiefling Warlock (Fiend), level 3); Scout (Wood Elf Ranger (Beast Master), level 3)\n\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics",
  "backstory": "Member of The Mercenary Company \"Iron Eagles\" (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Performance (Half-Elf choice); Perception (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 15 = leather armor 13 + shield +2. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 13",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "10",
  "equipment": "Armor: Leather Armor; Shield\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword, martial weapons\nTools: three musical instruments, one gaming set, land vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "moreFeatures": "Expertise: Persuasion, Deception\nSpells known: 6 (Bard table)."
 },
 "Specialist (The Mercenary Company \"Iron Eagles\")": {
  "name": "Specialist (The Mercenary Company \"Iron Eagles\")",
  "race": "Tiefling",
  "classLevel": "Warlock (Fiend) 3",
  "level": "3",
  "background": "Charlatan",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "11",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Mercenary Company \"Iron Eagles\": Tiefling Warlock (Fiend)",
  "orgName": "The Mercenary Company \"Iron Eagles\"",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Captain (Human Fighter (Battle Master), level 3); Lieutenant (Dwarf Cleric (War), level 3); Sergeant (Half-Elf Bard (Valor), level 3); Specialist (Tiefling Warlock (Fiend), level 3) (this character); Scout (Wood Elf Ranger (Beast Master), level 3)\n\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics",
  "backstory": "Listed on the sample page as \"Specialist\" in The Mercenary Company \"Iron Eagles\".\nMember of The Mercenary Company \"Iron Eagles\" (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); 15 gp left.\nAC 12 = leather armor 12. Speed: Tiefling 30 ft.",
  "xp": "900",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+3",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+3",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+5",
  "a3d": "1d10+3 force",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Infernal",
  "slots2": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "moreFeatures": "Spells known: 4 (Warlock table).\nPact Magic: 2 slots of 2nd level, regained on a short rest.\nExpanded spells from the Fiend subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Scout (The Mercenary Company \"Iron Eagles\")": {
  "name": "Scout (The Mercenary Company \"Iron Eagles\")",
  "race": "Wood Elf",
  "classLevel": "Ranger (Beast Master) 3",
  "level": "3",
  "background": "Outlander",
  "str": "12",
  "dex": "17",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Mercenary Company \"Iron Eagles\": Wood Elf Ranger (Beast Master)",
  "orgName": "The Mercenary Company \"Iron Eagles\"",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Captain (Human Fighter (Battle Master), level 3); Lieutenant (Dwarf Cleric (War), level 3); Sergeant (Half-Elf Bard (Valor), level 3); Specialist (Tiefling Warlock (Fiend), level 3); Scout (Wood Elf Ranger (Beast Master), level 3) (this character)\n\nProfessional Military: Experienced soldiers for hire\nReputation System: Success builds fame and attracts better contracts\nMilitary Efficiency: Clear hierarchy and defined roles\nEconomic Focus: Balance profit with professional ethics",
  "backstory": "Listed on the sample page as \"Scout\" in The Mercenary Company \"Iron Eagles\".\nMember of The Mercenary Company \"Iron Eagles\" (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Wood Elf); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 14 = leather armor 14. Speed: Wood Elf 35 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "14",
  "speed": "35 ft",
  "a1n": "Longbow",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortsword",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons, Longsword, Shortsword, Shortbow, Longbow\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Fighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Guild Master (The Artisan Collective)": {
  "name": "Guild Master (The Artisan Collective)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Armorer) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "10",
  "con": "15",
  "int": "17",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Artisan Collective: Rock Gnome Artificer (Armorer)",
  "orgName": "The Artisan Collective",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3) (this character); Mastersmith (Mountain Dwarf Fighter (Champion), level 3); Enchanter (High Elf Wizard (Enchantment), level 3); Appraiser (Variant Human Rogue (Inquisitive), level 3); Negotiator (Half-Elf Bard (Glamour), level 3)\n\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship",
  "backstory": "Listed on the sample page as \"Guild Master\" in The Artisan Collective.\nMember of The Artisan Collective (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Rock Gnome 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+2",
  "a1d": "1d8 piercing",
  "a2n": "Mace",
  "a2b": "+3",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Gnomish, Elvish",
  "slots1": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp1_4": "Sanctuary",
  "sp1_4_p": true,
  "prepCount": "4",
  "moreFeatures": "Prepared spells: 4 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Mastersmith": {
  "name": "Mastersmith",
  "race": "Mountain Dwarf",
  "classLevel": "Fighter (Champion) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "17",
  "dex": "13",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Role in The Artisan Collective: Mountain Dwarf Fighter (Champion)",
  "orgName": "The Artisan Collective",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Mastersmith (Mountain Dwarf Fighter (Champion), level 3) (this character); Enchanter (High Elf Wizard (Enchantment), level 3); Appraiser (Variant Human Rogue (Inquisitive), level 3); Negotiator (Half-Elf Bard (Glamour), level 3)\n\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship",
  "backstory": "Member of The Artisan Collective (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Mountain Dwarf): +2 STR, +2 CON. PHB: +2 Constitution, +2 Strength.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Athletics (Fighter class choice); Perception (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Mountain Dwarf 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+5 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools, one artisan's tool\nLanguages: Common, Dwarvish, Elvish",
  "moreFeatures": "Fighting Style: Dueling"
 },
 "Enchanter": {
  "name": "Enchanter",
  "race": "High Elf",
  "classLevel": "Wizard (Enchantment) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Artisan Collective: High Elf Wizard (Enchantment)",
  "orgName": "The Artisan Collective",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Mastersmith (Mountain Dwarf Fighter (Champion), level 3); Enchanter (High Elf Wizard (Enchantment), level 3) (this character); Appraiser (Variant Human Rogue (Inquisitive), level 3); Negotiator (Half-Elf Bard (Glamour), level 3)\n\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship",
  "backstory": "Member of The Artisan Collective (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Perception (High Elf); Arcana (Wizard class choice); Investigation (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Spellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Appraiser (The Artisan Collective)": {
  "name": "Appraiser (The Artisan Collective)",
  "race": "Variant Human",
  "classLevel": "Rogue (Inquisitive) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "16",
  "con": "13",
  "int": "12",
  "wis": "15",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "21",
  "hpCur": "21",
  "hdTotal": "3d8",
  "hdCur": "3",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Artisan Collective: Variant Human Rogue (Inquisitive)",
  "orgName": "The Artisan Collective",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Mastersmith (Mountain Dwarf Fighter (Champion), level 3); Enchanter (High Elf Wizard (Enchantment), level 3); Appraiser (Variant Human Rogue (Inquisitive), level 3) (this character); Negotiator (Half-Elf Bard (Glamour), level 3)\n\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship",
  "backstory": "Listed on the sample page as \"Appraiser\" in The Artisan Collective.\nMember of The Artisan Collective (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Stealth (Rogue class choice); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Variant Human choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 14 = leather armor 14. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+5",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortbow",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "a3n": "Dagger",
  "a3b": "+5",
  "a3d": "1d4+3 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "initBonus": "5",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Thieves' Cant",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nExpertise: Stealth, Perception"
 },
 "Negotiator (The Artisan Collective)": {
  "name": "Negotiator (The Artisan Collective)",
  "race": "Half-Elf",
  "classLevel": "Bard (Glamour) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Artisan Collective: Half-Elf Bard (Glamour)",
  "orgName": "The Artisan Collective",
  "allies": "Party of 5, Level 3 (Tier 1 Quintets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Mastersmith (Mountain Dwarf Fighter (Champion), level 3); Enchanter (High Elf Wizard (Enchantment), level 3); Appraiser (Variant Human Rogue (Inquisitive), level 3); Negotiator (Half-Elf Bard (Glamour), level 3) (this character)\n\nCraft Focus: Create exceptional weapons, armor, and magical items\nEconomic Network: Trade relationships across multiple cities\nInnovation Drive: Develop new techniques and magical applications\nQuality Reputation: Known for superior craftsmanship",
  "backstory": "Listed on the sample page as \"Negotiator\" in The Artisan Collective.\nMember of The Artisan Collective (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Deception (Bard class choice); Performance (Bard class choice); Perception (Bard class choice); Stealth (Half-Elf choice); Athletics (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 13",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "moreFeatures": "Expertise: Persuasion, Deception\nSpells known: 6 (Bard table)."
 },
 "Chief Physician": {
  "name": "Chief Physician",
  "race": "Variant Human",
  "classLevel": "Cleric (Life) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "15",
  "int": "10",
  "wis": "18",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Frontier Medical Corps: Variant Human Cleric (Life)",
  "orgName": "The Frontier Medical Corps",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Chief Physician (Variant Human Cleric (Life), level 4) (this character); Field Surgeon (Half-Elf Bard (Lore), level 4); Herbalist (Wood Elf Druid (Land), level 4); Guard (Dragonborn Fighter (Cavalier), level 4); Counselor (Aasimar Cleric (Peace), level 4)\n\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development",
  "backstory": "Member of The Frontier Medical Corps (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 14",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp1_4": "Guiding Bolt",
  "sp1_4_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "8",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 8 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Field Surgeon": {
  "name": "Field Surgeon",
  "race": "Half-Elf",
  "classLevel": "Bard (Lore) 4",
  "level": "4",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Frontier Medical Corps: Half-Elf Bard (Lore)",
  "orgName": "The Frontier Medical Corps",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Chief Physician (Variant Human Cleric (Life), level 4); Field Surgeon (Half-Elf Bard (Lore), level 4) (this character); Herbalist (Wood Elf Druid (Land), level 4); Guard (Dragonborn Fighter (Cavalier), level 4); Counselor (Aasimar Cleric (Peace), level 4)\n\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development",
  "backstory": "Member of The Frontier Medical Corps (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice); Athletics (Lore Bard); Investigation (Lore Bard); History (Lore Bard). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "2700",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 14",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp2_4": "Lesser Restoration",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nExpertise: Persuasion, Deception\nSpells known: 7 (Bard table)."
 },
 "Herbalist": {
  "name": "Herbalist",
  "race": "Wood Elf",
  "classLevel": "Druid (Land) 4",
  "level": "4",
  "background": "Hermit",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "12",
  "wis": "18",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Frontier Medical Corps: Wood Elf Druid (Land)",
  "orgName": "The Frontier Medical Corps",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Chief Physician (Variant Human Cleric (Life), level 4); Field Surgeon (Half-Elf Bard (Lore), level 4); Herbalist (Wood Elf Druid (Land), level 4) (this character); Guard (Dragonborn Fighter (Cavalier), level 4); Counselor (Aasimar Cleric (Peace), level 4)\n\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development",
  "backstory": "Member of The Frontier Medical Corps (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Perception (Wood Elf); Nature (Druid class choice); Insight (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); 5 gp left.\nAC 15 = leather armor 13 + shield +2. Speed: Wood Elf 35 ft.",
  "xp": "2700",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_nature_p": true,
  "sk_insight_p": true,
  "ac": "15",
  "speed": "35 ft",
  "a1n": "Scimitar",
  "a1b": "+4",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+6",
  "a2d": "1d8 fire",
  "gp": "5",
  "equipment": "Armor: Leather Armor; Shield\nWeapons: Scimitar\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Longsword, Shortsword, Shortbow, Longbow\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp1_4": "Faerie Fire",
  "sp1_4_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp2_4": "Animal Messenger",
  "sp2_4_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 8 (druid level + Wisdom modifier).\nCircle spells from the Land subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Guard": {
  "name": "Guard",
  "race": "Dragonborn",
  "classLevel": "Fighter (Cavalier) 4",
  "level": "4",
  "background": "Soldier",
  "str": "19",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "36",
  "hpCur": "36",
  "hdTotal": "4d10",
  "hdCur": "4",
  "features": "Role in The Frontier Medical Corps: Dragonborn Fighter (Cavalier)",
  "orgName": "The Frontier Medical Corps",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Chief Physician (Variant Human Cleric (Life), level 4); Field Surgeon (Half-Elf Bard (Lore), level 4); Herbalist (Wood Elf Druid (Land), level 4); Guard (Dragonborn Fighter (Cavalier), level 4) (this character); Counselor (Aasimar Cleric (Peace), level 4)\n\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development",
  "backstory": "Member of The Frontier Medical Corps (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Cavalier Fighter).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Dragonborn 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+6",
  "a1d": "1d8+6 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR\nFighting Style: Dueling"
 },
 "Counselor": {
  "name": "Counselor",
  "race": "Aasimar",
  "classLevel": "Cleric (Peace) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Frontier Medical Corps: Aasimar Cleric (Peace)",
  "orgName": "The Frontier Medical Corps",
  "allies": "Party of 5, Level 4 (Tier 1 Quintets (Levels 1-4)).\nMembers: Chief Physician (Variant Human Cleric (Life), level 4); Field Surgeon (Half-Elf Bard (Lore), level 4); Herbalist (Wood Elf Druid (Land), level 4); Guard (Dragonborn Fighter (Cavalier), level 4); Counselor (Aasimar Cleric (Peace), level 4) (this character)\n\nHumanitarian Mission: Provide medical care to underserved frontier communities\nMedical Specialization: Each member handles different aspects of healthcare\nMobile Clinic: Travel to bring care where it's needed most\nLife-Saving Focus: Clear moral purpose drives character development",
  "backstory": "Member of The Frontier Medical Corps (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Quintets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Performance (Peace Cleric).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Aasimar 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_performance_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+1",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 7 (cleric level + Wisdom modifier).\nDomain spells from the Peace subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Grand Inquisitor": {
  "name": "Grand Inquisitor",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 8",
  "level": "8",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Royal Inquisition Special Division: Variant Human Cleric (Knowledge)",
  "orgName": "The Royal Inquisition Special Division",
  "allies": "Party of 5, Level 8 (Tier 2 Quintets (Levels 5-10)).\nMembers: Grand Inquisitor (Variant Human Cleric (Knowledge), level 8) (this character); Divine Champion (Aasimar Paladin (Devotion), level 8); Court Wizard (High Elf Wizard (Divination), level 8); Master Spy (Halfling Rogue (Mastermind), level 8); Truthseeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability",
  "backstory": "Member of The Royal Inquisition Special Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "34000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+2",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 16",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Freedom of Movement",
  "sp4_4_p": true,
  "prepCount": "13",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 13 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Divine Champion (The Royal Inquisition Special Division)": {
  "name": "Divine Champion (The Royal Inquisition Special Division)",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 8",
  "level": "8",
  "background": "Acolyte",
  "str": "19",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "60",
  "hpCur": "60",
  "hdTotal": "8d10",
  "hdCur": "8",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Royal Inquisition Special Division: Aasimar Paladin (Devotion)",
  "orgName": "The Royal Inquisition Special Division",
  "allies": "Party of 5, Level 8 (Tier 2 Quintets (Levels 5-10)).\nMembers: Grand Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Champion (Aasimar Paladin (Devotion), level 8) (this character); Court Wizard (High Elf Wizard (Divination), level 8); Master Spy (Halfling Rogue (Mastermind), level 8); Truthseeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability",
  "backstory": "Listed on the sample page as \"Divine Champion\" in The Royal Inquisition Special Division.\nMember of The Royal Inquisition Special Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 340 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Aasimar 30 ft.",
  "xp": "34000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+7",
  "a1d": "1d8+4 slashing",
  "a2n": "Javelin",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "100",
  "pp": "24",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp2_4": "Magic Weapon",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR\nFighting Style: Defense\nPrepared spells: 7 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Court Wizard (The Royal Inquisition Special Division)": {
  "name": "Court Wizard (The Royal Inquisition Special Division)",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 8",
  "level": "8",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "50",
  "hpCur": "50",
  "hdTotal": "8d6",
  "hdCur": "8",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Royal Inquisition Special Division: High Elf Wizard (Divination)",
  "orgName": "The Royal Inquisition Special Division",
  "allies": "Party of 5, Level 8 (Tier 2 Quintets (Levels 5-10)).\nMembers: Grand Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Champion (Aasimar Paladin (Devotion), level 8); Court Wizard (High Elf Wizard (Divination), level 8) (this character); Master Spy (Halfling Rogue (Mastermind), level 8); Truthseeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability",
  "backstory": "Listed on the sample page as \"Court Wizard\" in The Royal Inquisition Special Division.\nMember of The Royal Inquisition Special Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "34000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+2",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+8",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp3_5": "Dispel Magic",
  "sp3_5_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "prepCount": "13",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nSpellbook: 20 spells (6 at 1st level + 2 per level); prepared 13 (wizard level + Intelligence modifier), ticked."
 },
 "Master Spy (The Royal Inquisition Special Division)": {
  "name": "Master Spy (The Royal Inquisition Special Division)",
  "race": "Halfling",
  "classLevel": "Rogue (Mastermind) 8",
  "level": "8",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "12",
  "wis": "10",
  "cha": "14",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "features": "Role in The Royal Inquisition Special Division: Halfling Rogue (Mastermind)",
  "orgName": "The Royal Inquisition Special Division",
  "allies": "Party of 5, Level 8 (Tier 2 Quintets (Levels 5-10)).\nMembers: Grand Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Champion (Aasimar Paladin (Devotion), level 8); Court Wizard (High Elf Wizard (Divination), level 8); Master Spy (Halfling Rogue (Mastermind), level 8) (this character); Truthseeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability",
  "backstory": "Listed on the sample page as \"Master Spy\" in The Royal Inquisition Special Division.\nMember of The Royal Inquisition Special Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 17 = studded leather armor 17. Speed: Halfling 25 ft.",
  "xp": "34000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+8",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortbow",
  "a2b": "+8",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+8",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +4d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Truthseeker": {
  "name": "Truthseeker",
  "race": "Kalashtar",
  "classLevel": "Monk (Open Hand) 8",
  "level": "8",
  "background": "Hermit",
  "str": "12",
  "dex": "19",
  "con": "13",
  "int": "10",
  "wis": "16",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "51",
  "hpCur": "51",
  "hdTotal": "8d8",
  "hdCur": "8",
  "features": "Role in The Royal Inquisition Special Division: Kalashtar Monk (Open Hand)",
  "orgName": "The Royal Inquisition Special Division",
  "allies": "Party of 5, Level 8 (Tier 2 Quintets (Levels 5-10)).\nMembers: Grand Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Champion (Aasimar Paladin (Devotion), level 8); Court Wizard (High Elf Wizard (Divination), level 8); Master Spy (Halfling Rogue (Mastermind), level 8); Truthseeker (Kalashtar Monk (Open Hand), level 8) (this character)\n\nRoyal Authority: Direct mandate from crown to root out corruption\nInvestigation Network: Extensive contacts and information sources\nMoral Complexity: Balance justice with political necessities\nHigh Stakes: Decisions affect kingdom's stability",
  "backstory": "Member of The Royal Inquisition Special Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 530 gp left.\nAC 17 = unarmored 17. Speed: Kalashtar 30 ft, Unarmored Movement +15 ft.",
  "xp": "34000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "17",
  "speed": "45 ft",
  "a1n": "Shortsword",
  "a1b": "+7",
  "a1d": "1d6+4 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+7",
  "a2d": "1d6+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+7",
  "a3d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Prime Elementalist (The Elemental Conclave)": {
  "name": "Prime Elementalist (The Elemental Conclave)",
  "race": "Variant Human",
  "classLevel": "Sorcerer (Storm) 9",
  "level": "9",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "56",
  "hpCur": "56",
  "hdTotal": "9d6",
  "hdCur": "9",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Elemental Conclave: Variant Human Sorcerer (Storm)",
  "orgName": "The Elemental Conclave",
  "allies": "Party of 5, Level 9 (Tier 2 Quintets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 9) (this character); Earth Warden (Earth Genasi Monk (Four Elements), level 9); Fire Keeper (Fire Genasi Sorcerer (Draconic), level 9); Water Speaker (Water Genasi Druid (Coast), level 9); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 9)\n\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes",
  "backstory": "Listed on the sample page as \"Prime Elementalist\" in The Elemental Conclave.\nMember of The Elemental Conclave (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice); Deception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 11 = unarmored 11. Speed: Variant Human 30 ft.",
  "xp": "48000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "sk_deception_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA\nSpells known: 10 (Sorcerer table)."
 },
 "Earth Warden": {
  "name": "Earth Warden",
  "race": "Earth Genasi",
  "classLevel": "Monk (Four Elements) 9",
  "level": "9",
  "background": "Hermit",
  "str": "13",
  "dex": "19",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "9d8",
  "hdCur": "9",
  "features": "Role in The Elemental Conclave: Earth Genasi Monk (Four Elements)",
  "orgName": "The Elemental Conclave",
  "allies": "Party of 5, Level 9 (Tier 2 Quintets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 9); Earth Warden (Earth Genasi Monk (Four Elements), level 9) (this character); Fire Keeper (Fire Genasi Sorcerer (Draconic), level 9); Water Speaker (Water Genasi Druid (Coast), level 9); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 9)\n\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes",
  "backstory": "Member of The Elemental Conclave (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 530 gp left.\nAC 16 = unarmored 16. Speed: Earth Genasi 30 ft, Unarmored Movement +15 ft.",
  "xp": "48000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "16",
  "speed": "45 ft",
  "a1n": "Shortsword",
  "a1b": "+8",
  "a1d": "1d6+4 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+8",
  "a2d": "1d6+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+8",
  "a3d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Primordial, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Fire Keeper": {
  "name": "Fire Keeper",
  "race": "Fire Genasi",
  "classLevel": "Sorcerer (Draconic) 9",
  "level": "9",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "11",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "74",
  "hpCur": "74",
  "hdTotal": "9d6",
  "hdCur": "9",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Elemental Conclave: Fire Genasi Sorcerer (Draconic)",
  "orgName": "The Elemental Conclave",
  "allies": "Party of 5, Level 9 (Tier 2 Quintets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 9); Earth Warden (Earth Genasi Monk (Four Elements), level 9); Fire Keeper (Fire Genasi Sorcerer (Draconic), level 9) (this character); Water Speaker (Water Genasi Druid (Coast), level 9); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 9)\n\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes",
  "backstory": "Member of The Elemental Conclave (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Fire Genasi): +2 CON, +1 INT. Elemental Evil: +2 Constitution, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 14 = unarmored 14. Speed: Fire Genasi 30 ft.",
  "xp": "48000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+8",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA\nSpells known: 10 (Sorcerer table)."
 },
 "Water Speaker": {
  "name": "Water Speaker",
  "race": "Water Genasi",
  "classLevel": "Druid (Coast) 9",
  "level": "9",
  "background": "Hermit",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "12",
  "wis": "20",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "75",
  "hpCur": "75",
  "hdTotal": "9d8",
  "hdCur": "9",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Elemental Conclave: Water Genasi Druid (Coast)",
  "orgName": "The Elemental Conclave",
  "allies": "Party of 5, Level 9 (Tier 2 Quintets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 9); Earth Warden (Earth Genasi Monk (Four Elements), level 9); Fire Keeper (Fire Genasi Sorcerer (Draconic), level 9); Water Speaker (Water Genasi Druid (Coast), level 9) (this character); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 9)\n\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes",
  "backstory": "Member of The Elemental Conclave (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Water Genasi): +2 CON, +1 WIS. Elemental Evil: +2 Constitution, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Nature (Druid class choice); Perception (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 485 gp left.\nAC 15 = studded leather armor 13 + shield +2. Speed: Water Genasi 30 ft.",
  "xp": "48000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "ac": "15",
  "speed": "30 ft, swim 30 ft",
  "a1n": "Scimitar",
  "a1b": "+5",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+9",
  "a2d": "2d8 fire",
  "gp": "105",
  "pp": "38",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit\nLanguages: Common, Primordial, Elvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp4_3": "Ice Storm",
  "sp4_3_p": true,
  "sp5_1": "Mass Cure Wounds",
  "sp5_1_p": true,
  "sp5_2": "Wall of Stone",
  "sp5_2_p": true,
  "sp5_3": "Greater Restoration",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 14 (druid level + Wisdom modifier).\nCircle spells from the Coast subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Wind Dancer (The Elemental Conclave)": {
  "name": "Wind Dancer (The Elemental Conclave)",
  "race": "Air Genasi",
  "classLevel": "Ranger (Horizon Walker) 9",
  "level": "9",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "76",
  "hpCur": "76",
  "hdTotal": "9d10",
  "hdCur": "9",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Elemental Conclave: Air Genasi Ranger (Horizon Walker)",
  "orgName": "The Elemental Conclave",
  "allies": "Party of 5, Level 9 (Tier 2 Quintets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 9); Earth Warden (Earth Genasi Monk (Four Elements), level 9); Fire Keeper (Fire Genasi Sorcerer (Draconic), level 9); Water Speaker (Water Genasi Druid (Coast), level 9); Wind Dancer (Air Genasi Ranger (Horizon Walker), level 9) (this character)\n\nElemental Mastery: Unprecedented control over primal forces\nEnvironmental Authority: Shape weather and terrain on regional scales\nPlanar Diplomacy: Negotiate with elemental plane powers\nBalance Maintenance: Prevent elemental catastrophes",
  "backstory": "Listed on the sample page as \"Wind Dancer\" in The Elemental Conclave.\nMember of The Elemental Conclave (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Air Genasi): +1 DEX, +2 CON. Elemental Evil: +2 Constitution, +1 Dexterity.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 17 = studded leather armor 17. Speed: Air Genasi 30 ft.",
  "xp": "48000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortsword",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Primordial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX\nFighting Style: Archery\nSpells known: 6 (Ranger table)."
 },
 "Chief Researcher": {
  "name": "Chief Researcher",
  "race": "Variant Human",
  "classLevel": "Ranger (Monster Slayer) 7",
  "level": "7",
  "background": "Sailor",
  "str": "12",
  "dex": "18",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "53",
  "hpCur": "53",
  "hdTotal": "7d10",
  "hdCur": "7",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Monster Research Institute: Variant Human Ranger (Monster Slayer)",
  "orgName": "The Monster Research Institute",
  "allies": "Party of 5, Level 7 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Researcher (Variant Human Ranger (Monster Slayer), level 7) (this character); Field Biologist (Wood Elf Druid (Circle of the Shepherd), level 7); Combat Specialist (Dragonborn Fighter (Champion), level 7); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 7); Medical Officer (Halfling Cleric (Life), level 7)\n\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding",
  "backstory": "Member of The Monster Research Institute (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Stealth (Ranger class choice); Survival (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 16. Speed: Variant Human 30 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_survival_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp2_3": "Animal Messenger",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 5 (Ranger table)."
 },
 "Field Biologist": {
  "name": "Field Biologist",
  "race": "Wood Elf",
  "classLevel": "Druid (Circle of the Shepherd) 7",
  "level": "7",
  "background": "Sailor",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "12",
  "wis": "18",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Monster Research Institute: Wood Elf Druid (Circle of the Shepherd)",
  "orgName": "The Monster Research Institute",
  "allies": "Party of 5, Level 7 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Researcher (Variant Human Ranger (Monster Slayer), level 7); Field Biologist (Wood Elf Druid (Circle of the Shepherd), level 7) (this character); Combat Specialist (Dragonborn Fighter (Champion), level 7); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 7); Medical Officer (Halfling Cleric (Life), level 7)\n\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding",
  "backstory": "Member of The Monster Research Institute (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Nature (Druid class choice); Medicine (Druid class choice); Insight (replacement for a duplicate).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 14 + shield +2. Speed: Wood Elf 35 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_nature_p": true,
  "sk_medicine_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "35 ft",
  "a1n": "Scimitar",
  "a1b": "+5",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+7",
  "a2d": "2d8 fire",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Longsword, Shortsword, Shortbow, Longbow\nTools: Herbalism Kit, Navigator's Tools, water vehicles\nLanguages: Common, Elvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp4_3": "Ice Storm",
  "sp4_3_p": true,
  "prepCount": "11",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 11 (druid level + Wisdom modifier).\nCircle spells from the Circle of the Shepherd subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Combat Specialist (The Monster Research Institute)": {
  "name": "Combat Specialist (The Monster Research Institute)",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 7",
  "level": "7",
  "background": "Sailor",
  "str": "20",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "60",
  "hpCur": "60",
  "hdTotal": "7d10",
  "hdCur": "7",
  "features": "Role in The Monster Research Institute: Dragonborn Fighter (Champion)",
  "orgName": "The Monster Research Institute",
  "allies": "Party of 5, Level 7 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Researcher (Variant Human Ranger (Monster Slayer), level 7); Field Biologist (Wood Elf Druid (Circle of the Shepherd), level 7); Combat Specialist (Dragonborn Fighter (Champion), level 7) (this character); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 7); Medical Officer (Halfling Cleric (Life), level 7)\n\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding",
  "backstory": "Listed on the sample page as \"Combat Specialist\" in The Monster Research Institute.\nMember of The Monster Research Institute (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Intimidation (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Dragonborn 30 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_survival_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+8",
  "a1d": "1d8+7 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON\nFighting Style: Dueling"
 },
 "Behavioral Analyst (The Monster Research Institute)": {
  "name": "Behavioral Analyst (The Monster Research Institute)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Alchemist) 7",
  "level": "7",
  "background": "Sailor",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "19",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Monster Research Institute: Rock Gnome Artificer (Alchemist)",
  "orgName": "The Monster Research Institute",
  "allies": "Party of 5, Level 7 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Researcher (Variant Human Ranger (Monster Slayer), level 7); Field Biologist (Wood Elf Druid (Circle of the Shepherd), level 7); Combat Specialist (Dragonborn Fighter (Champion), level 7); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 7) (this character); Medical Officer (Halfling Cleric (Life), level 7)\n\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding",
  "backstory": "Listed on the sample page as \"Behavioral Analyst\" in The Monster Research Institute.\nMember of The Monster Research Institute (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Rock Gnome 25 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+2",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, Navigator's Tools, water vehicles\nLanguages: Common, Gnomish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Invisibility",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nPrepared spells: 7 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Alchemist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Medical Officer (The Monster Research Institute)": {
  "name": "Medical Officer (The Monster Research Institute)",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 7",
  "level": "7",
  "background": "Sailor",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Monster Research Institute: Halfling Cleric (Life)",
  "orgName": "The Monster Research Institute",
  "allies": "Party of 5, Level 7 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Researcher (Variant Human Ranger (Monster Slayer), level 7); Field Biologist (Wood Elf Druid (Circle of the Shepherd), level 7); Combat Specialist (Dragonborn Fighter (Champion), level 7); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 7); Medical Officer (Halfling Cleric (Life), level 7) (this character)\n\nScientific Approach: Study monsters to understand their nature and weaknesses\nKnowledge Advancement: Publish research to help future hunters\nEthical Framework: Balance research with conservation and public safety\nInstitutional Support: Backed by universities and government funding",
  "backstory": "Listed on the sample page as \"Medical Officer\" in The Monster Research Institute.\nMember of The Monster Research Institute (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Insight (Cleric class choice); Medicine (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 14",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Halfling",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "prepCount": "10",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 10 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Chief Ambassador (The International Diplomatic Mission)": {
  "name": "Chief Ambassador (The International Diplomatic Mission)",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 6",
  "level": "6",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The International Diplomatic Mission: Half-Elf Bard (Eloquence)",
  "orgName": "The International Diplomatic Mission",
  "allies": "Party of 5, Level 6 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6) (this character); Cultural Liaison (Variant Human Cleric (Knowledge), level 6); Security Chief (Dragonborn Paladin (Devotion), level 6); Intelligence Officer (Halfling Rogue (Inquisitive), level 6); Trade Representative (Rock Gnome Artificer (Artillerist), level 6)\n\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships",
  "backstory": "Listed on the sample page as \"Chief Ambassador\" in The International Diplomatic Mission.\nMember of The International Diplomatic Mission (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 14 = studded leather armor 14. Speed: Half-Elf 30 ft.",
  "xp": "14000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+5",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 15",
  "a3d": "2d4 psychic (WIS save)",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nPotions: Potion of Healing ×2\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp3_3": "Fear",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nExpertise: Persuasion, Deception\nSpells known: 9 (Bard table)."
 },
 "Cultural Liaison (The International Diplomatic Mission)": {
  "name": "Cultural Liaison (The International Diplomatic Mission)",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 6",
  "level": "6",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "18",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The International Diplomatic Mission: Variant Human Cleric (Knowledge)",
  "orgName": "The International Diplomatic Mission",
  "allies": "Party of 5, Level 6 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6); Cultural Liaison (Variant Human Cleric (Knowledge), level 6) (this character); Security Chief (Dragonborn Paladin (Devotion), level 6); Intelligence Officer (Halfling Rogue (Inquisitive), level 6); Trade Representative (Rock Gnome Artificer (Artillerist), level 6)\n\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships",
  "backstory": "Listed on the sample page as \"Cultural Liaison\" in The International Diplomatic Mission.\nMember of The International Diplomatic Mission (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "14000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+2",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 15",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp3_4": "Dispel Magic",
  "sp3_4_p": true,
  "prepCount": "10",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 10 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Security Chief (The International Diplomatic Mission)": {
  "name": "Security Chief (The International Diplomatic Mission)",
  "race": "Dragonborn",
  "classLevel": "Paladin (Devotion) 6",
  "level": "6",
  "background": "Noble",
  "str": "19",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "46",
  "hpCur": "46",
  "hdTotal": "6d10",
  "hdCur": "6",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The International Diplomatic Mission: Dragonborn Paladin (Devotion)",
  "orgName": "The International Diplomatic Mission",
  "allies": "Party of 5, Level 6 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6); Cultural Liaison (Variant Human Cleric (Knowledge), level 6); Security Chief (Dragonborn Paladin (Devotion), level 6) (this character); Intelligence Officer (Halfling Rogue (Inquisitive), level 6); Trade Representative (Rock Gnome Artificer (Artillerist), level 6)\n\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships",
  "backstory": "Listed on the sample page as \"Security Chief\" in The International Diplomatic Mission.\nMember of The International Diplomatic Mission (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 350 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Dragonborn 30 ft.",
  "xp": "14000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+7",
  "a1d": "1d8+4 slashing",
  "a2n": "Javelin",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "100",
  "pp": "25",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Draconic, Elvish",
  "slots1": "4",
  "slots2": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "prepCount": "5",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR\nFighting Style: Defense\nPrepared spells: 5 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Intelligence Officer (The International Diplomatic Mission)": {
  "name": "Intelligence Officer (The International Diplomatic Mission)",
  "race": "Halfling",
  "classLevel": "Rogue (Inquisitive) 6",
  "level": "6",
  "background": "Criminal",
  "str": "8",
  "dex": "19",
  "con": "13",
  "int": "12",
  "wis": "14",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "39",
  "hpCur": "39",
  "hdTotal": "6d8",
  "hdCur": "6",
  "features": "Role in The International Diplomatic Mission: Halfling Rogue (Inquisitive)",
  "orgName": "The International Diplomatic Mission",
  "allies": "Party of 5, Level 6 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6); Cultural Liaison (Variant Human Cleric (Knowledge), level 6); Security Chief (Dragonborn Paladin (Devotion), level 6); Intelligence Officer (Halfling Rogue (Inquisitive), level 6) (this character); Trade Representative (Rock Gnome Artificer (Artillerist), level 6)\n\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships",
  "backstory": "Listed on the sample page as \"Intelligence Officer\" in The International Diplomatic Mission.\nMember of The International Diplomatic Mission (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 16 = studded leather armor 16. Speed: Halfling 25 ft.",
  "xp": "14000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "16",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+7",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortbow",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "a3n": "Dagger",
  "a3b": "+7",
  "a3d": "1d4+4 piercing",
  "attackNotes": "Sneak Attack +3d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Trade Representative": {
  "name": "Trade Representative",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Artillerist) 6",
  "level": "6",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "19",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The International Diplomatic Mission: Rock Gnome Artificer (Artillerist)",
  "orgName": "The International Diplomatic Mission",
  "allies": "Party of 5, Level 6 (Tier 2 Quintets (Levels 5-10)).\nMembers: Chief Ambassador (Half-Elf Bard (Eloquence), level 6); Cultural Liaison (Variant Human Cleric (Knowledge), level 6); Security Chief (Dragonborn Paladin (Devotion), level 6); Intelligence Officer (Halfling Rogue (Inquisitive), level 6); Trade Representative (Rock Gnome Artificer (Artillerist), level 6) (this character)\n\nDiplomatic Immunity: High-level access to foreign governments\nCultural Bridge: Facilitate understanding between different nations\nPeace Mission: Prevent conflicts through skilled negotiation\nEconomic Integration: Develop beneficial trade relationships",
  "backstory": "Member of The International Diplomatic Mission (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Rock Gnome 25 ft.",
  "xp": "14000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+2",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Gnomish, Elvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Invisibility",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nPrepared spells: 7 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Artillerist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Expedition Leader (The Planar Expedition Force)": {
  "name": "Expedition Leader (The Planar Expedition Force)",
  "race": "Githyanki",
  "classLevel": "Fighter (Eldritch Knight) 10",
  "level": "10",
  "background": "Soldier",
  "str": "20",
  "dex": "12",
  "con": "17",
  "int": "14",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "10d10",
  "hdCur": "10",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Planar Expedition Force: Githyanki Fighter (Eldritch Knight)",
  "orgName": "The Planar Expedition Force",
  "allies": "Party of 5, Level 10 (Tier 2 Quintets (Levels 5-10)).\nMembers: Expedition Leader (Githyanki Fighter (Eldritch Knight), level 10) (this character); Planar Guide (Tiefling Warlock (Great Old One), level 10); Reality Anchor (Variant Human Cleric (Order), level 10); Dimensional Scout (Half-Elf Ranger (Horizon Walker), level 10); Void Walker (Shadar-kai Monk (Shadow), level 10)\n\nPlanar Expertise: Navigate dangerous alternate dimensions\nReality Stability: Prevent dimensional catastrophes\nExtraplanar Politics: Negotiate with otherworldly entities\nCosmic Scope: Adventures affect multiple planes of existence",
  "backstory": "Listed on the sample page as \"Expedition Leader\" in The Planar Expedition Force.\nMember of The Planar Expedition Force (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Githyanki 30 ft.",
  "xp": "64000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+9",
  "a1d": "1d8+7 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "2d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Shortsword, Longsword, Greatsword\nTools: one gaming set, land vehicles\nLanguages: Common, Gith, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp2_4": "Continual Flame",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON\nFighting Style: Dueling\nSpells known: 7 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Planar Guide": {
  "name": "Planar Guide",
  "race": "Tiefling",
  "classLevel": "Warlock (Great Old One) 10",
  "level": "10",
  "background": "Charlatan",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "73",
  "hpCur": "73",
  "hdTotal": "10d8",
  "hdCur": "10",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Planar Expedition Force: Tiefling Warlock (Great Old One)",
  "orgName": "The Planar Expedition Force",
  "allies": "Party of 5, Level 10 (Tier 2 Quintets (Levels 5-10)).\nMembers: Expedition Leader (Githyanki Fighter (Eldritch Knight), level 10); Planar Guide (Tiefling Warlock (Great Old One), level 10) (this character); Reality Anchor (Variant Human Cleric (Order), level 10); Dimensional Scout (Half-Elf Ranger (Horizon Walker), level 10); Void Walker (Shadar-kai Monk (Shadow), level 10)\n\nPlanar Expertise: Navigate dangerous alternate dimensions\nReality Stability: Prevent dimensional catastrophes\nExtraplanar Politics: Negotiate with otherworldly entities\nCosmic Scope: Adventures affect multiple planes of existence",
  "backstory": "Member of The Planar Expedition Force (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 13 = studded leather armor 13. Speed: Tiefling 30 ft.",
  "xp": "64000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+9",
  "a3d": "1d10+5 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Infernal",
  "slots5": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 10 (Warlock table).\nPact Magic: 2 slots of 5th level, regained on a short rest.\nExpanded spells from the Great Old One subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Reality Anchor (The Planar Expedition Force)": {
  "name": "Reality Anchor (The Planar Expedition Force)",
  "race": "Variant Human",
  "classLevel": "Cleric (Order) 10",
  "level": "10",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "73",
  "hpCur": "73",
  "hdTotal": "10d8",
  "hdCur": "10",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Planar Expedition Force: Variant Human Cleric (Order)",
  "orgName": "The Planar Expedition Force",
  "allies": "Party of 5, Level 10 (Tier 2 Quintets (Levels 5-10)).\nMembers: Expedition Leader (Githyanki Fighter (Eldritch Knight), level 10); Planar Guide (Tiefling Warlock (Great Old One), level 10); Reality Anchor (Variant Human Cleric (Order), level 10) (this character); Dimensional Scout (Half-Elf Ranger (Horizon Walker), level 10); Void Walker (Shadar-kai Monk (Shadow), level 10)\n\nPlanar Expertise: Navigate dangerous alternate dimensions\nReality Stability: Prevent dimensional catastrophes\nExtraplanar Politics: Negotiate with otherworldly entities\nCosmic Scope: Adventures affect multiple planes of existence",
  "backstory": "Listed on the sample page as \"Reality Anchor\" in The Planar Expedition Force.\nMember of The Planar Expedition Force (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Intimidation (Order Cleric).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "64000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_intimidation_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "prepCount": "15",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 15 (cleric level + Wisdom modifier).\nDomain spells from the Order subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Dimensional Scout (The Planar Expedition Force)": {
  "name": "Dimensional Scout (The Planar Expedition Force)",
  "race": "Half-Elf",
  "classLevel": "Ranger (Horizon Walker) 10",
  "level": "10",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "10",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "74",
  "hpCur": "74",
  "hdTotal": "10d10",
  "hdCur": "10",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Planar Expedition Force: Half-Elf Ranger (Horizon Walker)",
  "orgName": "The Planar Expedition Force",
  "allies": "Party of 5, Level 10 (Tier 2 Quintets (Levels 5-10)).\nMembers: Expedition Leader (Githyanki Fighter (Eldritch Knight), level 10); Planar Guide (Tiefling Warlock (Great Old One), level 10); Reality Anchor (Variant Human Cleric (Order), level 10); Dimensional Scout (Half-Elf Ranger (Horizon Walker), level 10) (this character); Void Walker (Shadar-kai Monk (Shadow), level 10)\n\nPlanar Expertise: Navigate dangerous alternate dimensions\nReality Stability: Prevent dimensional catastrophes\nExtraplanar Politics: Negotiate with otherworldly entities\nCosmic Scope: Adventures affect multiple planes of existence",
  "backstory": "Listed on the sample page as \"Dimensional Scout\" in The Planar Expedition Force.\nMember of The Planar Expedition Force (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 WIS, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Half-Elf choice); Insight (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 17 = studded leather armor 17. Speed: Half-Elf 30 ft.",
  "xp": "64000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortsword",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX\nFighting Style: Archery\nSpells known: 6 (Ranger table)."
 },
 "Void Walker (The Planar Expedition Force)": {
  "name": "Void Walker (The Planar Expedition Force)",
  "race": "Shadar-kai",
  "classLevel": "Monk (Shadow) 10",
  "level": "10",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "73",
  "hpCur": "73",
  "hdTotal": "10d8",
  "hdCur": "10",
  "features": "Role in The Planar Expedition Force: Shadar-kai Monk (Shadow)",
  "orgName": "The Planar Expedition Force",
  "allies": "Party of 5, Level 10 (Tier 2 Quintets (Levels 5-10)).\nMembers: Expedition Leader (Githyanki Fighter (Eldritch Knight), level 10); Planar Guide (Tiefling Warlock (Great Old One), level 10); Reality Anchor (Variant Human Cleric (Order), level 10); Dimensional Scout (Half-Elf Ranger (Horizon Walker), level 10); Void Walker (Shadar-kai Monk (Shadow), level 10) (this character)\n\nPlanar Expertise: Navigate dangerous alternate dimensions\nReality Stability: Prevent dimensional catastrophes\nExtraplanar Politics: Negotiate with otherworldly entities\nCosmic Scope: Adventures affect multiple planes of existence",
  "backstory": "Listed on the sample page as \"Void Walker\" in The Planar Expedition Force.\nMember of The Planar Expedition Force (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Quintets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Perception (Shadar-kai); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 530 gp left.\nAC 17 = unarmored 17. Speed: Shadar-kai 30 ft, Unarmored Movement +20 ft.",
  "xp": "64000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "17",
  "speed": "50 ft",
  "a1n": "Shortsword",
  "a1b": "+9",
  "a1d": "1d6+5 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+9",
  "a2d": "1d6+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+9",
  "a3d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS"
 },
 "Prime Consciousness": {
  "name": "Prime Consciousness",
  "race": "Kalashtar",
  "classLevel": "Wizard (Enchantment) 14",
  "level": "14",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "86",
  "hpCur": "86",
  "hdTotal": "14d6",
  "hdCur": "14",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Cosmic Council of Five: Kalashtar Wizard (Enchantment)",
  "orgName": "The Cosmic Council of Five",
  "allies": "Party of 5, Level 14 (Tier 3 Quintets (Levels 11-16)).\nMembers: Prime Consciousness (Kalashtar Wizard (Enchantment), level 14) (this character); Matter Architect (Earth Genasi Monk (Astral Self), level 14); Energy Weaver (Fire Genasi Sorcerer (Draconic), level 14); Time Guardian (Variant Human Cleric (Knowledge), level 14); Space Walker (Githyanki Fighter (Eldritch Knight), level 14)\n\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws",
  "backstory": "Member of The Cosmic Council of Five (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "140000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON\nSpellbook: 32 spells (6 at 1st level + 2 per level); prepared 19 (wizard level + Intelligence modifier), ticked."
 },
 "Matter Architect": {
  "name": "Matter Architect",
  "race": "Earth Genasi",
  "classLevel": "Monk (Astral Self) 14",
  "level": "14",
  "background": "Hermit",
  "str": "13",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "101",
  "hpCur": "101",
  "hdTotal": "14d8",
  "hdCur": "14",
  "features": "Role in The Cosmic Council of Five: Earth Genasi Monk (Astral Self)",
  "orgName": "The Cosmic Council of Five",
  "allies": "Party of 5, Level 14 (Tier 3 Quintets (Levels 11-16)).\nMembers: Prime Consciousness (Kalashtar Wizard (Enchantment), level 14); Matter Architect (Earth Genasi Monk (Astral Self), level 14) (this character); Energy Weaver (Fire Genasi Sorcerer (Draconic), level 14); Time Guardian (Variant Human Cleric (Knowledge), level 14); Space Walker (Githyanki Fighter (Eldritch Knight), level 14)\n\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws",
  "backstory": "Member of The Cosmic Council of Five (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 18 = unarmored 17 + cloak of protection +1. Speed: Earth Genasi 30 ft, Unarmored Movement +25 ft.",
  "xp": "140000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "18",
  "speed": "55 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+10",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+10",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Primordial, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS"
 },
 "Energy Weaver": {
  "name": "Energy Weaver",
  "race": "Fire Genasi",
  "classLevel": "Sorcerer (Draconic) 14",
  "level": "14",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "114",
  "hpCur": "114",
  "hdTotal": "14d6",
  "hdCur": "14",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Cosmic Council of Five: Fire Genasi Sorcerer (Draconic)",
  "orgName": "The Cosmic Council of Five",
  "allies": "Party of 5, Level 14 (Tier 3 Quintets (Levels 11-16)).\nMembers: Prime Consciousness (Kalashtar Wizard (Enchantment), level 14); Matter Architect (Earth Genasi Monk (Astral Self), level 14); Energy Weaver (Fire Genasi Sorcerer (Draconic), level 14) (this character); Time Guardian (Variant Human Cleric (Knowledge), level 14); Space Walker (Githyanki Fighter (Eldritch Knight), level 14)\n\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws",
  "backstory": "Member of The Cosmic Council of Five (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Fire Genasi): +2 CON, +1 INT. Elemental Evil: +2 Constitution, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 15 = unarmored 14 + cloak of protection +1. Speed: Fire Genasi 30 ft.",
  "xp": "140000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+10",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 13 (Sorcerer table)."
 },
 "Time Guardian (The Cosmic Council of Five)": {
  "name": "Time Guardian (The Cosmic Council of Five)",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 14",
  "level": "14",
  "background": "Soldier",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "115",
  "hpCur": "115",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Cosmic Council of Five: Variant Human Cleric (Knowledge)",
  "orgName": "The Cosmic Council of Five",
  "allies": "Party of 5, Level 14 (Tier 3 Quintets (Levels 11-16)).\nMembers: Prime Consciousness (Kalashtar Wizard (Enchantment), level 14); Matter Architect (Earth Genasi Monk (Astral Self), level 14); Energy Weaver (Fire Genasi Sorcerer (Draconic), level 14); Time Guardian (Variant Human Cleric (Knowledge), level 14) (this character); Space Walker (Githyanki Fighter (Eldritch Knight), level 14)\n\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws",
  "backstory": "Listed on the sample page as \"Time Guardian\" in The Cosmic Council of Five.\nMember of The Cosmic Council of Five (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Insight (Cleric class choice); Medicine (Cleric class choice); Religion (Variant Human choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,310 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "140000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "19",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 19 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Space Walker": {
  "name": "Space Walker",
  "race": "Githyanki",
  "classLevel": "Fighter (Eldritch Knight) 14",
  "level": "14",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "20",
  "int": "14",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "158",
  "hpCur": "158",
  "hdTotal": "14d10",
  "hdCur": "14",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Cosmic Council of Five: Githyanki Fighter (Eldritch Knight)",
  "orgName": "The Cosmic Council of Five",
  "allies": "Party of 5, Level 14 (Tier 3 Quintets (Levels 11-16)).\nMembers: Prime Consciousness (Kalashtar Wizard (Enchantment), level 14); Matter Architect (Earth Genasi Monk (Astral Self), level 14); Energy Weaver (Fire Genasi Sorcerer (Draconic), level 14); Time Guardian (Variant Human Cleric (Knowledge), level 14); Space Walker (Githyanki Fighter (Eldritch Knight), level 14) (this character)\n\nUniversal Authority: Govern fundamental forces of existence\nCosmic Responsibility: Maintain balance across all realities\nDivine Mandate: Answer to universal principles rather than gods\nReality Shaping: Combined power can alter natural laws",
  "backstory": "Member of The Cosmic Council of Five (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 21 = plate armor 18 + shield +2 + cloak of protection +1. Speed: Githyanki 30 ft.",
  "xp": "140000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Shortsword, Longsword, Greatsword\nTools: one gaming set, land vehicles\nLanguages: Common, Gith, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Dispel Magic",
  "sp3_4": "Glyph of Warding",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX\nFighting Style: Dueling\nSpells known: 10 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Material Plane Voice": {
  "name": "Material Plane Voice",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 13",
  "level": "13",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "95",
  "hpCur": "95",
  "hdTotal": "13d10",
  "hdCur": "13",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Planar Sovereignty: Variant Human Paladin (Devotion)",
  "orgName": "The Planar Sovereignty",
  "allies": "Party of 5, Level 13 (Tier 3 Quintets (Levels 11-16)).\nMembers: Material Plane Voice (Variant Human Paladin (Devotion), level 13) (this character); Positive Energy Speaker (Aasimar Cleric (Life), level 13); Negative Energy Warden (Shadar-kai Warlock (Undead), level 13); Elemental Mediator (Genasi Sorcerer (Storm), level 13); Shadow Plane Ambassador (Shadar-kai Rogue (Phantom), level 13)\n\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction",
  "backstory": "Member of The Planar Sovereignty (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +2 CHA. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "120000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +2 CHA\nFighting Style: Defense\nPrepared spells: 9 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Positive Energy Speaker": {
  "name": "Positive Energy Speaker",
  "race": "Aasimar",
  "classLevel": "Cleric (Life) 13",
  "level": "13",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "13d8",
  "hdCur": "13",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Planar Sovereignty: Aasimar Cleric (Life)",
  "orgName": "The Planar Sovereignty",
  "allies": "Party of 5, Level 13 (Tier 3 Quintets (Levels 11-16)).\nMembers: Material Plane Voice (Variant Human Paladin (Devotion), level 13); Positive Energy Speaker (Aasimar Cleric (Life), level 13) (this character); Negative Energy Warden (Shadar-kai Warlock (Undead), level 13); Elemental Mediator (Genasi Sorcerer (Storm), level 13); Shadow Plane Ambassador (Shadar-kai Rogue (Phantom), level 13)\n\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction",
  "backstory": "Member of The Planar Sovereignty (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 19 = chain mail 16 + shield +2 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "120000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+6",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "18",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON\nPrepared spells: 18 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Negative Energy Warden": {
  "name": "Negative Energy Warden",
  "race": "Shadar-kai",
  "classLevel": "Warlock (Undead) 13",
  "level": "13",
  "background": "Charlatan",
  "str": "8",
  "dex": "15",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "107",
  "hpCur": "107",
  "hdTotal": "13d8",
  "hdCur": "13",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Planar Sovereignty: Shadar-kai Warlock (Undead)",
  "orgName": "The Planar Sovereignty",
  "allies": "Party of 5, Level 13 (Tier 3 Quintets (Levels 11-16)).\nMembers: Material Plane Voice (Variant Human Paladin (Devotion), level 13); Positive Energy Speaker (Aasimar Cleric (Life), level 13); Negative Energy Warden (Shadar-kai Warlock (Undead), level 13) (this character); Elemental Mediator (Genasi Sorcerer (Storm), level 13); Shadow Plane Ambassador (Shadar-kai Rogue (Phantom), level 13)\n\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction",
  "backstory": "Member of The Planar Sovereignty (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Perception (Shadar-kai); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 15 = studded leather armor 14 + cloak of protection +1. Speed: Shadar-kai 30 ft.",
  "xp": "120000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+7",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+10",
  "a3d": "1d10+5 force ×3 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Elvish",
  "slots5": "3",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp4_3": "Blight",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "sp5_3": "Contact Other Plane",
  "sp6_1": "Circle of Death",
  "sp7_1": "Finger of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 12 (Warlock table).\nMystic Arcanum (6th–9th level, once each per long rest) listed in rows 6–9; they have no slots.\nPact Magic: 3 slots of 5th level, regained on a short rest.\nExpanded spells from the Undead subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Elemental Mediator (The Planar Sovereignty)": {
  "name": "Elemental Mediator (The Planar Sovereignty)",
  "race": "Genasi",
  "classLevel": "Sorcerer (Storm) 13",
  "level": "13",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "93",
  "hpCur": "93",
  "hdTotal": "13d6",
  "hdCur": "13",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Planar Sovereignty: Genasi Sorcerer (Storm)",
  "orgName": "The Planar Sovereignty",
  "allies": "Party of 5, Level 13 (Tier 3 Quintets (Levels 11-16)).\nMembers: Material Plane Voice (Variant Human Paladin (Devotion), level 13); Positive Energy Speaker (Aasimar Cleric (Life), level 13); Negative Energy Warden (Shadar-kai Warlock (Undead), level 13); Elemental Mediator (Genasi Sorcerer (Storm), level 13) (this character); Shadow Plane Ambassador (Shadar-kai Rogue (Phantom), level 13)\n\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction",
  "backstory": "Listed on the sample page as \"Elemental Mediator\" in The Planar Sovereignty.\nMember of The Planar Sovereignty (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Genasi): +2 CON. Elemental Evil: +2 Constitution (element not stated: Air +1 Dex, Earth +1 Str, Fire +1 Int, Water +1 Wis).\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Genasi 30 ft.",
  "xp": "120000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+10",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Primordial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 13 (Sorcerer table)."
 },
 "Shadow Plane Ambassador": {
  "name": "Shadow Plane Ambassador",
  "race": "Shadar-kai",
  "classLevel": "Rogue (Phantom) 13",
  "level": "13",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "20",
  "int": "12",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "133",
  "hpCur": "133",
  "hdTotal": "13d8",
  "hdCur": "13",
  "features": "Role in The Planar Sovereignty: Shadar-kai Rogue (Phantom)",
  "orgName": "The Planar Sovereignty",
  "allies": "Party of 5, Level 13 (Tier 3 Quintets (Levels 11-16)).\nMembers: Material Plane Voice (Variant Human Paladin (Devotion), level 13); Positive Energy Speaker (Aasimar Cleric (Life), level 13); Negative Energy Warden (Shadar-kai Warlock (Undead), level 13); Elemental Mediator (Genasi Sorcerer (Storm), level 13); Shadow Plane Ambassador (Shadar-kai Rogue (Phantom), level 13) (this character)\n\nPlanar Government: Official representatives of major planes\nCosmic Diplomacy: Negotiate between opposing cosmic forces\nReality Maintenance: Prevent planar catastrophes and invasions\nUniversal Peace: Maintain balance between creation and destruction",
  "backstory": "Member of The Planar Sovereignty (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 CON; 10th level +2 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Shadar-kai); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Insight (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 18 = studded leather armor 17 + cloak of protection +1. Speed: Shadar-kai 30 ft.",
  "xp": "120000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "+1 Rapier",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortbow",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+10",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +7d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Rapier; Shortbow; Arrow ×20; Dagger ×2\nMagic items: Weapon, +1 (Rapier); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 CON; 10th +2 CON; 12th +2 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Chronarch Supreme": {
  "name": "Chronarch Supreme",
  "race": "Variant Human",
  "classLevel": "Fighter (Eldritch Knight) 12",
  "level": "12",
  "background": "Soldier",
  "str": "20",
  "dex": "12",
  "con": "19",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "124",
  "hpCur": "124",
  "hdTotal": "12d10",
  "hdCur": "12",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Temporal Enforcement Division: Variant Human Fighter (Eldritch Knight)",
  "orgName": "The Temporal Enforcement Division",
  "allies": "Party of 5, Level 12 (Tier 3 Quintets (Levels 11-16)).\nMembers: Chronarch Supreme (Variant Human Fighter (Eldritch Knight), level 12) (this character); Timeline Analyst (Kalashtar Wizard (Divination), level 12); Paradox Hunter (Githyanki Rogue (Phantom), level 12); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12); Probability Oracle (Half-Elf Cleric (Knowledge), level 12)\n\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships",
  "backstory": "Member of The Temporal Enforcement Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 19 = plate armor 18 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+10",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+9",
  "a2d": "1d6+5 slashing",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Burning Hands",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp2_4": "Continual Flame",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON\nFighting Style: Great Weapon Fighting\nSpells known: 8 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Timeline Analyst (The Temporal Enforcement Division)": {
  "name": "Timeline Analyst (The Temporal Enforcement Division)",
  "race": "Kalashtar",
  "classLevel": "Wizard (Divination) 12",
  "level": "12",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "74",
  "hpCur": "74",
  "hdTotal": "12d6",
  "hdCur": "12",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Temporal Enforcement Division: Kalashtar Wizard (Divination)",
  "orgName": "The Temporal Enforcement Division",
  "allies": "Party of 5, Level 12 (Tier 3 Quintets (Levels 11-16)).\nMembers: Chronarch Supreme (Variant Human Fighter (Eldritch Knight), level 12); Timeline Analyst (Kalashtar Wizard (Divination), level 12) (this character); Paradox Hunter (Githyanki Rogue (Phantom), level 12); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12); Probability Oracle (Half-Elf Cleric (Knowledge), level 12)\n\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships",
  "backstory": "Listed on the sample page as \"Timeline Analyst\" in The Temporal Enforcement Division.\nMember of The Temporal Enforcement Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "100000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "prepCount": "17",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON\nSpellbook: 28 spells (6 at 1st level + 2 per level); prepared 17 (wizard level + Intelligence modifier), ticked."
 },
 "Paradox Hunter (The Temporal Enforcement Division)": {
  "name": "Paradox Hunter (The Temporal Enforcement Division)",
  "race": "Githyanki",
  "classLevel": "Rogue (Phantom) 12",
  "level": "12",
  "background": "Outlander",
  "str": "10",
  "dex": "20",
  "con": "17",
  "int": "13",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "99",
  "hpCur": "99",
  "hdTotal": "12d8",
  "hdCur": "12",
  "features": "Role in The Temporal Enforcement Division: Githyanki Rogue (Phantom)",
  "orgName": "The Temporal Enforcement Division",
  "allies": "Party of 5, Level 12 (Tier 3 Quintets (Levels 11-16)).\nMembers: Chronarch Supreme (Variant Human Fighter (Eldritch Knight), level 12); Timeline Analyst (Kalashtar Wizard (Divination), level 12); Paradox Hunter (Githyanki Rogue (Phantom), level 12) (this character); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12); Probability Oracle (Half-Elf Cleric (Knowledge), level 12)\n\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships",
  "backstory": "Listed on the sample page as \"Paradox Hunter\" in The Temporal Enforcement Division.\nMember of The Temporal Enforcement Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 10th level +1 DEX, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Stealth (Rogue class choice); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,015 gp left.\nAC 18 = studded leather armor 17 + cloak of protection +1. Speed: Githyanki 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "+1 Rapier",
  "a1b": "+10",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortbow",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+9",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +6d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "591",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Rapier; Shortbow; Arrow ×20; Dagger ×2\nMagic items: Weapon, +1 (Rapier); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword, Greatsword\nTools: Thieves' Tools, one musical instrument\nLanguages: Common, Gith, Elvish, Dwarvish, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 10th +1 DEX, +1 CON; 12th +2 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Causal Engineer (The Temporal Enforcement Division)": {
  "name": "Causal Engineer (The Temporal Enforcement Division)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Artillerist) 12",
  "level": "12",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "13",
  "con": "18",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "111",
  "hpCur": "111",
  "hdTotal": "12d8",
  "hdCur": "12",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Temporal Enforcement Division: Rock Gnome Artificer (Artillerist)",
  "orgName": "The Temporal Enforcement Division",
  "allies": "Party of 5, Level 12 (Tier 3 Quintets (Levels 11-16)).\nMembers: Chronarch Supreme (Variant Human Fighter (Eldritch Knight), level 12); Timeline Analyst (Kalashtar Wizard (Divination), level 12); Paradox Hunter (Githyanki Rogue (Phantom), level 12); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12) (this character); Probability Oracle (Half-Elf Cleric (Knowledge), level 12)\n\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships",
  "backstory": "Listed on the sample page as \"Causal Engineer\" in The Temporal Enforcement Division.\nMember of The Temporal Enforcement Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: 4th level +2 INT; 8th level +1 INT, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Rock Gnome 25 ft.",
  "xp": "100000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "19",
  "speed": "25 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+2 piercing",
  "a2n": "Mace",
  "a2b": "+3",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Gnomish, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Invisibility",
  "sp2_4_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp3_4": "Dispel Magic",
  "sp3_4_p": true,
  "prepCount": "11",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +1 INT, +1 CON; 12th +2 CON\nPrepared spells: 11 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Artillerist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Probability Oracle (The Temporal Enforcement Division)": {
  "name": "Probability Oracle (The Temporal Enforcement Division)",
  "race": "Half-Elf",
  "classLevel": "Cleric (Knowledge) 12",
  "level": "12",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "99",
  "hpCur": "99",
  "hdTotal": "12d8",
  "hdCur": "12",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Temporal Enforcement Division: Half-Elf Cleric (Knowledge)",
  "orgName": "The Temporal Enforcement Division",
  "allies": "Party of 5, Level 12 (Tier 3 Quintets (Levels 11-16)).\nMembers: Chronarch Supreme (Variant Human Fighter (Eldritch Knight), level 12); Timeline Analyst (Kalashtar Wizard (Divination), level 12); Paradox Hunter (Githyanki Rogue (Phantom), level 12); Causal Engineer (Rock Gnome Artificer (Artillerist), level 12); Probability Oracle (Half-Elf Cleric (Knowledge), level 12) (this character)\n\nTemporal Authority: Police violations of causality across all timelines\nParadox Prevention: Ensure timeline stability and prevent reality collapse\nMultiverse Jurisdiction: Operate across infinite parallel realities\nCausal Enforcement: Maintain cause-and-effect relationships",
  "backstory": "Listed on the sample page as \"Probability Oracle\" in The Temporal Enforcement Division.\nMember of The Temporal Enforcement Division (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 CON, +1 WIS, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Half-Elf choice); Perception (Half-Elf choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "100000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan, Infernal",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "17",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 17 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Divine Warrior (The Ascension Threshold)": {
  "name": "Divine Warrior (The Ascension Threshold)",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 15",
  "level": "15",
  "background": "Acolyte",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "109",
  "hpCur": "109",
  "hdTotal": "15d10",
  "hdCur": "15",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Ascension Threshold: Aasimar Paladin (Devotion)",
  "orgName": "The Ascension Threshold",
  "allies": "Party of 5, Level 15 (Tier 3 Quintets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 15) (this character); Perfect Mage (High Elf Wizard (Conjuration), level 15); Eternal Oracle (Kalashtar Cleric (Knowledge), level 15); Master Artist (Half-Elf Bard (Creation), level 15); Shadow Walker (Shadar-kai Monk (Shadow), level 15)\n\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Listed on the sample page as \"Divine Warrior\" in The Ascension Threshold.\nMember of The Ascension Threshold (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,565 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "165000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "10",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA\nFighting Style: Defense\nPrepared spells: 10 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Perfect Mage (The Ascension Threshold)": {
  "name": "Perfect Mage (The Ascension Threshold)",
  "race": "High Elf",
  "classLevel": "Wizard (Conjuration) 15",
  "level": "15",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "16",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "107",
  "hpCur": "107",
  "hdTotal": "15d6",
  "hdCur": "15",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Ascension Threshold: High Elf Wizard (Conjuration)",
  "orgName": "The Ascension Threshold",
  "allies": "Party of 5, Level 15 (Tier 3 Quintets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 15); Perfect Mage (High Elf Wizard (Conjuration), level 15) (this character); Eternal Oracle (Kalashtar Cleric (Knowledge), level 15); Master Artist (Half-Elf Bard (Creation), level 15); Shadow Walker (Shadar-kai Monk (Shadow), level 15)\n\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Listed on the sample page as \"Perfect Mage\" in The Ascension Threshold.\nMember of The Ascension Threshold (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 13 = unarmored 12 + cloak of protection +1. Speed: High Elf 30 ft.",
  "xp": "165000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "prepCount": "20",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 34 spells (6 at 1st level + 2 per level); prepared 20 (wizard level + Intelligence modifier), ticked."
 },
 "Eternal Oracle": {
  "name": "Eternal Oracle",
  "race": "Kalashtar",
  "classLevel": "Cleric (Knowledge) 15",
  "level": "15",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "15d8",
  "hdCur": "15",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Ascension Threshold: Kalashtar Cleric (Knowledge)",
  "orgName": "The Ascension Threshold",
  "allies": "Party of 5, Level 15 (Tier 3 Quintets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 15); Perfect Mage (High Elf Wizard (Conjuration), level 15); Eternal Oracle (Kalashtar Cleric (Knowledge), level 15) (this character); Master Artist (Half-Elf Bard (Creation), level 15); Shadow Walker (Shadar-kai Monk (Shadow), level 15)\n\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Member of The Ascension Threshold (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "165000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "prepCount": "20",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 20 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Master Artist": {
  "name": "Master Artist",
  "race": "Half-Elf",
  "classLevel": "Bard (Creation) 15",
  "level": "15",
  "background": "Entertainer",
  "str": "8",
  "dex": "18",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "108",
  "hpCur": "108",
  "hdTotal": "15d8",
  "hdCur": "15",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Ascension Threshold: Half-Elf Bard (Creation)",
  "orgName": "The Ascension Threshold",
  "allies": "Party of 5, Level 15 (Tier 3 Quintets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 15); Perfect Mage (High Elf Wizard (Conjuration), level 15); Eternal Oracle (Kalashtar Cleric (Knowledge), level 15); Master Artist (Half-Elf Bard (Creation), level 15) (this character); Shadow Walker (Shadar-kai Monk (Shadow), level 15)\n\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Member of The Ascension Threshold (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 17 = studded leather armor 16 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "165000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Dagger",
  "a2b": "+9",
  "a2d": "1d4+4 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 18",
  "a3d": "3d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 19 (Bard table)."
 },
 "Shadow Walker": {
  "name": "Shadow Walker",
  "race": "Shadar-kai",
  "classLevel": "Monk (Shadow) 15",
  "level": "15",
  "background": "Criminal",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "108",
  "hpCur": "108",
  "hdTotal": "15d8",
  "hdCur": "15",
  "features": "Role in The Ascension Threshold: Shadar-kai Monk (Shadow)",
  "orgName": "The Ascension Threshold",
  "allies": "Party of 5, Level 15 (Tier 3 Quintets (Levels 11-16)).\nMembers: Divine Warrior (Aasimar Paladin (Devotion), level 15); Perfect Mage (High Elf Wizard (Conjuration), level 15); Eternal Oracle (Kalashtar Cleric (Knowledge), level 15); Master Artist (Half-Elf Bard (Creation), level 15); Shadow Walker (Shadar-kai Monk (Shadow), level 15) (this character)\n\nDivinity Candidates: Mortals ready to ascend to godhood\nPortfolio Development: Each represents different aspects of divine power\nWorshipper Base: Already have followers and temples\nDivine Trial: Must prove worthiness for cosmic responsibility",
  "backstory": "Member of The Ascension Threshold (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Shadar-kai); Acrobatics (Monk class choice); Insight (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 19 = unarmored 18 + cloak of protection +1. Speed: Shadar-kai 30 ft, Unarmored Movement +25 ft.",
  "xp": "165000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_acrobatics_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "55 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+10",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+10",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Thieves' Tools, one gaming set\nLanguages: Common, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS"
 },
 "Anchor": {
  "name": "Anchor",
  "race": "Variant Human",
  "classLevel": "Fighter (Rune Knight) 11",
  "level": "11",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "103",
  "hpCur": "103",
  "hdTotal": "11d10",
  "hdCur": "11",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Reality Stabilizers: Variant Human Fighter (Rune Knight)",
  "orgName": "The Reality Stabilizers",
  "allies": "Party of 5, Level 11 (Tier 3 Quintets (Levels 11-16)).\nMembers: Anchor (Variant Human Fighter (Rune Knight), level 11) (this character); Flux (Gnome Sorcerer (Wild Magic), level 11); Phase (Githzerai Monk (Astral Self), level 11); Bridge (Half-Elf Bard (Eloquence), level 11); Void (Warforged Cleric (Twilight), level 11)\n\nDimensional Duty: Maintain stability across parallel realities\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Scope: Operate across infinite versions of reality\nReality Anchoring: Provide stable reference points",
  "backstory": "Member of The Reality Stabilizers (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 19 = plate armor 18 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "85000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+10",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+9",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON\nFighting Style: Great Weapon Fighting"
 },
 "Flux": {
  "name": "Flux",
  "race": "Gnome",
  "classLevel": "Sorcerer (Wild Magic) 11",
  "level": "11",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "12",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "68",
  "hpCur": "68",
  "hdTotal": "11d6",
  "hdCur": "11",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Reality Stabilizers: Gnome Sorcerer (Wild Magic)",
  "orgName": "The Reality Stabilizers",
  "allies": "Party of 5, Level 11 (Tier 3 Quintets (Levels 11-16)).\nMembers: Anchor (Variant Human Fighter (Rune Knight), level 11); Flux (Gnome Sorcerer (Wild Magic), level 11) (this character); Phase (Githzerai Monk (Astral Self), level 11); Bridge (Half-Elf Bard (Eloquence), level 11); Void (Warforged Cleric (Twilight), level 11)\n\nDimensional Duty: Maintain stability across parallel realities\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Scope: Operate across infinite versions of reality\nReality Anchoring: Provide stable reference points",
  "backstory": "Member of The Reality Stabilizers (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Gnome): +2 INT. PHB: +2 Intelligence (subrace not stated: Rock adds +1 Constitution, Forest adds +1 Dexterity).\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Gnome 25 ft.",
  "xp": "85000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+8",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Gnomish, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA\nSpells known: 12 (Sorcerer table)."
 },
 "Phase": {
  "name": "Phase",
  "race": "Githzerai",
  "classLevel": "Monk (Astral Self) 11",
  "level": "11",
  "background": "Hermit",
  "str": "12",
  "dex": "19",
  "con": "13",
  "int": "11",
  "wis": "16",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "69",
  "hpCur": "69",
  "hdTotal": "11d8",
  "hdCur": "11",
  "features": "Role in The Reality Stabilizers: Githzerai Monk (Astral Self)",
  "orgName": "The Reality Stabilizers",
  "allies": "Party of 5, Level 11 (Tier 3 Quintets (Levels 11-16)).\nMembers: Anchor (Variant Human Fighter (Rune Knight), level 11); Flux (Gnome Sorcerer (Wild Magic), level 11); Phase (Githzerai Monk (Astral Self), level 11) (this character); Bridge (Half-Elf Bard (Eloquence), level 11); Void (Warforged Cleric (Twilight), level 11)\n\nDimensional Duty: Maintain stability across parallel realities\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Scope: Operate across infinite versions of reality\nReality Anchoring: Provide stable reference points",
  "backstory": "Member of The Reality Stabilizers (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githzerai): +1 INT, +2 WIS. Mordenkainen's Tome of Foes: +2 Wisdom, +1 Intelligence.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 18 = unarmored 17 + cloak of protection +1. Speed: Githzerai 30 ft, Unarmored Movement +20 ft.",
  "xp": "85000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "18",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+9",
  "a1d": "1d8+5 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+8",
  "a2d": "1d8+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+8",
  "a3d": "1d8+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Gith, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Bridge": {
  "name": "Bridge",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 11",
  "level": "11",
  "background": "Entertainer",
  "str": "8",
  "dex": "16",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "11d8",
  "hdCur": "11",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Reality Stabilizers: Half-Elf Bard (Eloquence)",
  "orgName": "The Reality Stabilizers",
  "allies": "Party of 5, Level 11 (Tier 3 Quintets (Levels 11-16)).\nMembers: Anchor (Variant Human Fighter (Rune Knight), level 11); Flux (Gnome Sorcerer (Wild Magic), level 11); Phase (Githzerai Monk (Astral Self), level 11); Bridge (Half-Elf Bard (Eloquence), level 11) (this character); Void (Warforged Cleric (Twilight), level 11)\n\nDimensional Duty: Maintain stability across parallel realities\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Scope: Operate across infinite versions of reality\nReality Anchoring: Provide stable reference points",
  "backstory": "Member of The Reality Stabilizers (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 16 = studded leather armor 15 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "85000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+3 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 17",
  "a3d": "3d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Dimension Door",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp5_3": "Mass Cure Wounds",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 15 (Bard table)."
 },
 "Void": {
  "name": "Void",
  "race": "Warforged",
  "classLevel": "Cleric (Twilight) 11",
  "level": "11",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "16",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "91",
  "hpCur": "91",
  "hdTotal": "11d8",
  "hdCur": "11",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Reality Stabilizers: Warforged Cleric (Twilight)",
  "orgName": "The Reality Stabilizers",
  "allies": "Party of 5, Level 11 (Tier 3 Quintets (Levels 11-16)).\nMembers: Anchor (Variant Human Fighter (Rune Knight), level 11); Flux (Gnome Sorcerer (Wild Magic), level 11); Phase (Githzerai Monk (Astral Self), level 11); Bridge (Half-Elf Bard (Eloquence), level 11); Void (Warforged Cleric (Twilight), level 11) (this character)\n\nDimensional Duty: Maintain stability across parallel realities\nParadox Prevention: Stop changes that could unravel existence\nMultiverse Scope: Operate across infinite versions of reality\nReality Anchoring: Provide stable reference points",
  "backstory": "Member of The Reality Stabilizers (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Quintets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 WIS. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 20 = chain mail 16 + shield +2 + Integrated Protection +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "85000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Warhammer",
  "a1b": "+6",
  "a1d": "1d8+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Warhammer; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Warhammer); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "16",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 16 (cleric level + Wisdom modifier).\nDomain spells from the Twilight subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Foundation": {
  "name": "Foundation",
  "race": "Custom Lineage",
  "classLevel": "Fighter (Rune Knight) 20",
  "level": "20",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "224",
  "hpCur": "224",
  "hdTotal": "20d10",
  "hdCur": "20",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Prime Architects: Custom Lineage Fighter (Rune Knight)",
  "orgName": "The Prime Architects",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Foundation (Custom Lineage Fighter (Rune Knight), level 20) (this character); Framework (Variant Human Wizard (Transmutation), level 20); Function (Warforged Artificer (Armorer), level 20); Form (Kalashtar Monk (Astral Self), level 20); Fulfillment (Aasimar Cleric (Forge), level 20)\n\nUniversal Construction: Build realities from fundamental forces\nReality Engineering: Design laws of physics and magic\nCosmic Authority: Shape existence at its most basic level\nCreation Mandate: Authorized to build new worlds",
  "backstory": "Member of The Prime Architects (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 STR. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX; 19th level +2 DEX. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 20 = plate armor 18 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+12",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+11",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 4 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Great Weapon Fighting"
 },
 "Framework": {
  "name": "Framework",
  "race": "Variant Human",
  "classLevel": "Wizard (Transmutation) 20",
  "level": "20",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Prime Architects: Variant Human Wizard (Transmutation)",
  "orgName": "The Prime Architects",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Foundation (Custom Lineage Fighter (Rune Knight), level 20); Framework (Variant Human Wizard (Transmutation), level 20) (this character); Function (Warforged Artificer (Armorer), level 20); Form (Kalashtar Monk (Astral Self), level 20); Fulfillment (Aasimar Cleric (Forge), level 20)\n\nUniversal Construction: Build realities from fundamental forces\nReality Engineering: Design laws of physics and magic\nCosmic Authority: Shape existence at its most basic level\nCreation Mandate: Authorized to build new worlds",
  "backstory": "Member of The Prime Architects (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Variant Human 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "25",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 44 spells (6 at 1st level + 2 per level); prepared 25 (wizard level + Intelligence modifier), ticked."
 },
 "Function": {
  "name": "Function",
  "race": "Warforged",
  "classLevel": "Artificer (Armorer) 20",
  "level": "20",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "12",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "203",
  "hpCur": "203",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Prime Architects: Warforged Artificer (Armorer)",
  "orgName": "The Prime Architects",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Foundation (Custom Lineage Fighter (Rune Knight), level 20); Framework (Variant Human Wizard (Transmutation), level 20); Function (Warforged Artificer (Armorer), level 20) (this character); Form (Kalashtar Monk (Astral Self), level 20); Fulfillment (Aasimar Cleric (Forge), level 20)\n\nUniversal Construction: Build realities from fundamental forces\nReality Engineering: Design laws of physics and magic\nCosmic Authority: Shape existence at its most basic level\nCreation Mandate: Authorized to build new worlds",
  "backstory": "Member of The Prime Architects (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+8",
  "a1d": "1d8+2 piercing",
  "a2n": "Mace",
  "a2b": "+7",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, one tool of your choice\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp0_4": "Acid Splash",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp4_1": "Freedom of Movement",
  "sp4_1_p": true,
  "sp4_2": "Stoneskin",
  "sp4_2_p": true,
  "sp4_3": "Arcane Eye",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Animate Objects",
  "sp5_2_p": true,
  "sp5_3": "Wall of Stone",
  "sp5_3_p": true,
  "prepCount": "15",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +2 DEX\nPrepared spells: 15 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Form": {
  "name": "Form",
  "race": "Kalashtar",
  "classLevel": "Monk (Astral Self) 20",
  "level": "20",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "20",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "143",
  "hpCur": "143",
  "hdTotal": "20d8",
  "hdCur": "20",
  "features": "Role in The Prime Architects: Kalashtar Monk (Astral Self)",
  "orgName": "The Prime Architects",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Foundation (Custom Lineage Fighter (Rune Knight), level 20); Framework (Variant Human Wizard (Transmutation), level 20); Function (Warforged Artificer (Armorer), level 20); Form (Kalashtar Monk (Astral Self), level 20) (this character); Fulfillment (Aasimar Cleric (Forge), level 20)\n\nUniversal Construction: Build realities from fundamental forces\nReality Engineering: Design laws of physics and magic\nCosmic Authority: Shape existence at its most basic level\nCreation Mandate: Authorized to build new worlds",
  "backstory": "Member of The Prime Architects (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS; 16th level +2 WIS; 19th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 23 = unarmored 20 + cloak of protection +1 + bracers of defense +2. Speed: Kalashtar 30 ft, Unarmored Movement +30 ft.",
  "xp": "355000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "23",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS; 16th +2 WIS; 19th +1 WIS, +1 CON"
 },
 "Fulfillment": {
  "name": "Fulfillment",
  "race": "Aasimar",
  "classLevel": "Cleric (Forge) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Prime Architects: Aasimar Cleric (Forge)",
  "orgName": "The Prime Architects",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Foundation (Custom Lineage Fighter (Rune Knight), level 20); Framework (Variant Human Wizard (Transmutation), level 20); Function (Warforged Artificer (Armorer), level 20); Form (Kalashtar Monk (Astral Self), level 20); Fulfillment (Aasimar Cleric (Forge), level 20) (this character)\n\nUniversal Construction: Build realities from fundamental forces\nReality Engineering: Design laws of physics and magic\nCosmic Authority: Shape existence at its most basic level\nCreation Mandate: Authorized to build new worlds",
  "backstory": "Member of The Prime Architects (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Soul of the Forge +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Mace",
  "a1b": "+8",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Mace); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Smith's Tools\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Forge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Alpha Protocol": {
  "name": "Alpha Protocol",
  "race": "Warforged",
  "classLevel": "Fighter (Eldritch Knight) 19",
  "level": "19",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "213",
  "hpCur": "213",
  "hdTotal": "19d10",
  "hdCur": "19",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Infinity Protocol: Warforged Fighter (Eldritch Knight)",
  "orgName": "The Infinity Protocol",
  "allies": "Party of 5, Level 19 (Tier 4 Quintets (Levels 17-20)).\nMembers: Alpha Protocol (Warforged Fighter (Eldritch Knight), level 19) (this character); Beta Interface (Warforged Wizard (Divination), level 19); Gamma Matrix (Warforged Artificer (Armorer), level 19); Delta Network (Warforged Monk (Astral Self), level 19); Omega Core (Warforged Cleric (Knowledge), level 19)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Protocol (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 STR, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON; 14th level +2 DEX; 16th level +2 DEX; 19th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 23 = plate armor 18 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+10",
  "a2d": "1d8+4 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "4d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one tool of your choice, one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Dispel Magic",
  "sp4_1": "Banishment",
  "sp4_2": "Wall of Fire",
  "sp4_3": "Fire Shield",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON; 14th +2 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Dueling\nSpells known: 12 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Beta Interface": {
  "name": "Beta Interface",
  "race": "Warforged",
  "classLevel": "Wizard (Divination) 19",
  "level": "19",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "173",
  "hpCur": "173",
  "hdTotal": "19d6",
  "hdCur": "19",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Infinity Protocol: Warforged Wizard (Divination)",
  "orgName": "The Infinity Protocol",
  "allies": "Party of 5, Level 19 (Tier 4 Quintets (Levels 17-20)).\nMembers: Alpha Protocol (Warforged Fighter (Eldritch Knight), level 19); Beta Interface (Warforged Wizard (Divination), level 19) (this character); Gamma Matrix (Warforged Artificer (Armorer), level 19); Delta Network (Warforged Monk (Astral Self), level 19); Omega Core (Warforged Cleric (Knowledge), level 19)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Protocol (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +2 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 15 = unarmored 12 + Integrated Protection +1 + cloak of protection +1 + ring of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "24",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +2 DEX\nSpellbook: 42 spells (6 at 1st level + 2 per level); prepared 24 (wizard level + Intelligence modifier), ticked."
 },
 "Gamma Matrix": {
  "name": "Gamma Matrix",
  "race": "Warforged",
  "classLevel": "Artificer (Armorer) 19",
  "level": "19",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "12",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "193",
  "hpCur": "193",
  "hdTotal": "19d8",
  "hdCur": "19",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Infinity Protocol: Warforged Artificer (Armorer)",
  "orgName": "The Infinity Protocol",
  "allies": "Party of 5, Level 19 (Tier 4 Quintets (Levels 17-20)).\nMembers: Alpha Protocol (Warforged Fighter (Eldritch Knight), level 19); Beta Interface (Warforged Wizard (Divination), level 19); Gamma Matrix (Warforged Artificer (Armorer), level 19) (this character); Delta Network (Warforged Monk (Astral Self), level 19); Omega Core (Warforged Cleric (Knowledge), level 19)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Protocol (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+8",
  "a1d": "1d8+2 piercing",
  "a2n": "Mace",
  "a2b": "+7",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, one tool of your choice\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp0_4": "Acid Splash",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp4_1": "Freedom of Movement",
  "sp4_1_p": true,
  "sp4_2": "Stoneskin",
  "sp4_2_p": true,
  "sp4_3": "Arcane Eye",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Animate Objects",
  "sp5_2_p": true,
  "sp5_3": "Wall of Stone",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +2 DEX\nPrepared spells: 14 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Delta Network": {
  "name": "Delta Network",
  "race": "Warforged",
  "classLevel": "Monk (Astral Self) 19",
  "level": "19",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "136",
  "hpCur": "136",
  "hdTotal": "19d8",
  "hdCur": "19",
  "features": "Role in The Infinity Protocol: Warforged Monk (Astral Self)",
  "orgName": "The Infinity Protocol",
  "allies": "Party of 5, Level 19 (Tier 4 Quintets (Levels 17-20)).\nMembers: Alpha Protocol (Warforged Fighter (Eldritch Knight), level 19); Beta Interface (Warforged Wizard (Divination), level 19); Gamma Matrix (Warforged Artificer (Armorer), level 19); Delta Network (Warforged Monk (Astral Self), level 19) (this character); Omega Core (Warforged Cleric (Knowledge), level 19)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Protocol (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 DEX, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS; 19th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 24 = unarmored 20 + Integrated Protection +1 + cloak of protection +1 + bracers of defense +2. Speed: Warforged 30 ft, Unarmored Movement +30 ft.",
  "xp": "305000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "24",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, one tool of your choice, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS; 19th +2 WIS"
 },
 "Omega Core": {
  "name": "Omega Core",
  "race": "Warforged",
  "classLevel": "Cleric (Knowledge) 19",
  "level": "19",
  "background": "Acolyte",
  "str": "10",
  "dex": "13",
  "con": "20",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "193",
  "hpCur": "193",
  "hdTotal": "19d8",
  "hdCur": "19",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Infinity Protocol: Warforged Cleric (Knowledge)",
  "orgName": "The Infinity Protocol",
  "allies": "Party of 5, Level 19 (Tier 4 Quintets (Levels 17-20)).\nMembers: Alpha Protocol (Warforged Fighter (Eldritch Knight), level 19); Beta Interface (Warforged Wizard (Divination), level 19); Gamma Matrix (Warforged Artificer (Armorer), level 19); Delta Network (Warforged Monk (Astral Self), level 19); Omega Core (Warforged Cleric (Knowledge), level 19) (this character)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws into existence\nAI Evolution: Represent ultimate potential of artificial consciousness",
  "backstory": "Member of The Infinity Protocol (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 WIS. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON; 16th level +2 CON; 19th level +2 STR.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Warforged choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 21 = half plate armor 16 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "305000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+6",
  "a1d": "1d6 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "24",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON; 16th +2 CON; 19th +2 STR\nExpertise: Arcana, History\nPrepared spells: 24 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Harmony (The Final Symphony)": {
  "name": "Harmony (The Final Symphony)",
  "race": "Half-Elf",
  "classLevel": "Bard (Creation) 18",
  "level": "18",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "129",
  "hpCur": "129",
  "hdTotal": "18d8",
  "hdCur": "18",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Final Symphony: Half-Elf Bard (Creation)",
  "orgName": "The Final Symphony",
  "allies": "Party of 5, Level 18 (Tier 4 Quintets (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 18) (this character); Melody (Variant Human Cleric (Life), level 18); Rhythm (Kalashtar Monk (Four Elements), level 18); Counterpoint (Aasimar Paladin (Devotion), level 18); Crescendo (Dragonborn Sorcerer (Divine Soul), level 18)\n\nUniversal Music: Create the song that shapes all existence\nHarmonic Resonance: Bring peace through perfect cooperation\nCosmic Orchestra: Conduct the symphony of creation\nEternal Performance: Music that transcends time and space",
  "backstory": "Listed on the sample page as \"Harmony\" in The Final Symphony.\nMember of The Final Symphony (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "265000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Melody": {
  "name": "Melody",
  "race": "Variant Human",
  "classLevel": "Cleric (Life) 18",
  "level": "18",
  "background": "Entertainer",
  "str": "13",
  "dex": "8",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "165",
  "hpCur": "165",
  "hdTotal": "18d8",
  "hdCur": "18",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Final Symphony: Variant Human Cleric (Life)",
  "orgName": "The Final Symphony",
  "allies": "Party of 5, Level 18 (Tier 4 Quintets (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 18); Melody (Variant Human Cleric (Life), level 18) (this character); Rhythm (Kalashtar Monk (Four Elements), level 18); Counterpoint (Aasimar Paladin (Devotion), level 18); Crescendo (Dragonborn Sorcerer (Divine Soul), level 18)\n\nUniversal Music: Create the song that shapes all existence\nHarmonic Resonance: Bring peace through perfect cooperation\nCosmic Orchestra: Conduct the symphony of creation\nEternal Performance: Music that transcends time and space",
  "backstory": "Member of The Final Symphony (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON; 16th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Insight (Cleric class choice); Medicine (Cleric class choice); Religion (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 20 = chain mail 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "265000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+7",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Disguise Kit, one musical instrument\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "23",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON; 16th +2 CON\nPrepared spells: 23 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Rhythm": {
  "name": "Rhythm",
  "race": "Kalashtar",
  "classLevel": "Monk (Four Elements) 18",
  "level": "18",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "111",
  "hpCur": "111",
  "hdTotal": "18d8",
  "hdCur": "18",
  "features": "Role in The Final Symphony: Kalashtar Monk (Four Elements)",
  "orgName": "The Final Symphony",
  "allies": "Party of 5, Level 18 (Tier 4 Quintets (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 18); Melody (Variant Human Cleric (Life), level 18); Rhythm (Kalashtar Monk (Four Elements), level 18) (this character); Counterpoint (Aasimar Paladin (Devotion), level 18); Crescendo (Dragonborn Sorcerer (Divine Soul), level 18)\n\nUniversal Music: Create the song that shapes all existence\nHarmonic Resonance: Bring peace through perfect cooperation\nCosmic Orchestra: Conduct the symphony of creation\nEternal Performance: Music that transcends time and space",
  "backstory": "Member of The Final Symphony (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS; 16th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 22 = unarmored 19 + cloak of protection +1 + bracers of defense +2. Speed: Kalashtar 30 ft, Unarmored Movement +30 ft.",
  "xp": "265000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "22",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS; 16th +2 WIS"
 },
 "Counterpoint": {
  "name": "Counterpoint",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 18",
  "level": "18",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "130",
  "hpCur": "130",
  "hdTotal": "18d10",
  "hdCur": "18",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Final Symphony: Aasimar Paladin (Devotion)",
  "orgName": "The Final Symphony",
  "allies": "Party of 5, Level 18 (Tier 4 Quintets (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 18); Melody (Variant Human Cleric (Life), level 18); Rhythm (Kalashtar Monk (Four Elements), level 18); Counterpoint (Aasimar Paladin (Devotion), level 18) (this character); Crescendo (Dragonborn Sorcerer (Divine Soul), level 18)\n\nUniversal Music: Create the song that shapes all existence\nHarmonic Resonance: Bring peace through perfect cooperation\nCosmic Orchestra: Conduct the symphony of creation\nEternal Performance: Music that transcends time and space",
  "backstory": "Member of The Final Symphony (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA; 16th level +2 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,475 gp left.\nAC 23 = plate armor 18 + shield +2 + Defense +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "265000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "1937",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "13",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA; 16th +2 CHA\nFighting Style: Defense\nPrepared spells: 13 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Crescendo": {
  "name": "Crescendo",
  "race": "Dragonborn",
  "classLevel": "Sorcerer (Divine Soul) 18",
  "level": "18",
  "background": "Sage",
  "str": "10",
  "dex": "13",
  "con": "18",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "146",
  "hpCur": "146",
  "hdTotal": "18d6",
  "hdCur": "18",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Final Symphony: Dragonborn Sorcerer (Divine Soul)",
  "orgName": "The Final Symphony",
  "allies": "Party of 5, Level 18 (Tier 4 Quintets (Levels 17-20)).\nMembers: Harmony (Half-Elf Bard (Creation), level 18); Melody (Variant Human Cleric (Life), level 18); Rhythm (Kalashtar Monk (Four Elements), level 18); Counterpoint (Aasimar Paladin (Devotion), level 18); Crescendo (Dragonborn Sorcerer (Divine Soul), level 18) (this character)\n\nUniversal Music: Create the song that shapes all existence\nHarmonic Resonance: Bring peace through perfect cooperation\nCosmic Orchestra: Conduct the symphony of creation\nEternal Performance: Music that transcends time and space",
  "backstory": "Member of The Final Symphony (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +2 CON; 16th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 13 = unarmored 11 + cloak of protection +1 + ring of protection +1. Speed: Dragonborn 30 ft.",
  "xp": "265000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+7",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp3_1": "Fireball",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "sp8_1": "Dominate Monster",
  "sp8_2": "Sunburst",
  "sp9_1": "Wish",
  "sp9_2": "Meteor Swarm",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +2 CON; 16th +2 CON\nSpells known: 15 (Sorcerer table)."
 },
 "Mind (The World Consciousness)": {
  "name": "Mind (The World Consciousness)",
  "race": "Kalashtar",
  "classLevel": "Wizard (Enchantment) 17",
  "level": "17",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "121",
  "hpCur": "121",
  "hdTotal": "17d6",
  "hdCur": "17",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The World Consciousness: Kalashtar Wizard (Enchantment)",
  "orgName": "The World Consciousness",
  "allies": "Party of 5, Level 17 (Tier 4 Quintets (Levels 17-20)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 17) (this character); Heart (Aasimar Cleric (Life), level 17); Soul (Half-Elf Bard (Glamour), level 17); Will (Variant Human Fighter (Champion), level 17); Spirit (Custom Lineage Monk (Astral Self), level 17)\n\nPlanetary Consciousness: Embody collective awareness of world\nUniversal Empathy: Feel emotions of all living beings\nGlobal Healing: Cure suffering on planetary scale\nEvolutionary Guidance: Direct species toward enlightenment",
  "backstory": "Listed on the sample page as \"Mind\" in The World Consciousness.\nMember of The World Consciousness (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON; 16th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 13 = unarmored 11 + cloak of protection +1 + ring of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "225000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "22",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON; 16th +2 CON\nSpellbook: 38 spells (6 at 1st level + 2 per level); prepared 22 (wizard level + Intelligence modifier), ticked."
 },
 "Heart": {
  "name": "Heart",
  "race": "Aasimar",
  "classLevel": "Cleric (Life) 17",
  "level": "17",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "139",
  "hpCur": "139",
  "hdTotal": "17d8",
  "hdCur": "17",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The World Consciousness: Aasimar Cleric (Life)",
  "orgName": "The World Consciousness",
  "allies": "Party of 5, Level 17 (Tier 4 Quintets (Levels 17-20)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 17); Heart (Aasimar Cleric (Life), level 17) (this character); Soul (Half-Elf Bard (Glamour), level 17); Will (Variant Human Fighter (Champion), level 17); Spirit (Custom Lineage Monk (Astral Self), level 17)\n\nPlanetary Consciousness: Embody collective awareness of world\nUniversal Empathy: Feel emotions of all living beings\nGlobal Healing: Cure suffering on planetary scale\nEvolutionary Guidance: Direct species toward enlightenment",
  "backstory": "Member of The World Consciousness (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 20 = chain mail 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+7",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "22",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON\nPrepared spells: 22 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Soul": {
  "name": "Soul",
  "race": "Half-Elf",
  "classLevel": "Bard (Glamour) 17",
  "level": "17",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "122",
  "hpCur": "122",
  "hdTotal": "17d8",
  "hdCur": "17",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The World Consciousness: Half-Elf Bard (Glamour)",
  "orgName": "The World Consciousness",
  "allies": "Party of 5, Level 17 (Tier 4 Quintets (Levels 17-20)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 17); Heart (Aasimar Cleric (Life), level 17); Soul (Half-Elf Bard (Glamour), level 17) (this character); Will (Variant Human Fighter (Champion), level 17); Spirit (Custom Lineage Monk (Astral Self), level 17)\n\nPlanetary Consciousness: Embody collective awareness of world\nUniversal Empathy: Feel emotions of all living beings\nGlobal Healing: Cure suffering on planetary scale\nEvolutionary Guidance: Direct species toward enlightenment",
  "backstory": "Member of The World Consciousness (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "225000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 20 (Bard table)."
 },
 "Will": {
  "name": "Will",
  "race": "Variant Human",
  "classLevel": "Fighter (Champion) 17",
  "level": "17",
  "background": "Soldier",
  "str": "20",
  "dex": "16",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "191",
  "hpCur": "191",
  "hdTotal": "17d10",
  "hdCur": "17",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The World Consciousness: Variant Human Fighter (Champion)",
  "orgName": "The World Consciousness",
  "allies": "Party of 5, Level 17 (Tier 4 Quintets (Levels 17-20)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 17); Heart (Aasimar Cleric (Life), level 17); Soul (Half-Elf Bard (Glamour), level 17); Will (Variant Human Fighter (Champion), level 17) (this character); Spirit (Custom Lineage Monk (Astral Self), level 17)\n\nPlanetary Consciousness: Embody collective awareness of world\nUniversal Empathy: Feel emotions of all living beings\nGlobal Healing: Cure suffering on planetary scale\nEvolutionary Guidance: Direct species toward enlightenment",
  "backstory": "Member of The World Consciousness (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 20 = plate armor 18 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "225000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+12",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+11",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX\nFighting Style: Great Weapon Fighting"
 },
 "Spirit (The World Consciousness)": {
  "name": "Spirit (The World Consciousness)",
  "race": "Custom Lineage",
  "classLevel": "Monk (Astral Self) 17",
  "level": "17",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "105",
  "hpCur": "105",
  "hdTotal": "17d8",
  "hdCur": "17",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The World Consciousness: Custom Lineage Monk (Astral Self)",
  "orgName": "The World Consciousness",
  "allies": "Party of 5, Level 17 (Tier 4 Quintets (Levels 17-20)).\nMembers: Mind (Kalashtar Wizard (Enchantment), level 17); Heart (Aasimar Cleric (Life), level 17); Soul (Half-Elf Bard (Glamour), level 17); Will (Variant Human Fighter (Champion), level 17); Spirit (Custom Lineage Monk (Astral Self), level 17) (this character)\n\nPlanetary Consciousness: Embody collective awareness of world\nUniversal Empathy: Feel emotions of all living beings\nGlobal Healing: Cure suffering on planetary scale\nEvolutionary Guidance: Direct species toward enlightenment",
  "backstory": "Listed on the sample page as \"Spirit\" in The World Consciousness.\nMember of The World Consciousness (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 DEX. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS; 16th level +2 WIS. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 22 = unarmored 19 + cloak of protection +1 + bracers of defense +2. Speed: Custom Lineage 30 ft, Unarmored Movement +25 ft.",
  "xp": "225000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "22",
  "speed": "55 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "initBonus": "5",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS; 16th +2 WIS"
 },
 "Hope (The Eternal Guardians)": {
  "name": "Hope (The Eternal Guardians)",
  "race": "Aasimar",
  "classLevel": "Cleric (Life) 20",
  "level": "20",
  "background": "Soldier",
  "str": "13",
  "dex": "8",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Eternal Guardians: Aasimar Cleric (Life)",
  "orgName": "The Eternal Guardians",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20) (this character); Faith (Variant Human Paladin (Devotion), level 20); Love (Half-Elf Bard (Creation), level 20); Courage (Dragonborn Fighter (Champion), level 20); Wisdom (Kalashtar Wizard (Divination), level 20)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Vigil: Guard against despair and evil\nTranscendent Example: Show path to enlightenment",
  "backstory": "Listed on the sample page as \"Hope\" in The Eternal Guardians.\nMember of The Eternal Guardians (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Insight (Cleric class choice); Medicine (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 20 = chain mail 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+7",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Faith (The Eternal Guardians)": {
  "name": "Faith (The Eternal Guardians)",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "20",
  "dex": "10",
  "con": "14",
  "int": "8",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "164",
  "hpCur": "164",
  "hdTotal": "20d10",
  "hdCur": "20",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Eternal Guardians: Variant Human Paladin (Devotion)",
  "orgName": "The Eternal Guardians",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20); Faith (Variant Human Paladin (Devotion), level 20) (this character); Love (Half-Elf Bard (Creation), level 20); Courage (Dragonborn Fighter (Champion), level 20); Wisdom (Kalashtar Wizard (Divination), level 20)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Vigil: Guard against despair and evil\nTranscendent Example: Show path to enlightenment",
  "backstory": "Listed on the sample page as \"Faith\" in The Eternal Guardians.\nMember of The Eternal Guardians (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +2 CHA; 16th level +2 CHA; 19th level +1 CHA, +1 CON. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,465 gp left.\nAC 23 = plate armor 18 + shield +2 + Defense +1 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "sk_intimidation_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "15",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +2 CHA; 16th +2 CHA; 19th +1 CHA, +1 CON\nFighting Style: Defense\nPrepared spells: 15 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Love (The Eternal Guardians)": {
  "name": "Love (The Eternal Guardians)",
  "race": "Half-Elf",
  "classLevel": "Bard (Creation) 20",
  "level": "20",
  "background": "Soldier",
  "str": "8",
  "dex": "20",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "163",
  "hpCur": "163",
  "hdTotal": "20d8",
  "hdCur": "20",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Eternal Guardians: Half-Elf Bard (Creation)",
  "orgName": "The Eternal Guardians",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20); Faith (Variant Human Paladin (Devotion), level 20); Love (Half-Elf Bard (Creation), level 20) (this character); Courage (Dragonborn Fighter (Champion), level 20); Wisdom (Kalashtar Wizard (Divination), level 20)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Vigil: Guard against despair and evil\nTranscendent Example: Show path to enlightenment",
  "backstory": "Listed on the sample page as \"Love\" in The Eternal Guardians.\nMember of The Eternal Guardians (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Performance (Half-Elf choice); Perception (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,915 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, one gaming set, land vehicles\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX; 19th +2 CON\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Courage (The Eternal Guardians)": {
  "name": "Courage (The Eternal Guardians)",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 20",
  "level": "20",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "224",
  "hpCur": "224",
  "hdTotal": "20d10",
  "hdCur": "20",
  "features": "Role in The Eternal Guardians: Dragonborn Fighter (Champion)",
  "orgName": "The Eternal Guardians",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20); Faith (Variant Human Paladin (Devotion), level 20); Love (Half-Elf Bard (Creation), level 20); Courage (Dragonborn Fighter (Champion), level 20) (this character); Wisdom (Kalashtar Wizard (Divination), level 20)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Vigil: Guard against despair and evil\nTranscendent Example: Show path to enlightenment",
  "backstory": "Listed on the sample page as \"Courage\" in The Eternal Guardians.\nMember of The Eternal Guardians (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX; 19th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 22 = plate armor 18 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Dragonborn 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+10",
  "a2d": "1d8+4 piercing",
  "attackNotes": "Extra Attack: 4 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Dueling"
 },
 "Wisdom (The Eternal Guardians)": {
  "name": "Wisdom (The Eternal Guardians)",
  "race": "Kalashtar",
  "classLevel": "Wizard (Divination) 20",
  "level": "20",
  "background": "Soldier",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "162",
  "hpCur": "162",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Eternal Guardians: Kalashtar Wizard (Divination)",
  "orgName": "The Eternal Guardians",
  "allies": "Party of 5, Level 20 (Tier 4 Quintets (Levels 17-20)).\nMembers: Hope (Aasimar Cleric (Life), level 20); Faith (Variant Human Paladin (Devotion), level 20); Love (Half-Elf Bard (Creation), level 20); Courage (Dragonborn Fighter (Champion), level 20); Wisdom (Kalashtar Wizard (Divination), level 20) (this character)\n\nPerfect Virtues: Embody humanity's greatest qualities\nUniversal Inspiration: Motivate all beings toward good\nEternal Vigil: Guard against despair and evil\nTranscendent Example: Show path to enlightenment",
  "backstory": "Listed on the sample page as \"Wisdom\" in The Eternal Guardians.\nMember of The Eternal Guardians (Party of 5). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Quintets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Arcana (Wizard class choice); Investigation (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 13 = unarmored 11 + cloak of protection +1 + ring of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one gaming set, land vehicles\nLanguages: Common, Quori, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON; 16th +2 CON; 19th +2 CON\nSpellbook: 44 spells (6 at 1st level + 2 per level); prepared 25 (wizard level + Intelligence modifier), ticked."
 },
 "Cohort Leader": {
  "name": "Cohort Leader",
  "race": "Variant Human",
  "classLevel": "Fighter (Champion) 3",
  "level": "3",
  "background": "Soldier",
  "str": "16",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Royal Academy Elite Cohort: Variant Human Fighter (Champion)",
  "orgName": "The Royal Academy Elite Cohort",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Cohort Leader (Variant Human Fighter (Champion), level 3) (this character); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Ranger Scout (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3); War Mage (High Elf Wizard (Evocation), level 3); Intelligence Officer (Half-Elf Rogue (Mastermind), level 3)\n\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates",
  "backstory": "Member of The Royal Academy Elite Cohort (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 16 = chain mail 16. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+5",
  "a1d": "2d6+3 slashing",
  "a2n": "Handaxe",
  "a2b": "+5",
  "a2d": "1d6+3 slashing",
  "attackNotes": "Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "10",
  "equipment": "Armor: Chain Mail\nWeapons: Greatsword; Handaxe ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nFighting Style: Great Weapon Fighting"
 },
 "Heavy Infantry (The Royal Academy Elite Cohort)": {
  "name": "Heavy Infantry (The Royal Academy Elite Cohort)",
  "race": "Dragonborn",
  "classLevel": "Paladin (Devotion) 3",
  "level": "3",
  "background": "Noble",
  "str": "17",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Royal Academy Elite Cohort: Dragonborn Paladin (Devotion)",
  "orgName": "The Royal Academy Elite Cohort",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Cohort Leader (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3) (this character); Ranger Scout (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3); War Mage (High Elf Wizard (Evocation), level 3); Intelligence Officer (Half-Elf Rogue (Mastermind), level 3)\n\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates",
  "backstory": "Listed on the sample page as \"Heavy Infantry\" in The Royal Academy Elite Cohort.\nMember of The Royal Academy Elite Cohort (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); 25 gp left.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Dragonborn 30 ft.",
  "xp": "900",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+3 slashing",
  "a2n": "Javelin",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "25",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Javelin ×5\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Draconic, Elvish",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "prepCount": "3",
  "moreFeatures": "Fighting Style: Defense\nPrepared spells: 3 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Ranger Scout": {
  "name": "Ranger Scout",
  "race": "Wood Elf",
  "classLevel": "Ranger (Hunter) 3",
  "level": "3",
  "background": "Outlander",
  "str": "12",
  "dex": "17",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "25",
  "hpCur": "25",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Royal Academy Elite Cohort: Wood Elf Ranger (Hunter)",
  "orgName": "The Royal Academy Elite Cohort",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Cohort Leader (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Ranger Scout (Wood Elf Ranger (Hunter), level 3) (this character); Battle Medic (Hill Dwarf Cleric (Life), level 3); War Mage (High Elf Wizard (Evocation), level 3); Intelligence Officer (Half-Elf Rogue (Mastermind), level 3)\n\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates",
  "backstory": "Member of The Royal Academy Elite Cohort (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Wood Elf); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 14 = leather armor 14. Speed: Wood Elf 35 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "14",
  "speed": "35 ft",
  "a1n": "Longbow",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortsword",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons, Longsword, Shortsword, Shortbow, Longbow\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Fighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Battle Medic (The Royal Academy Elite Cohort)": {
  "name": "Battle Medic (The Royal Academy Elite Cohort)",
  "race": "Hill Dwarf",
  "classLevel": "Cleric (Life) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "16",
  "int": "10",
  "wis": "16",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "30",
  "hpCur": "30",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Royal Academy Elite Cohort: Hill Dwarf Cleric (Life)",
  "orgName": "The Royal Academy Elite Cohort",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Cohort Leader (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Ranger Scout (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3) (this character); War Mage (High Elf Wizard (Evocation), level 3); Intelligence Officer (Half-Elf Rogue (Mastermind), level 3)\n\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates",
  "backstory": "Listed on the sample page as \"Battle Medic\" in The Royal Academy Elite Cohort.\nMember of The Royal Academy Elite Cohort (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Hill Dwarf): +2 CON, +1 WIS. PHB: +2 Constitution, +1 Wisdom.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level; Dwarven Toughness +1 per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Hill Dwarf 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+1",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools\nLanguages: Common, Dwarvish, Elvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "prepCount": "6",
  "moreFeatures": "Prepared spells: 6 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "War Mage": {
  "name": "War Mage",
  "race": "High Elf",
  "classLevel": "Wizard (Evocation) 3",
  "level": "3",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Royal Academy Elite Cohort: High Elf Wizard (Evocation)",
  "orgName": "The Royal Academy Elite Cohort",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Cohort Leader (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Ranger Scout (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3); War Mage (High Elf Wizard (Evocation), level 3) (this character); Intelligence Officer (Half-Elf Rogue (Mastermind), level 3)\n\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates",
  "backstory": "Member of The Royal Academy Elite Cohort (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "900",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Spellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Intelligence Officer (The Royal Academy Elite Cohort)": {
  "name": "Intelligence Officer (The Royal Academy Elite Cohort)",
  "race": "Half-Elf",
  "classLevel": "Rogue (Mastermind) 3",
  "level": "3",
  "background": "Criminal",
  "str": "8",
  "dex": "16",
  "con": "14",
  "int": "12",
  "wis": "10",
  "cha": "16",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "features": "Role in The Royal Academy Elite Cohort: Half-Elf Rogue (Mastermind)",
  "orgName": "The Royal Academy Elite Cohort",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Cohort Leader (Variant Human Fighter (Champion), level 3); Heavy Infantry (Dragonborn Paladin (Devotion), level 3); Ranger Scout (Wood Elf Ranger (Hunter), level 3); Battle Medic (Hill Dwarf Cleric (Life), level 3); War Mage (High Elf Wizard (Evocation), level 3); Intelligence Officer (Half-Elf Rogue (Mastermind), level 3) (this character)\n\nMilitary Excellence: Top graduates from premier military academy\nCombined Arms: Each member represents different military specialization\nInstitutional Pride: Carry reputation of their academy\nReal-world Parallel: Elite military officer candidate school graduates",
  "backstory": "Listed on the sample page as \"Intelligence Officer\" in The Royal Academy Elite Cohort.\nMember of The Royal Academy Elite Cohort (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Insight (Half-Elf choice); Persuasion (Half-Elf choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); 15 gp left.\nAC 14 = leather armor 14. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+5",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortbow",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "a3n": "Dagger",
  "a3b": "+5",
  "a3d": "1d4+3 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Dwarvish, Thieves' Cant",
  "moreFeatures": "Expertise: Stealth, Perception"
 },
 "Expedition Leader (The Grand Expedition Society)": {
  "name": "Expedition Leader (The Grand Expedition Society)",
  "race": "Variant Human",
  "classLevel": "Ranger (Beast Master) 4",
  "level": "4",
  "background": "Outlander",
  "str": "12",
  "dex": "18",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "32",
  "hpCur": "32",
  "hdTotal": "4d10",
  "hdCur": "4",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Grand Expedition Society: Variant Human Ranger (Beast Master)",
  "orgName": "The Grand Expedition Society",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: Expedition Leader (Variant Human Ranger (Beast Master), level 4) (this character); Security Chief (Goliath Barbarian (Totem Warrior), level 4); Chief Scholar (High Elf Wizard (Divination), level 4); Cultural Liaison (Half-Elf Bard (Lore), level 4); Survival Expert (Wood Elf Druid (Land), level 4); Medical Officer (Halfling Cleric (Life), level 4)\n\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples",
  "backstory": "Listed on the sample page as \"Expedition Leader\" in The Grand Expedition Society.\nMember of The Grand Expedition Society (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 15 = leather armor 15. Speed: Variant Human 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+8",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "gp": "10",
  "equipment": "Armor: Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Security Chief (The Grand Expedition Society)": {
  "name": "Security Chief (The Grand Expedition Society)",
  "race": "Goliath",
  "classLevel": "Barbarian (Totem Warrior) 4",
  "level": "4",
  "background": "Outlander",
  "str": "19",
  "dex": "13",
  "con": "15",
  "int": "8",
  "wis": "12",
  "cha": "10",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "41",
  "hpCur": "41",
  "hdTotal": "4d12",
  "hdCur": "4",
  "features": "Role in The Grand Expedition Society: Goliath Barbarian (Totem Warrior)",
  "orgName": "The Grand Expedition Society",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: Expedition Leader (Variant Human Ranger (Beast Master), level 4); Security Chief (Goliath Barbarian (Totem Warrior), level 4) (this character); Chief Scholar (High Elf Wizard (Divination), level 4); Cultural Liaison (Half-Elf Bard (Lore), level 4); Survival Expert (Wood Elf Druid (Land), level 4); Medical Officer (Halfling Cleric (Life), level 4)\n\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples",
  "backstory": "Listed on the sample page as \"Security Chief\" in The Grand Expedition Society.\nMember of The Grand Expedition Society (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Goliath): +2 STR, +1 CON. Volo's Guide: +2 Strength, +1 Constitution.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 12 at 1st level (d12) + 7 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Barbarian class choice); Intimidation (Barbarian class choice); Insight (replacement for a duplicate).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 13 = unarmored 13. Speed: Goliath 30 ft.",
  "xp": "2700",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Greataxe",
  "a1b": "+6",
  "a1d": "1d12+4 slashing",
  "a2n": "Handaxe",
  "a2b": "+6",
  "a2d": "1d6+4 slashing",
  "a3n": "Javelin",
  "a3b": "+6",
  "a3d": "1d6+4 piercing",
  "attackNotes": "Rage: +2 damage on Strength melee attacks while raging (not included).",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Greataxe; Handaxe ×2; Javelin ×4\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR"
 },
 "Chief Scholar": {
  "name": "Chief Scholar",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 4",
  "level": "4",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "18",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "26",
  "hpCur": "26",
  "hdTotal": "4d6",
  "hdCur": "4",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Grand Expedition Society: High Elf Wizard (Divination)",
  "orgName": "The Grand Expedition Society",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: Expedition Leader (Variant Human Ranger (Beast Master), level 4); Security Chief (Goliath Barbarian (Totem Warrior), level 4); Chief Scholar (High Elf Wizard (Divination), level 4) (this character); Cultural Liaison (Half-Elf Bard (Lore), level 4); Survival Expert (Wood Elf Druid (Land), level 4); Medical Officer (Halfling Cleric (Life), level 4)\n\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples",
  "backstory": "Member of The Grand Expedition Society (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); 10 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "2700",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+6",
  "a2d": "1d10 fire",
  "gp": "10",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_2_p": true,
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp1_6": "Find Familiar",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "sp2_6": "Scorching Ray",
  "sp2_6_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nSpellbook: 12 spells (6 at 1st level + 2 per level); prepared 8 (wizard level + Intelligence modifier), ticked."
 },
 "Cultural Liaison (The Grand Expedition Society)": {
  "name": "Cultural Liaison (The Grand Expedition Society)",
  "race": "Half-Elf",
  "classLevel": "Bard (Lore) 4",
  "level": "4",
  "background": "Entertainer",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Grand Expedition Society: Half-Elf Bard (Lore)",
  "orgName": "The Grand Expedition Society",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: Expedition Leader (Variant Human Ranger (Beast Master), level 4); Security Chief (Goliath Barbarian (Totem Warrior), level 4); Chief Scholar (High Elf Wizard (Divination), level 4); Cultural Liaison (Half-Elf Bard (Lore), level 4) (this character); Survival Expert (Wood Elf Druid (Land), level 4); Medical Officer (Halfling Cleric (Life), level 4)\n\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples",
  "backstory": "Listed on the sample page as \"Cultural Liaison\" in The Grand Expedition Society.\nMember of The Grand Expedition Society (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice); Athletics (Lore Bard); Investigation (Lore Bard); History (Lore Bard). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "2700",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 14",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp2_4": "Lesser Restoration",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nExpertise: Persuasion, Deception\nSpells known: 7 (Bard table)."
 },
 "Survival Expert": {
  "name": "Survival Expert",
  "race": "Wood Elf",
  "classLevel": "Druid (Land) 4",
  "level": "4",
  "background": "Hermit",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "12",
  "wis": "18",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Grand Expedition Society: Wood Elf Druid (Land)",
  "orgName": "The Grand Expedition Society",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: Expedition Leader (Variant Human Ranger (Beast Master), level 4); Security Chief (Goliath Barbarian (Totem Warrior), level 4); Chief Scholar (High Elf Wizard (Divination), level 4); Cultural Liaison (Half-Elf Bard (Lore), level 4); Survival Expert (Wood Elf Druid (Land), level 4) (this character); Medical Officer (Halfling Cleric (Life), level 4)\n\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples",
  "backstory": "Member of The Grand Expedition Society (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Perception (Wood Elf); Nature (Druid class choice); Insight (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); 5 gp left.\nAC 15 = leather armor 13 + shield +2. Speed: Wood Elf 35 ft.",
  "xp": "2700",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_nature_p": true,
  "sk_insight_p": true,
  "ac": "15",
  "speed": "35 ft",
  "a1n": "Scimitar",
  "a1b": "+4",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+6",
  "a2d": "1d8 fire",
  "gp": "5",
  "equipment": "Armor: Leather Armor; Shield\nWeapons: Scimitar\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Longsword, Shortsword, Shortbow, Longbow\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp1_4": "Faerie Fire",
  "sp1_4_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp2_4": "Animal Messenger",
  "sp2_4_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 8 (druid level + Wisdom modifier).\nCircle spells from the Land subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Medical Officer (The Grand Expedition Society)": {
  "name": "Medical Officer (The Grand Expedition Society)",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Grand Expedition Society: Halfling Cleric (Life)",
  "orgName": "The Grand Expedition Society",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: Expedition Leader (Variant Human Ranger (Beast Master), level 4); Security Chief (Goliath Barbarian (Totem Warrior), level 4); Chief Scholar (High Elf Wizard (Divination), level 4); Cultural Liaison (Half-Elf Bard (Lore), level 4); Survival Expert (Wood Elf Druid (Land), level 4); Medical Officer (Halfling Cleric (Life), level 4) (this character)\n\nScientific Expedition: Comprehensive exploration and research team\nKnowledge Seeking: Document and study unknown regions\nFirst Contact Protocol: Prepared for peaceful interaction with new cultures\nAcademic Mission: Advance understanding of world's geography and peoples",
  "backstory": "Listed on the sample page as \"Medical Officer\" in The Grand Expedition Society.\nMember of The Grand Expedition Society (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+2",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 7 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Guild Master (The Artisan Guild Consortium)": {
  "name": "Guild Master (The Artisan Guild Consortium)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Armorer) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "10",
  "con": "15",
  "int": "17",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Artisan Guild Consortium: Rock Gnome Artificer (Armorer)",
  "orgName": "The Artisan Guild Consortium",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3) (this character); Master Smith (Mountain Dwarf Fighter (Champion), level 3); Grand Enchanter (High Elf Wizard (Enchantment), level 3); Chief Appraiser (Variant Human Rogue (Inquisitive), level 3); Trade Negotiator (Half-Elf Bard (Glamour), level 3); Security Captain (Dragonborn Fighter (Cavalier), level 3)\n\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike",
  "backstory": "Listed on the sample page as \"Guild Master\" in The Artisan Guild Consortium.\nMember of The Artisan Guild Consortium (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Rock Gnome 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+2",
  "a1d": "1d8 piercing",
  "a2n": "Mace",
  "a2b": "+3",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Gnomish, Elvish",
  "slots1": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp1_4": "Sanctuary",
  "sp1_4_p": true,
  "prepCount": "4",
  "moreFeatures": "Prepared spells: 4 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Master Smith": {
  "name": "Master Smith",
  "race": "Mountain Dwarf",
  "classLevel": "Fighter (Champion) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "17",
  "dex": "13",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Role in The Artisan Guild Consortium: Mountain Dwarf Fighter (Champion)",
  "orgName": "The Artisan Guild Consortium",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Master Smith (Mountain Dwarf Fighter (Champion), level 3) (this character); Grand Enchanter (High Elf Wizard (Enchantment), level 3); Chief Appraiser (Variant Human Rogue (Inquisitive), level 3); Trade Negotiator (Half-Elf Bard (Glamour), level 3); Security Captain (Dragonborn Fighter (Cavalier), level 3)\n\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike",
  "backstory": "Member of The Artisan Guild Consortium (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Mountain Dwarf): +2 STR, +2 CON. PHB: +2 Constitution, +2 Strength.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Athletics (Fighter class choice); Perception (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Mountain Dwarf 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+5 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools, one artisan's tool\nLanguages: Common, Dwarvish, Elvish",
  "moreFeatures": "Fighting Style: Dueling"
 },
 "Grand Enchanter": {
  "name": "Grand Enchanter",
  "race": "High Elf",
  "classLevel": "Wizard (Enchantment) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "16",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "20",
  "hpCur": "20",
  "hdTotal": "3d6",
  "hdCur": "3",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Artisan Guild Consortium: High Elf Wizard (Enchantment)",
  "orgName": "The Artisan Guild Consortium",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Master Smith (Mountain Dwarf Fighter (Champion), level 3); Grand Enchanter (High Elf Wizard (Enchantment), level 3) (this character); Chief Appraiser (Variant Human Rogue (Inquisitive), level 3); Trade Negotiator (Half-Elf Bard (Glamour), level 3); Security Captain (Dragonborn Fighter (Cavalier), level 3)\n\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike",
  "backstory": "Member of The Artisan Guild Consortium (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: none yet.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Perception (High Elf); Arcana (Wizard class choice); Investigation (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+5",
  "a2d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "prepCount": "6",
  "moreFeatures": "Spellbook: 10 spells (6 at 1st level + 2 per level); prepared 6 (wizard level + Intelligence modifier), ticked."
 },
 "Chief Appraiser": {
  "name": "Chief Appraiser",
  "race": "Variant Human",
  "classLevel": "Rogue (Inquisitive) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "16",
  "con": "13",
  "int": "12",
  "wis": "15",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "21",
  "hpCur": "21",
  "hdTotal": "3d8",
  "hdCur": "3",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Artisan Guild Consortium: Variant Human Rogue (Inquisitive)",
  "orgName": "The Artisan Guild Consortium",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Master Smith (Mountain Dwarf Fighter (Champion), level 3); Grand Enchanter (High Elf Wizard (Enchantment), level 3); Chief Appraiser (Variant Human Rogue (Inquisitive), level 3) (this character); Trade Negotiator (Half-Elf Bard (Glamour), level 3); Security Captain (Dragonborn Fighter (Cavalier), level 3)\n\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike",
  "backstory": "Member of The Artisan Guild Consortium (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Stealth (Rogue class choice); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Variant Human choice). Expertise: Stealth, Perception.\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 14 = leather armor 14. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+5",
  "a1d": "1d8+3 piercing",
  "a2n": "Shortbow",
  "a2b": "+5",
  "a2d": "1d6+3 piercing",
  "a3n": "Dagger",
  "a3b": "+5",
  "a3d": "1d4+3 piercing",
  "attackNotes": "Sneak Attack +2d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "initBonus": "5",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Thieves' Cant",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nExpertise: Stealth, Perception"
 },
 "Trade Negotiator": {
  "name": "Trade Negotiator",
  "race": "Half-Elf",
  "classLevel": "Bard (Glamour) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Artisan Guild Consortium: Half-Elf Bard (Glamour)",
  "orgName": "The Artisan Guild Consortium",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Master Smith (Mountain Dwarf Fighter (Champion), level 3); Grand Enchanter (High Elf Wizard (Enchantment), level 3); Chief Appraiser (Variant Human Rogue (Inquisitive), level 3); Trade Negotiator (Half-Elf Bard (Glamour), level 3) (this character); Security Captain (Dragonborn Fighter (Cavalier), level 3)\n\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike",
  "backstory": "Member of The Artisan Guild Consortium (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Deception (Bard class choice); Performance (Bard class choice); Perception (Bard class choice); Stealth (Half-Elf choice); Athletics (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_performance_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 13",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, one artisan's tool\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "moreFeatures": "Expertise: Persuasion, Deception\nSpells known: 6 (Bard table)."
 },
 "Security Captain": {
  "name": "Security Captain",
  "race": "Dragonborn",
  "classLevel": "Fighter (Cavalier) 3",
  "level": "3",
  "background": "Sailor",
  "str": "17",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Role in The Artisan Guild Consortium: Dragonborn Fighter (Cavalier)",
  "orgName": "The Artisan Guild Consortium",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Guild Master (Rock Gnome Artificer (Armorer), level 3); Master Smith (Mountain Dwarf Fighter (Champion), level 3); Grand Enchanter (High Elf Wizard (Enchantment), level 3); Chief Appraiser (Variant Human Rogue (Inquisitive), level 3); Trade Negotiator (Half-Elf Bard (Glamour), level 3); Security Captain (Dragonborn Fighter (Cavalier), level 3) (this character)\n\nCrafting Excellence: Premier artisans creating legendary items\nEconomic Network: Trade relationships spanning multiple kingdoms\nInnovation Drive: Pioneer new crafting techniques and magical applications\nQuality Reputation: Sought after by nobility and adventurers alike",
  "backstory": "Member of The Artisan Guild Consortium (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Intimidation (Fighter class choice); Survival (Fighter class choice); Insight (Cavalier Fighter).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); 10 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Dragonborn 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+5",
  "a1d": "1d8+5 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "10",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Fighting Style: Dueling"
 },
 "Mayor (The Frontier Settlement Council, Party of 6)": {
  "name": "Mayor (The Frontier Settlement Council, Party of 6)",
  "race": "Variant Human",
  "classLevel": "Fighter (Battle Master) 3",
  "level": "3",
  "background": "Soldier",
  "str": "16",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Frontier Settlement Council: Variant Human Fighter (Battle Master)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Mayor (Variant Human Fighter (Battle Master), level 3) (this character); Sheriff (Half-Orc Ranger (Monster Slayer), level 3); Doctor (Halfling Cleric (Life), level 3); Teacher (Rock Gnome Bard (Lore), level 3); Engineer (Mountain Dwarf Artificer (Artillerist), level 3); Merchant (Half-Elf Warlock (Archfey), level 3)\n\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously",
  "backstory": "Listed on the sample page as \"Mayor\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: none yet. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); 10 gp left.\nAC 16 = chain mail 16. Speed: Variant Human 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+5",
  "a1d": "2d6+3 slashing",
  "a2n": "Handaxe",
  "a2b": "+5",
  "a2d": "1d6+3 slashing",
  "attackNotes": "Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "10",
  "equipment": "Armor: Chain Mail\nWeapons: Greatsword; Handaxe ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one artisan's tool, one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nFighting Style: Great Weapon Fighting"
 },
 "Sheriff (The Frontier Settlement Council, Party of 6)": {
  "name": "Sheriff (The Frontier Settlement Council, Party of 6)",
  "race": "Half-Orc",
  "classLevel": "Ranger (Monster Slayer) 3",
  "level": "3",
  "background": "Outlander",
  "str": "14",
  "dex": "15",
  "con": "14",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "28",
  "hpCur": "28",
  "hdTotal": "3d10",
  "hdCur": "3",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Frontier Settlement Council: Half-Orc Ranger (Monster Slayer)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Mayor (Variant Human Fighter (Battle Master), level 3); Sheriff (Half-Orc Ranger (Monster Slayer), level 3) (this character); Doctor (Halfling Cleric (Life), level 3); Teacher (Rock Gnome Bard (Lore), level 3); Engineer (Mountain Dwarf Artificer (Artillerist), level 3); Merchant (Half-Elf Warlock (Archfey), level 3)\n\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously",
  "backstory": "Listed on the sample page as \"Sheriff\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Orc): +2 STR, +1 CON. PHB: +2 Strength, +1 Constitution.\nAbility Score Improvements: none yet.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Intimidation (Half-Orc); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); 10 gp left.\nAC 16 = scale mail 16. Speed: Half-Orc 30 ft.",
  "xp": "900",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+6",
  "a1d": "1d8+2 piercing",
  "a2n": "Shortsword",
  "a2b": "+4",
  "a2d": "1d6+2 piercing",
  "attackNotes": "Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "10",
  "equipment": "Armor: Scale Mail\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Orc, Elvish",
  "slots1": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp1_3": "Goodberry",
  "moreFeatures": "Fighting Style: Archery\nSpells known: 3 (Ranger table)."
 },
 "Doctor (The Frontier Settlement Council, Party of 6)": {
  "name": "Doctor (The Frontier Settlement Council, Party of 6)",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 3",
  "level": "3",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "15",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Frontier Settlement Council: Halfling Cleric (Life)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Mayor (Variant Human Fighter (Battle Master), level 3); Sheriff (Half-Orc Ranger (Monster Slayer), level 3); Doctor (Halfling Cleric (Life), level 3) (this character); Teacher (Rock Gnome Bard (Lore), level 3); Engineer (Mountain Dwarf Artificer (Artillerist), level 3); Merchant (Half-Elf Warlock (Archfey), level 3)\n\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously",
  "backstory": "Listed on the sample page as \"Doctor\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+2",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 12",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "prepCount": "5",
  "moreFeatures": "Prepared spells: 5 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Teacher": {
  "name": "Teacher",
  "race": "Rock Gnome",
  "classLevel": "Bard (Lore) 3",
  "level": "3",
  "background": "Entertainer",
  "str": "8",
  "dex": "14",
  "con": "14",
  "int": "12",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Frontier Settlement Council: Rock Gnome Bard (Lore)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Mayor (Variant Human Fighter (Battle Master), level 3); Sheriff (Half-Orc Ranger (Monster Slayer), level 3); Doctor (Halfling Cleric (Life), level 3); Teacher (Rock Gnome Bard (Lore), level 3) (this character); Engineer (Mountain Dwarf Artificer (Artillerist), level 3); Merchant (Half-Elf Warlock (Archfey), level 3)\n\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously",
  "backstory": "Member of The Frontier Settlement Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Lore Bard); Stealth (Lore Bard); Athletics (Lore Bard). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Rock Gnome 25 ft.",
  "xp": "900",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "13",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 12",
  "a3d": "1d4 psychic (WIS save)",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Rapier; Dagger\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Tinker's Tools, Disguise Kit, one musical instrument\nLanguages: Common, Gnomish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp1_3": "Charm Person",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "moreFeatures": "Expertise: Persuasion, Deception\nSpells known: 6 (Bard table)."
 },
 "Engineer (The Frontier Settlement Council, Party of 6)": {
  "name": "Engineer (The Frontier Settlement Council, Party of 6)",
  "race": "Mountain Dwarf",
  "classLevel": "Artificer (Artillerist) 3",
  "level": "3",
  "background": "Guild Artisan",
  "str": "10",
  "dex": "13",
  "con": "16",
  "int": "15",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "27",
  "hpCur": "27",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Frontier Settlement Council: Mountain Dwarf Artificer (Artillerist)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Mayor (Variant Human Fighter (Battle Master), level 3); Sheriff (Half-Orc Ranger (Monster Slayer), level 3); Doctor (Halfling Cleric (Life), level 3); Teacher (Rock Gnome Bard (Lore), level 3); Engineer (Mountain Dwarf Artificer (Artillerist), level 3) (this character); Merchant (Half-Elf Warlock (Archfey), level 3)\n\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously",
  "backstory": "Listed on the sample page as \"Engineer\" in The Frontier Settlement Council.\nMember of The Frontier Settlement Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Mountain Dwarf): +2 STR, +2 CON. PHB: +2 Constitution, +2 Strength.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); 15 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Mountain Dwarf 25 ft.",
  "xp": "900",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+3",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+2",
  "a2d": "1d6 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+4",
  "a3d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, Smith's Tools\nLanguages: Common, Dwarvish, Elvish",
  "slots1": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "prepCount": "3",
  "moreFeatures": "Prepared spells: 3 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Artillerist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Merchant": {
  "name": "Merchant",
  "race": "Half-Elf",
  "classLevel": "Warlock (Archfey) 3",
  "level": "3",
  "background": "Charlatan",
  "str": "8",
  "dex": "14",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "24",
  "hpCur": "24",
  "hdTotal": "3d8",
  "hdCur": "3",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Frontier Settlement Council: Half-Elf Warlock (Archfey)",
  "orgName": "The Frontier Settlement Council",
  "allies": "Party of 6, Level 3 (Tier 1 Sextets (Levels 1-4)).\nMembers: Mayor (Variant Human Fighter (Battle Master), level 3); Sheriff (Half-Orc Ranger (Monster Slayer), level 3); Doctor (Halfling Cleric (Life), level 3); Teacher (Rock Gnome Bard (Lore), level 3); Engineer (Mountain Dwarf Artificer (Artillerist), level 3); Merchant (Half-Elf Warlock (Archfey), level 3) (this character)\n\nCommunity Leadership: Essential roles in frontier settlement development\nCivic Duty: Build civilization in wilderness territories\nMutual Dependence: Each role crucial for community survival\nGrowth Together: Settlement and leaders develop simultaneously",
  "backstory": "Member of The Frontier Settlement Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: none yet.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice); Investigation (Half-Elf choice); Perception (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); 15 gp left.\nAC 13 = leather armor 13. Speed: Half-Elf 30 ft.",
  "xp": "900",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+5",
  "a3d": "1d10+3 force",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "15",
  "equipment": "Armor: Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Elvish, Dwarvish",
  "slots2": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "moreFeatures": "Spells known: 4 (Warlock table).\nPact Magic: 2 slots of 2nd level, regained on a short rest.\nExpanded spells from the Archfey subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "High Priest (The Temple Guardian Order)": {
  "name": "High Priest (The Temple Guardian Order)",
  "race": "Aasimar",
  "classLevel": "Cleric (Light) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Temple Guardian Order: Aasimar Cleric (Light)",
  "orgName": "The Temple Guardian Order",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: High Priest (Aasimar Cleric (Light), level 4) (this character); Temple Champion (Variant Human Paladin (Devotion), level 4); Sacred Scholar (High Elf Wizard (Divination), level 4); Divine Warrior (Dragonborn Fighter (Champion), level 4); Healing Acolyte (Halfling Cleric (Life), level 4); Temple Guard (Half-Orc Barbarian (Zealot), level 4)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Listed on the sample page as \"High Priest\" in The Temple Guardian Order.\nMember of The Temple Guardian Order (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Aasimar 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+1",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 7 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Temple Champion": {
  "name": "Temple Champion",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "18",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "32",
  "hpCur": "32",
  "hdTotal": "4d10",
  "hdCur": "4",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Temple Guardian Order: Variant Human Paladin (Devotion)",
  "orgName": "The Temple Guardian Order",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: High Priest (Aasimar Cleric (Light), level 4); Temple Champion (Variant Human Paladin (Devotion), level 4) (this character); Sacred Scholar (High Elf Wizard (Divination), level 4); Divine Warrior (Dragonborn Fighter (Champion), level 4); Healing Acolyte (Halfling Cleric (Life), level 4); Temple Guard (Half-Orc Barbarian (Zealot), level 4)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Member of The Temple Guardian Order (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 19 = chain mail 16 + shield +2 + Defense +1. Speed: Variant Human 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "sk_intimidation_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+6",
  "a1d": "1d8+4 slashing",
  "a2n": "Javelin",
  "a2b": "+6",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Javelin ×5\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp1_4": "Divine Favor",
  "sp1_4_p": true,
  "prepCount": "4",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR\nFighting Style: Defense\nPrepared spells: 4 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Sacred Scholar": {
  "name": "Sacred Scholar",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "18",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "26",
  "hpCur": "26",
  "hdTotal": "4d6",
  "hdCur": "4",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Temple Guardian Order: High Elf Wizard (Divination)",
  "orgName": "The Temple Guardian Order",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: High Priest (Aasimar Cleric (Light), level 4); Temple Champion (Variant Human Paladin (Devotion), level 4); Sacred Scholar (High Elf Wizard (Divination), level 4) (this character); Divine Warrior (Dragonborn Fighter (Champion), level 4); Healing Acolyte (Halfling Cleric (Life), level 4); Temple Guard (Half-Orc Barbarian (Zealot), level 4)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Member of The Temple Guardian Order (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Perception (High Elf); Arcana (Wizard class choice); Investigation (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+1",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+6",
  "a2d": "1d10 fire",
  "gp": "15",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_1_p": true,
  "sp1_2": "Magic Missile",
  "sp1_2_p": true,
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp1_6": "Find Familiar",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_4_p": true,
  "sp2_5": "Web",
  "sp2_5_p": true,
  "sp2_6": "Scorching Ray",
  "sp2_6_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nSpellbook: 12 spells (6 at 1st level + 2 per level); prepared 8 (wizard level + Intelligence modifier), ticked."
 },
 "Divine Warrior (The Temple Guardian Order)": {
  "name": "Divine Warrior (The Temple Guardian Order)",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "19",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "36",
  "hpCur": "36",
  "hdTotal": "4d10",
  "hdCur": "4",
  "features": "Role in The Temple Guardian Order: Dragonborn Fighter (Champion)",
  "orgName": "The Temple Guardian Order",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: High Priest (Aasimar Cleric (Light), level 4); Temple Champion (Variant Human Paladin (Devotion), level 4); Sacred Scholar (High Elf Wizard (Divination), level 4); Divine Warrior (Dragonborn Fighter (Champion), level 4) (this character); Healing Acolyte (Halfling Cleric (Life), level 4); Temple Guard (Half-Orc Barbarian (Zealot), level 4)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Listed on the sample page as \"Divine Warrior\" in The Temple Guardian Order.\nMember of The Temple Guardian Order (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Fighter class choice); Perception (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Dragonborn 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+6",
  "a1d": "1d8+6 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Fighting Style: Dueling (+2 damage, included).",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPack: Dungeoneer's Pack\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Draconic, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR\nFighting Style: Dueling"
 },
 "Healing Acolyte": {
  "name": "Healing Acolyte",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "31",
  "hpCur": "31",
  "hdTotal": "4d8",
  "hdCur": "4",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Temple Guardian Order: Halfling Cleric (Life)",
  "orgName": "The Temple Guardian Order",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: High Priest (Aasimar Cleric (Light), level 4); Temple Champion (Variant Human Paladin (Devotion), level 4); Sacred Scholar (High Elf Wizard (Divination), level 4); Divine Warrior (Dragonborn Fighter (Champion), level 4); Healing Acolyte (Halfling Cleric (Life), level 4) (this character); Temple Guard (Half-Orc Barbarian (Zealot), level 4)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Member of The Temple Guardian Order (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+2",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 13",
  "a3d": "1d8 radiant (DEX save)",
  "gp": "15",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Prayer of Healing",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 7 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Temple Guard": {
  "name": "Temple Guard",
  "race": "Half-Orc",
  "classLevel": "Barbarian (Zealot) 4",
  "level": "4",
  "background": "Acolyte",
  "str": "19",
  "dex": "13",
  "con": "15",
  "int": "8",
  "wis": "12",
  "cha": "10",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "41",
  "hpCur": "41",
  "hdTotal": "4d12",
  "hdCur": "4",
  "features": "Role in The Temple Guardian Order: Half-Orc Barbarian (Zealot)",
  "orgName": "The Temple Guardian Order",
  "allies": "Party of 6, Level 4 (Tier 1 Sextets (Levels 1-4)).\nMembers: High Priest (Aasimar Cleric (Light), level 4); Temple Champion (Variant Human Paladin (Devotion), level 4); Sacred Scholar (High Elf Wizard (Divination), level 4); Divine Warrior (Dragonborn Fighter (Champion), level 4); Healing Acolyte (Halfling Cleric (Life), level 4); Temple Guard (Half-Orc Barbarian (Zealot), level 4) (this character)\n\nReligious Authority: Comprehensive temple hierarchy\nDivine Mission: Serve deity through prayer, action, and protection\nCommunity Service: Provide spiritual guidance and practical aid\nSacred Protection: Guard holy sites and religious artifacts",
  "backstory": "Member of The Temple Guardian Order (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 1 Sextets (Levels 1-4).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Orc): +2 STR, +1 CON. PHB: +2 Strength, +1 Constitution.\nAbility Score Improvements: 4th level +2 STR.\nHit points: 12 at 1st level (d12) + 7 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Intimidation (Half-Orc); Athletics (Barbarian class choice); Perception (Barbarian class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); 15 gp left.\nAC 13 = unarmored 13. Speed: Half-Orc 30 ft.",
  "xp": "2700",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_intimidation_p": true,
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Greataxe",
  "a1b": "+6",
  "a1d": "1d12+4 slashing",
  "a2n": "Handaxe",
  "a2b": "+6",
  "a2d": "1d6+4 slashing",
  "a3n": "Javelin",
  "a3b": "+6",
  "a3d": "1d6+4 piercing",
  "attackNotes": "Rage: +2 damage on Strength melee attacks while raging (not included).",
  "gp": "15",
  "equipment": "Armor: none (unarmored)\nWeapons: Greataxe; Handaxe ×2; Javelin ×4\nPack: Explorer's Pack\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Orc, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR"
 },
 "Lord Inquisitor": {
  "name": "Lord Inquisitor",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 8",
  "level": "8",
  "background": "Noble",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Royal Inquisition Grand Council: Variant Human Cleric (Knowledge)",
  "orgName": "The Royal Inquisition Grand Council",
  "allies": "Party of 6, Level 8 (Tier 2 Sextets (Levels 5-10)).\nMembers: Lord Inquisitor (Variant Human Cleric (Knowledge), level 8) (this character); Divine Enforcer (Aasimar Paladin (Devotion), level 8); Arcane Investigator (High Elf Wizard (Divination), level 8); Master Interrogator (Half-Elf Bard (Eloquence), level 8); Shadow Agent (Halfling Rogue (Mastermind), level 8); Truth Seeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities",
  "backstory": "Member of The Royal Inquisition Grand Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Insight (Cleric class choice); Medicine (Cleric class choice); Religion (Variant Human choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 550 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Variant Human 30 ft.",
  "xp": "34000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+2",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 16",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "45",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Freedom of Movement",
  "sp4_4_p": true,
  "prepCount": "13",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 13 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Divine Enforcer": {
  "name": "Divine Enforcer",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 8",
  "level": "8",
  "background": "Acolyte",
  "str": "19",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "60",
  "hpCur": "60",
  "hdTotal": "8d10",
  "hdCur": "8",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Royal Inquisition Grand Council: Aasimar Paladin (Devotion)",
  "orgName": "The Royal Inquisition Grand Council",
  "allies": "Party of 6, Level 8 (Tier 2 Sextets (Levels 5-10)).\nMembers: Lord Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Enforcer (Aasimar Paladin (Devotion), level 8) (this character); Arcane Investigator (High Elf Wizard (Divination), level 8); Master Interrogator (Half-Elf Bard (Eloquence), level 8); Shadow Agent (Halfling Rogue (Mastermind), level 8); Truth Seeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities",
  "backstory": "Member of The Royal Inquisition Grand Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Athletics (Paladin class choice); Persuasion (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 340 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Aasimar 30 ft.",
  "xp": "34000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_athletics_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+7",
  "a1d": "1d8+4 slashing",
  "a2n": "Javelin",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "100",
  "pp": "24",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp2_4": "Magic Weapon",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR\nFighting Style: Defense\nPrepared spells: 7 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Arcane Investigator": {
  "name": "Arcane Investigator",
  "race": "High Elf",
  "classLevel": "Wizard (Divination) 8",
  "level": "8",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "50",
  "hpCur": "50",
  "hdTotal": "8d6",
  "hdCur": "8",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Royal Inquisition Grand Council: High Elf Wizard (Divination)",
  "orgName": "The Royal Inquisition Grand Council",
  "allies": "Party of 6, Level 8 (Tier 2 Sextets (Levels 5-10)).\nMembers: Lord Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Enforcer (Aasimar Paladin (Devotion), level 8); Arcane Investigator (High Elf Wizard (Divination), level 8) (this character); Master Interrogator (Half-Elf Bard (Eloquence), level 8); Shadow Agent (Halfling Rogue (Mastermind), level 8); Truth Seeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities",
  "backstory": "Member of The Royal Inquisition Grand Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "34000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+2",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+8",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp1_5": "Sleep",
  "sp2_1": "Misty Step",
  "sp2_1_p": true,
  "sp2_2": "Mirror Image",
  "sp2_2_p": true,
  "sp2_3": "Invisibility",
  "sp2_3_p": true,
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp3_5": "Dispel Magic",
  "sp3_5_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "prepCount": "13",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nSpellbook: 20 spells (6 at 1st level + 2 per level); prepared 13 (wizard level + Intelligence modifier), ticked."
 },
 "Master Interrogator": {
  "name": "Master Interrogator",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 8",
  "level": "8",
  "background": "Entertainer",
  "str": "8",
  "dex": "16",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Royal Inquisition Grand Council: Half-Elf Bard (Eloquence)",
  "orgName": "The Royal Inquisition Grand Council",
  "allies": "Party of 6, Level 8 (Tier 2 Sextets (Levels 5-10)).\nMembers: Lord Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Enforcer (Aasimar Paladin (Devotion), level 8); Arcane Investigator (High Elf Wizard (Divination), level 8); Master Interrogator (Half-Elf Bard (Eloquence), level 8) (this character); Shadow Agent (Halfling Rogue (Mastermind), level 8); Truth Seeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities",
  "backstory": "Member of The Royal Inquisition Grand Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 15 = studded leather armor 15. Speed: Half-Elf 30 ft.",
  "xp": "34000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+6",
  "a1d": "1d8+3 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+3 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 16",
  "a3d": "2d4 psychic (WIS save)",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nPotions: Potion of Healing ×2\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp2_3": "Invisibility",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp3_3": "Fear",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Dimension Door",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX\nExpertise: Persuasion, Deception\nSpells known: 11 (Bard table)."
 },
 "Shadow Agent": {
  "name": "Shadow Agent",
  "race": "Halfling",
  "classLevel": "Rogue (Mastermind) 8",
  "level": "8",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "12",
  "wis": "10",
  "cha": "14",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "8d8",
  "hdCur": "8",
  "features": "Role in The Royal Inquisition Grand Council: Halfling Rogue (Mastermind)",
  "orgName": "The Royal Inquisition Grand Council",
  "allies": "Party of 6, Level 8 (Tier 2 Sextets (Levels 5-10)).\nMembers: Lord Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Enforcer (Aasimar Paladin (Devotion), level 8); Arcane Investigator (High Elf Wizard (Divination), level 8); Master Interrogator (Half-Elf Bard (Eloquence), level 8); Shadow Agent (Halfling Rogue (Mastermind), level 8) (this character); Truth Seeker (Kalashtar Monk (Open Hand), level 8)\n\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities",
  "backstory": "Member of The Royal Inquisition Grand Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 17 = studded leather armor 17. Speed: Halfling 25 ft.",
  "xp": "34000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+8",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortbow",
  "a2b": "+8",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+8",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +4d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Truth Seeker": {
  "name": "Truth Seeker",
  "race": "Kalashtar",
  "classLevel": "Monk (Open Hand) 8",
  "level": "8",
  "background": "Hermit",
  "str": "12",
  "dex": "19",
  "con": "13",
  "int": "10",
  "wis": "16",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "51",
  "hpCur": "51",
  "hdTotal": "8d8",
  "hdCur": "8",
  "features": "Role in The Royal Inquisition Grand Council: Kalashtar Monk (Open Hand)",
  "orgName": "The Royal Inquisition Grand Council",
  "allies": "Party of 6, Level 8 (Tier 2 Sextets (Levels 5-10)).\nMembers: Lord Inquisitor (Variant Human Cleric (Knowledge), level 8); Divine Enforcer (Aasimar Paladin (Devotion), level 8); Arcane Investigator (High Elf Wizard (Divination), level 8); Master Interrogator (Half-Elf Bard (Eloquence), level 8); Shadow Agent (Halfling Rogue (Mastermind), level 8); Truth Seeker (Kalashtar Monk (Open Hand), level 8) (this character)\n\nRoyal Mandate: Absolute authority to investigate corruption and heresy\nInformation Network: Extensive spy network and informants\nJudicial Power: Try and sentence criminals against the crown\nMoral Complexity: Balance justice with political necessities",
  "backstory": "Member of The Royal Inquisition Grand Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 8th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 530 gp left.\nAC 17 = unarmored 17. Speed: Kalashtar 30 ft, Unarmored Movement +15 ft.",
  "xp": "34000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "17",
  "speed": "45 ft",
  "a1n": "Shortsword",
  "a1b": "+7",
  "a1d": "1d6+4 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+7",
  "a2d": "1d6+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+7",
  "a3d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Prime Elementalist (The Elemental Mastery Council)": {
  "name": "Prime Elementalist (The Elemental Mastery Council)",
  "race": "Variant Human",
  "classLevel": "Sorcerer (Storm) 7",
  "level": "7",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "18",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "44",
  "hpCur": "44",
  "hdTotal": "7d6",
  "hdCur": "7",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Elemental Mastery Council: Variant Human Sorcerer (Storm)",
  "orgName": "The Elemental Mastery Council",
  "allies": "Party of 6, Level 7 (Tier 2 Sextets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 7) (this character); Earth Sovereign (Earth Genasi Monk (Four Elements), level 7); Fire Lord (Fire Genasi Sorcerer (Draconic), level 7); Water Empress (Water Genasi Druid (Coast), level 7); Air Duchess (Air Genasi Ranger (Horizon Walker), level 7); Void Walker (Shadar-kai Warlock (Great Old One), level 7)\n\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements",
  "backstory": "Listed on the sample page as \"Prime Elementalist\" in The Elemental Mastery Council.\nMember of The Elemental Mastery Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 CHA. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice); Deception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 11 = unarmored 11. Speed: Variant Human 30 ft.",
  "xp": "23000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "sk_deception_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 CHA\nSpells known: 8 (Sorcerer table)."
 },
 "Earth Sovereign": {
  "name": "Earth Sovereign",
  "race": "Earth Genasi",
  "classLevel": "Monk (Four Elements) 7",
  "level": "7",
  "background": "Hermit",
  "str": "13",
  "dex": "17",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "features": "Role in The Elemental Mastery Council: Earth Genasi Monk (Four Elements)",
  "orgName": "The Elemental Mastery Council",
  "allies": "Party of 6, Level 7 (Tier 2 Sextets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 7); Earth Sovereign (Earth Genasi Monk (Four Elements), level 7) (this character); Fire Lord (Fire Genasi Sorcerer (Draconic), level 7); Water Empress (Water Genasi Druid (Coast), level 7); Air Duchess (Air Genasi Ranger (Horizon Walker), level 7); Void Walker (Shadar-kai Warlock (Great Old One), level 7)\n\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements",
  "backstory": "Member of The Elemental Mastery Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 530 gp left.\nAC 15 = unarmored 15. Speed: Earth Genasi 30 ft, Unarmored Movement +15 ft.",
  "xp": "23000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "15",
  "speed": "45 ft",
  "a1n": "Shortsword",
  "a1b": "+6",
  "a1d": "1d6+3 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+6",
  "a2d": "1d6+3 bludgeoning",
  "a3n": "Dart",
  "a3b": "+6",
  "a3d": "1d6+3 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "gp": "100",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Shortsword; Dart ×10\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Primordial, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX"
 },
 "Fire Lord": {
  "name": "Fire Lord",
  "race": "Fire Genasi",
  "classLevel": "Sorcerer (Draconic) 7",
  "level": "7",
  "background": "Noble",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "11",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "58",
  "hpCur": "58",
  "hdTotal": "7d6",
  "hdCur": "7",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Elemental Mastery Council: Fire Genasi Sorcerer (Draconic)",
  "orgName": "The Elemental Mastery Council",
  "allies": "Party of 6, Level 7 (Tier 2 Sextets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 7); Earth Sovereign (Earth Genasi Monk (Four Elements), level 7); Fire Lord (Fire Genasi Sorcerer (Draconic), level 7) (this character); Water Empress (Water Genasi Druid (Coast), level 7); Air Duchess (Air Genasi Ranger (Horizon Walker), level 7); Void Walker (Shadar-kai Warlock (Great Old One), level 7)\n\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements",
  "backstory": "Member of The Elemental Mastery Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Fire Genasi): +2 CON, +1 INT. Elemental Evil: +2 Constitution, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Arcana (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 550 gp left.\nAC 14 = unarmored 14. Speed: Fire Genasi 30 ft.",
  "xp": "23000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+4",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+6",
  "a3d": "2d10 fire",
  "gp": "100",
  "pp": "45",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one gaming set\nLanguages: Common, Primordial, Draconic, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nSpells known: 8 (Sorcerer table)."
 },
 "Water Empress": {
  "name": "Water Empress",
  "race": "Water Genasi",
  "classLevel": "Druid (Coast) 7",
  "level": "7",
  "background": "Hermit",
  "str": "8",
  "dex": "13",
  "con": "16",
  "int": "12",
  "wis": "18",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "59",
  "hpCur": "59",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Elemental Mastery Council: Water Genasi Druid (Coast)",
  "orgName": "The Elemental Mastery Council",
  "allies": "Party of 6, Level 7 (Tier 2 Sextets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 7); Earth Sovereign (Earth Genasi Monk (Four Elements), level 7); Fire Lord (Fire Genasi Sorcerer (Draconic), level 7); Water Empress (Water Genasi Druid (Coast), level 7) (this character); Air Duchess (Air Genasi Ranger (Horizon Walker), level 7); Void Walker (Shadar-kai Warlock (Great Old One), level 7)\n\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements",
  "backstory": "Member of The Elemental Mastery Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Water Genasi): +2 CON, +1 WIS. Elemental Evil: +2 Constitution, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Nature (Druid class choice); Perception (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 485 gp left.\nAC 15 = studded leather armor 13 + shield +2. Speed: Water Genasi 30 ft.",
  "xp": "23000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "ac": "15",
  "speed": "30 ft, swim 30 ft",
  "a1n": "Scimitar",
  "a1b": "+4",
  "a1d": "1d6+1 slashing",
  "a2n": "Produce Flame",
  "a2b": "+7",
  "a2d": "2d8 fire",
  "gp": "105",
  "pp": "38",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit\nLanguages: Common, Primordial, Elvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp4_3": "Ice Storm",
  "sp4_3_p": true,
  "prepCount": "11",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 11 (druid level + Wisdom modifier).\nCircle spells from the Coast subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Air Duchess": {
  "name": "Air Duchess",
  "race": "Air Genasi",
  "classLevel": "Ranger (Horizon Walker) 7",
  "level": "7",
  "background": "Outlander",
  "str": "12",
  "dex": "18",
  "con": "15",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "60",
  "hpCur": "60",
  "hdTotal": "7d10",
  "hdCur": "7",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The Elemental Mastery Council: Air Genasi Ranger (Horizon Walker)",
  "orgName": "The Elemental Mastery Council",
  "allies": "Party of 6, Level 7 (Tier 2 Sextets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 7); Earth Sovereign (Earth Genasi Monk (Four Elements), level 7); Fire Lord (Fire Genasi Sorcerer (Draconic), level 7); Water Empress (Water Genasi Druid (Coast), level 7); Air Duchess (Air Genasi Ranger (Horizon Walker), level 7) (this character); Void Walker (Shadar-kai Warlock (Great Old One), level 7)\n\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements",
  "backstory": "Member of The Elemental Mastery Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Air Genasi): +1 DEX, +2 CON. Elemental Evil: +2 Constitution, +1 Dexterity.\nAbility Score Improvements: 4th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 16. Speed: Air Genasi 30 ft.",
  "xp": "23000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Primordial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp2_3": "Animal Messenger",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 5 (Ranger table)."
 },
 "Void Walker (The Elemental Mastery Council)": {
  "name": "Void Walker (The Elemental Mastery Council)",
  "race": "Shadar-kai",
  "classLevel": "Warlock (Great Old One) 7",
  "level": "7",
  "background": "Charlatan",
  "str": "8",
  "dex": "15",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "7d8",
  "hdCur": "7",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Elemental Mastery Council: Shadar-kai Warlock (Great Old One)",
  "orgName": "The Elemental Mastery Council",
  "allies": "Party of 6, Level 7 (Tier 2 Sextets (Levels 5-10)).\nMembers: Prime Elementalist (Variant Human Sorcerer (Storm), level 7); Earth Sovereign (Earth Genasi Monk (Four Elements), level 7); Fire Lord (Fire Genasi Sorcerer (Draconic), level 7); Water Empress (Water Genasi Druid (Coast), level 7); Air Duchess (Air Genasi Ranger (Horizon Walker), level 7); Void Walker (Shadar-kai Warlock (Great Old One), level 7) (this character)\n\nElemental Dominion: Supreme mastery over all elemental forces\nPlanar Authority: Recognized rulers of elemental realms\nEnvironmental Control: Shape weather and terrain on continental scale\nCosmic Balance: Maintain harmony between opposing elements",
  "backstory": "Listed on the sample page as \"Void Walker\" in The Elemental Mastery Council.\nMember of The Elemental Mastery Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 CHA.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Perception (Shadar-kai); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 7th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 14 = studded leather armor 14. Speed: Shadar-kai 30 ft.",
  "xp": "23000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+6",
  "a3d": "1d10+3 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Elvish",
  "slots4": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA\nSpells known: 8 (Warlock table).\nPact Magic: 2 slots of 4th level, regained on a short rest.\nExpanded spells from the Great Old One subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "General Commander": {
  "name": "General Commander",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 9",
  "level": "9",
  "background": "Soldier",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "15",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "67",
  "hpCur": "67",
  "hdTotal": "9d10",
  "hdCur": "9",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The International Peacekeeping Force: Variant Human Paladin (Devotion)",
  "orgName": "The International Peacekeeping Force",
  "allies": "Party of 6, Level 9 (Tier 2 Sextets (Levels 5-10)).\nMembers: General Commander (Variant Human Paladin (Devotion), level 9) (this character); Chief Diplomat (Half-Elf Bard (Eloquence), level 9); Intelligence Director (Halfling Rogue (Inquisitive), level 9); Special Operations (Half-Orc Ranger (Gloom Stalker), level 9); Magical Support (High Elf Wizard (War Magic), level 9); Medical Corps (Hill Dwarf Cleric (Life), level 9)\n\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain",
  "backstory": "Member of The International Peacekeeping Force (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Persuasion (Paladin class choice); Insight (Paladin class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 20 = splint armor 17 + shield +2 + Defense +1. Speed: Variant Human 30 ft.",
  "xp": "48000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+9",
  "a1d": "1d8+5 slashing",
  "a2n": "Javelin",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Fighting Style: Defense (+1 AC in armor, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Javelin ×5\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "prepCount": "6",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 8th +2 STR\nFighting Style: Defense\nPrepared spells: 6 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Chief Diplomat": {
  "name": "Chief Diplomat",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 9",
  "level": "9",
  "background": "Entertainer",
  "str": "8",
  "dex": "16",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "9d8",
  "hdCur": "9",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The International Peacekeeping Force: Half-Elf Bard (Eloquence)",
  "orgName": "The International Peacekeeping Force",
  "allies": "Party of 6, Level 9 (Tier 2 Sextets (Levels 5-10)).\nMembers: General Commander (Variant Human Paladin (Devotion), level 9); Chief Diplomat (Half-Elf Bard (Eloquence), level 9) (this character); Intelligence Director (Halfling Rogue (Inquisitive), level 9); Special Operations (Half-Orc Ranger (Gloom Stalker), level 9); Magical Support (High Elf Wizard (War Magic), level 9); Medical Corps (Hill Dwarf Cleric (Life), level 9)\n\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain",
  "backstory": "Member of The International Peacekeeping Force (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 15 = studded leather armor 15. Speed: Half-Elf 30 ft.",
  "xp": "48000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+3 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 17",
  "a3d": "2d4 psychic (WIS save)",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nPotions: Potion of Healing ×2\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Dimension Door",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp5_3": "Mass Cure Wounds",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX\nExpertise: Persuasion, Deception\nSpells known: 12 (Bard table)."
 },
 "Intelligence Director": {
  "name": "Intelligence Director",
  "race": "Halfling",
  "classLevel": "Rogue (Inquisitive) 9",
  "level": "9",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "12",
  "wis": "14",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "66",
  "hpCur": "66",
  "hdTotal": "9d8",
  "hdCur": "9",
  "features": "Role in The International Peacekeeping Force: Halfling Rogue (Inquisitive)",
  "orgName": "The International Peacekeeping Force",
  "allies": "Party of 6, Level 9 (Tier 2 Sextets (Levels 5-10)).\nMembers: General Commander (Variant Human Paladin (Devotion), level 9); Chief Diplomat (Half-Elf Bard (Eloquence), level 9); Intelligence Director (Halfling Rogue (Inquisitive), level 9) (this character); Special Operations (Half-Orc Ranger (Gloom Stalker), level 9); Magical Support (High Elf Wizard (War Magic), level 9); Medical Corps (Hill Dwarf Cleric (Life), level 9)\n\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain",
  "backstory": "Member of The International Peacekeeping Force (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 17 = studded leather armor 17. Speed: Halfling 25 ft.",
  "xp": "48000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Rapier",
  "a1b": "+9",
  "a1d": "1d8+5 piercing",
  "a2n": "Shortbow",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+9",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +5d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Shortbow; Arrow ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Halfling, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Special Operations": {
  "name": "Special Operations",
  "race": "Half-Orc",
  "classLevel": "Ranger (Gloom Stalker) 9",
  "level": "9",
  "background": "Outlander",
  "str": "14",
  "dex": "19",
  "con": "14",
  "int": "10",
  "wis": "14",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "76",
  "hpCur": "76",
  "hdTotal": "9d10",
  "hdCur": "9",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The International Peacekeeping Force: Half-Orc Ranger (Gloom Stalker)",
  "orgName": "The International Peacekeeping Force",
  "allies": "Party of 6, Level 9 (Tier 2 Sextets (Levels 5-10)).\nMembers: General Commander (Variant Human Paladin (Devotion), level 9); Chief Diplomat (Half-Elf Bard (Eloquence), level 9); Intelligence Director (Halfling Rogue (Inquisitive), level 9); Special Operations (Half-Orc Ranger (Gloom Stalker), level 9) (this character); Magical Support (High Elf Wizard (War Magic), level 9); Medical Corps (Hill Dwarf Cleric (Life), level 9)\n\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain",
  "backstory": "Member of The International Peacekeeping Force (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Orc): +2 STR, +1 CON. PHB: +2 Strength, +1 Constitution.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Intimidation (Half-Orc); Perception (Ranger class choice); Stealth (Ranger class choice); Nature (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 16. Speed: Half-Orc 30 ft.",
  "xp": "48000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+10",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+8",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included).",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: one musical instrument\nLanguages: Common, Orc, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX\nFighting Style: Archery\nSpells known: 6 (Ranger table)."
 },
 "Magical Support": {
  "name": "Magical Support",
  "race": "High Elf",
  "classLevel": "Wizard (War Magic) 9",
  "level": "9",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "56",
  "hpCur": "56",
  "hdTotal": "9d6",
  "hdCur": "9",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The International Peacekeeping Force: High Elf Wizard (War Magic)",
  "orgName": "The International Peacekeeping Force",
  "allies": "Party of 6, Level 9 (Tier 2 Sextets (Levels 5-10)).\nMembers: General Commander (Variant Human Paladin (Devotion), level 9); Chief Diplomat (Half-Elf Bard (Eloquence), level 9); Intelligence Director (Halfling Rogue (Inquisitive), level 9); Special Operations (Half-Orc Ranger (Gloom Stalker), level 9); Magical Support (High Elf Wizard (War Magic), level 9) (this character); Medical Corps (Hill Dwarf Cleric (Life), level 9)\n\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain",
  "backstory": "Member of The International Peacekeeping Force (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "48000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nSpellbook: 22 spells (6 at 1st level + 2 per level); prepared 14 (wizard level + Intelligence modifier), ticked."
 },
 "Medical Corps": {
  "name": "Medical Corps",
  "race": "Hill Dwarf",
  "classLevel": "Cleric (Life) 9",
  "level": "9",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "16",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "84",
  "hpCur": "84",
  "hdTotal": "9d8",
  "hdCur": "9",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The International Peacekeeping Force: Hill Dwarf Cleric (Life)",
  "orgName": "The International Peacekeeping Force",
  "allies": "Party of 6, Level 9 (Tier 2 Sextets (Levels 5-10)).\nMembers: General Commander (Variant Human Paladin (Devotion), level 9); Chief Diplomat (Half-Elf Bard (Eloquence), level 9); Intelligence Director (Halfling Rogue (Inquisitive), level 9); Special Operations (Half-Orc Ranger (Gloom Stalker), level 9); Magical Support (High Elf Wizard (War Magic), level 9); Medical Corps (Hill Dwarf Cleric (Life), level 9) (this character)\n\nGlobal Authority: Mandate to intervene in international conflicts\nPeacekeeping Mission: Prevent wars and protect civilian populations\nCultural Neutrality: Represent interests of all nations equally\nHumanitarian Focus: Prioritize saving lives over political gain",
  "backstory": "Member of The International Peacekeeping Force (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Hill Dwarf): +2 CON, +1 WIS. PHB: +2 Constitution, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level; Dwarven Toughness +1 per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 9th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 340 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Hill Dwarf 25 ft.",
  "xp": "48000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "24",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, Battleaxe, Handaxe, Light Hammer, Warhammer\nTools: Smith's Tools\nLanguages: Common, Dwarvish, Elvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 14 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Institute Director": {
  "name": "Institute Director",
  "race": "Variant Human",
  "classLevel": "Ranger (Monster Slayer) 6",
  "level": "6",
  "background": "Sailor",
  "str": "12",
  "dex": "18",
  "con": "13",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "46",
  "hpCur": "46",
  "hdTotal": "6d10",
  "hdCur": "6",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Monster Research Institute Board: Variant Human Ranger (Monster Slayer)",
  "orgName": "The Monster Research Institute Board",
  "allies": "Party of 6, Level 6 (Tier 2 Sextets (Levels 5-10)).\nMembers: Institute Director (Variant Human Ranger (Monster Slayer), level 6) (this character); Chief Biologist (Wood Elf Druid (Circle of the Shepherd), level 6); Combat Researcher (Dragonborn Fighter (Champion), level 6); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 6); Medical Director (Halfling Cleric (Life), level 6); Ethics Advisor (Aasimar Cleric (Peace), level 6)\n\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety",
  "backstory": "Member of The Monster Research Institute Board (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX. Feat at 1st level: Sharpshooter (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Stealth (Ranger class choice); Survival (Ranger class choice); Nature (Ranger class choice); Investigation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 16. Speed: Variant Human 30 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_survival_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Longbow",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Shortsword",
  "a2b": "+7",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included). Sharpshooter: −5 to hit for +10 damage with ranged weapons; no long-range disadvantage.",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Longbow; Arrow ×20; Shortsword ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "moreFeatures": "Feat (1st level): Sharpshooter (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX\nFighting Style: Archery\nSpells known: 4 (Ranger table)."
 },
 "Chief Biologist": {
  "name": "Chief Biologist",
  "race": "Wood Elf",
  "classLevel": "Druid (Circle of the Shepherd) 6",
  "level": "6",
  "background": "Sailor",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "12",
  "wis": "18",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Monster Research Institute Board: Wood Elf Druid (Circle of the Shepherd)",
  "orgName": "The Monster Research Institute Board",
  "allies": "Party of 6, Level 6 (Tier 2 Sextets (Levels 5-10)).\nMembers: Institute Director (Variant Human Ranger (Monster Slayer), level 6); Chief Biologist (Wood Elf Druid (Circle of the Shepherd), level 6) (this character); Combat Researcher (Dragonborn Fighter (Champion), level 6); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 6); Medical Director (Halfling Cleric (Life), level 6); Ethics Advisor (Aasimar Cleric (Peace), level 6)\n\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety",
  "backstory": "Member of The Monster Research Institute Board (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Nature (Druid class choice); Medicine (Druid class choice); Insight (replacement for a duplicate).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 490 gp left.\nAC 16 = studded leather armor 14 + shield +2. Speed: Wood Elf 35 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_nature_p": true,
  "sk_medicine_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "35 ft",
  "a1n": "Scimitar",
  "a1b": "+5",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+7",
  "a2d": "2d8 fire",
  "gp": "100",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Longsword, Shortsword, Shortbow, Longbow\nTools: Herbalism Kit, Navigator's Tools, water vehicles\nLanguages: Common, Elvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp3_4": "Plant Growth",
  "sp3_4_p": true,
  "prepCount": "10",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 10 (druid level + Wisdom modifier).\nCircle spells from the Circle of the Shepherd subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Combat Researcher": {
  "name": "Combat Researcher",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 6",
  "level": "6",
  "background": "Sailor",
  "str": "20",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "52",
  "hpCur": "52",
  "hdTotal": "6d10",
  "hdCur": "6",
  "features": "Role in The Monster Research Institute Board: Dragonborn Fighter (Champion)",
  "orgName": "The Monster Research Institute Board",
  "allies": "Party of 6, Level 6 (Tier 2 Sextets (Levels 5-10)).\nMembers: Institute Director (Variant Human Ranger (Monster Slayer), level 6); Chief Biologist (Wood Elf Druid (Circle of the Shepherd), level 6); Combat Researcher (Dragonborn Fighter (Champion), level 6) (this character); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 6); Medical Director (Halfling Cleric (Life), level 6); Ethics Advisor (Aasimar Cleric (Peace), level 6)\n\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety",
  "backstory": "Member of The Monster Research Institute Board (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Intimidation (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 19 = splint armor 17 + shield +2. Speed: Dragonborn 30 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_survival_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Longsword",
  "a1b": "+8",
  "a1d": "1d8+7 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor; Shield\nWeapons: Longsword; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON\nFighting Style: Dueling"
 },
 "Behavioral Analyst (The Monster Research Institute Board)": {
  "name": "Behavioral Analyst (The Monster Research Institute Board)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Alchemist) 6",
  "level": "6",
  "background": "Sailor",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "19",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Monster Research Institute Board: Rock Gnome Artificer (Alchemist)",
  "orgName": "The Monster Research Institute Board",
  "allies": "Party of 6, Level 6 (Tier 2 Sextets (Levels 5-10)).\nMembers: Institute Director (Variant Human Ranger (Monster Slayer), level 6); Chief Biologist (Wood Elf Druid (Circle of the Shepherd), level 6); Combat Researcher (Dragonborn Fighter (Champion), level 6); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 6) (this character); Medical Director (Halfling Cleric (Life), level 6); Ethics Advisor (Aasimar Cleric (Peace), level 6)\n\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety",
  "backstory": "Listed on the sample page as \"Behavioral Analyst\" in The Monster Research Institute Board.\nMember of The Monster Research Institute Board (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: 4th level +2 INT.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Rock Gnome 25 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "17",
  "speed": "25 ft",
  "a1n": "Crossbow, light",
  "a1b": "+4",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+2",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, Navigator's Tools, water vehicles\nLanguages: Common, Gnomish",
  "slots1": "4",
  "slots2": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp2_4": "Invisibility",
  "sp2_4_p": true,
  "prepCount": "7",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT\nPrepared spells: 7 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Alchemist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Medical Director": {
  "name": "Medical Director",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 6",
  "level": "6",
  "background": "Sailor",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Monster Research Institute Board: Halfling Cleric (Life)",
  "orgName": "The Monster Research Institute Board",
  "allies": "Party of 6, Level 6 (Tier 2 Sextets (Levels 5-10)).\nMembers: Institute Director (Variant Human Ranger (Monster Slayer), level 6); Chief Biologist (Wood Elf Druid (Circle of the Shepherd), level 6); Combat Researcher (Dragonborn Fighter (Champion), level 6); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 6); Medical Director (Halfling Cleric (Life), level 6) (this character); Ethics Advisor (Aasimar Cleric (Peace), level 6)\n\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety",
  "backstory": "Member of The Monster Research Institute Board (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Insight (Cleric class choice); Medicine (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 18 = chain mail 16 + shield +2. Speed: Halfling 25 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "ac": "18",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 14",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Halfling",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 9 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Ethics Advisor": {
  "name": "Ethics Advisor",
  "race": "Aasimar",
  "classLevel": "Cleric (Peace) 6",
  "level": "6",
  "background": "Sailor",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "17",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "45",
  "hpCur": "45",
  "hdTotal": "6d8",
  "hdCur": "6",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Monster Research Institute Board: Aasimar Cleric (Peace)",
  "orgName": "The Monster Research Institute Board",
  "allies": "Party of 6, Level 6 (Tier 2 Sextets (Levels 5-10)).\nMembers: Institute Director (Variant Human Ranger (Monster Slayer), level 6); Chief Biologist (Wood Elf Druid (Circle of the Shepherd), level 6); Combat Researcher (Dragonborn Fighter (Champion), level 6); Behavioral Analyst (Rock Gnome Artificer (Alchemist), level 6); Medical Director (Halfling Cleric (Life), level 6); Ethics Advisor (Aasimar Cleric (Peace), level 6) (this character)\n\nScientific Leadership: Premier institution for monster study\nResearch Excellence: Advance understanding of supernatural creatures\nEthical Framework: Balance research with creature welfare\nPublic Service: Share knowledge to improve monster hunting safety",
  "backstory": "Member of The Monster Research Institute Board (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Insight (Cleric class choice); Medicine (Cleric class choice); Persuasion (Peace Cleric).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 6th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Aasimar 30 ft.",
  "xp": "14000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+2",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 14",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp1_3": "Bless",
  "sp1_3_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS\nPrepared spells: 9 (cleric level + Wisdom modifier).\nDomain spells from the Peace subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Arcanum Director": {
  "name": "Arcanum Director",
  "race": "Variant Human",
  "classLevel": "Fighter (Eldritch Knight) 10",
  "level": "10",
  "background": "Soldier",
  "str": "20",
  "dex": "12",
  "con": "17",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "10d10",
  "hdCur": "10",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Arcanum Supreme Bureau: Variant Human Fighter (Eldritch Knight)",
  "orgName": "The Arcanum Supreme Bureau",
  "allies": "Party of 6, Level 10 (Tier 2 Sextets (Levels 5-10)).\nMembers: Arcanum Director (Variant Human Fighter (Eldritch Knight), level 10) (this character); Senior Wizard (High Elf Wizard (Abjuration), level 10); Chief Detective (Half-Elf Warlock (Great Old One), level 10); Occult Specialist (Tiefling Sorcerer (Aberrant Mind), level 10); Divine Consultant (Aasimar Cleric (Knowledge), level 10); Primal Expert (Wood Elf Druid (Stars), level 10)\n\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches",
  "backstory": "Member of The Arcanum Supreme Bureau (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Splint Armor (200 gp), Potion of Healing ×2 (100 gp); 335 gp left.\nAC 17 = splint armor 17. Speed: Variant Human 30 ft.",
  "xp": "64000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Greatsword",
  "a1b": "+9",
  "a1d": "2d6+5 slashing",
  "a2n": "Handaxe",
  "a2b": "+9",
  "a2d": "1d6+5 slashing",
  "a3n": "Fire Bolt",
  "a3b": "+5",
  "a3d": "2d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "gp": "105",
  "pp": "23",
  "equipment": "Armor: Splint Armor\nWeapons: Greatsword; Handaxe ×2\nPotions: Potion of Healing ×2\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp2_4": "Continual Flame",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON\nFighting Style: Great Weapon Fighting\nSpells known: 7 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Senior Wizard": {
  "name": "Senior Wizard",
  "race": "High Elf",
  "classLevel": "Wizard (Abjuration) 10",
  "level": "10",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "62",
  "hpCur": "62",
  "hdTotal": "10d6",
  "hdCur": "10",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Arcanum Supreme Bureau: High Elf Wizard (Abjuration)",
  "orgName": "The Arcanum Supreme Bureau",
  "allies": "Party of 6, Level 10 (Tier 2 Sextets (Levels 5-10)).\nMembers: Arcanum Director (Variant Human Fighter (Eldritch Knight), level 10); Senior Wizard (High Elf Wizard (Abjuration), level 10) (this character); Chief Detective (Half-Elf Warlock (Great Old One), level 10); Occult Specialist (Tiefling Sorcerer (Aberrant Mind), level 10); Divine Consultant (Aasimar Cleric (Knowledge), level 10); Primal Expert (Wood Elf Druid (Stars), level 10)\n\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches",
  "backstory": "Member of The Arcanum Supreme Bureau (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 12 = unarmored 12. Speed: High Elf 30 ft.",
  "xp": "64000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+3",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+9",
  "a2d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_1_p": true,
  "sp3_2": "Counterspell",
  "sp3_2_p": true,
  "sp3_3": "Haste",
  "sp3_3_p": true,
  "sp3_4": "Fly",
  "sp3_4_p": true,
  "sp3_5": "Dispel Magic",
  "sp3_5_p": true,
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp4_5_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "prepCount": "15",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT\nSpellbook: 24 spells (6 at 1st level + 2 per level); prepared 15 (wizard level + Intelligence modifier), ticked."
 },
 "Chief Detective": {
  "name": "Chief Detective",
  "race": "Half-Elf",
  "classLevel": "Warlock (Great Old One) 10",
  "level": "10",
  "background": "Charlatan",
  "str": "8",
  "dex": "14",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "83",
  "hpCur": "83",
  "hdTotal": "10d8",
  "hdCur": "10",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Arcanum Supreme Bureau: Half-Elf Warlock (Great Old One)",
  "orgName": "The Arcanum Supreme Bureau",
  "allies": "Party of 6, Level 10 (Tier 2 Sextets (Levels 5-10)).\nMembers: Arcanum Director (Variant Human Fighter (Eldritch Knight), level 10); Senior Wizard (High Elf Wizard (Abjuration), level 10); Chief Detective (Half-Elf Warlock (Great Old One), level 10) (this character); Occult Specialist (Tiefling Sorcerer (Aberrant Mind), level 10); Divine Consultant (Aasimar Cleric (Knowledge), level 10); Primal Expert (Wood Elf Druid (Stars), level 10)\n\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches",
  "backstory": "Member of The Arcanum Supreme Bureau (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Arcana (Warlock class choice); Intimidation (Warlock class choice); Investigation (Half-Elf choice); Perception (Half-Elf choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 495 gp left.\nAC 14 = studded leather armor 14. Speed: Half-Elf 30 ft.",
  "xp": "64000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+9",
  "a3d": "1d10+5 force ×2 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "gp": "105",
  "pp": "39",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nPotions: Potion of Healing ×2\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Elvish, Dwarvish",
  "slots5": "2",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 10 (Warlock table).\nPact Magic: 2 slots of 5th level, regained on a short rest.\nExpanded spells from the Great Old One subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Occult Specialist": {
  "name": "Occult Specialist",
  "race": "Tiefling",
  "classLevel": "Sorcerer (Aberrant Mind) 10",
  "level": "10",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "62",
  "hpCur": "62",
  "hdTotal": "10d6",
  "hdCur": "10",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Arcanum Supreme Bureau: Tiefling Sorcerer (Aberrant Mind)",
  "orgName": "The Arcanum Supreme Bureau",
  "allies": "Party of 6, Level 10 (Tier 2 Sextets (Levels 5-10)).\nMembers: Arcanum Director (Variant Human Fighter (Eldritch Knight), level 10); Senior Wizard (High Elf Wizard (Abjuration), level 10); Chief Detective (Half-Elf Warlock (Great Old One), level 10); Occult Specialist (Tiefling Sorcerer (Aberrant Mind), level 10) (this character); Divine Consultant (Aasimar Cleric (Knowledge), level 10); Primal Expert (Wood Elf Druid (Stars), level 10)\n\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches",
  "backstory": "Member of The Arcanum Supreme Bureau (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Tiefling): +1 INT, +2 CHA. PHB: +2 Charisma, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 535 gp left.\nAC 11 = unarmored 11. Speed: Tiefling 30 ft.",
  "xp": "64000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "11",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "2d10 fire",
  "gp": "105",
  "pp": "43",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Infernal, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp5_3": "Teleportation Circle",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 CON\nSpells known: 11 (Sorcerer table)."
 },
 "Divine Consultant": {
  "name": "Divine Consultant",
  "race": "Aasimar",
  "classLevel": "Cleric (Knowledge) 10",
  "level": "10",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "14",
  "int": "10",
  "wis": "19",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "73",
  "hpCur": "73",
  "hdTotal": "10d8",
  "hdCur": "10",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Arcanum Supreme Bureau: Aasimar Cleric (Knowledge)",
  "orgName": "The Arcanum Supreme Bureau",
  "allies": "Party of 6, Level 10 (Tier 2 Sextets (Levels 5-10)).\nMembers: Arcanum Director (Variant Human Fighter (Eldritch Knight), level 10); Senior Wizard (High Elf Wizard (Abjuration), level 10); Chief Detective (Half-Elf Warlock (Great Old One), level 10); Occult Specialist (Tiefling Sorcerer (Aberrant Mind), level 10); Divine Consultant (Aasimar Cleric (Knowledge), level 10) (this character); Primal Expert (Wood Elf Druid (Stars), level 10)\n\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches",
  "backstory": "Member of The Arcanum Supreme Bureau (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Potion of Healing ×2 (100 gp); 540 gp left.\nAC 17 = scale mail 15 + shield +2. Speed: Aasimar 30 ft.",
  "xp": "64000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 16",
  "a3d": "2d8 radiant (DEX save)",
  "gp": "100",
  "pp": "44",
  "equipment": "Armor: Scale Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nPotions: Potion of Healing ×2\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish, Draconic, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 14 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Primal Expert": {
  "name": "Primal Expert",
  "race": "Wood Elf",
  "classLevel": "Druid (Stars) 10",
  "level": "10",
  "background": "Hermit",
  "str": "8",
  "dex": "15",
  "con": "14",
  "int": "12",
  "wis": "20",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "73",
  "hpCur": "73",
  "hdTotal": "10d8",
  "hdCur": "10",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Role in The Arcanum Supreme Bureau: Wood Elf Druid (Stars)",
  "orgName": "The Arcanum Supreme Bureau",
  "allies": "Party of 6, Level 10 (Tier 2 Sextets (Levels 5-10)).\nMembers: Arcanum Director (Variant Human Fighter (Eldritch Knight), level 10); Senior Wizard (High Elf Wizard (Abjuration), level 10); Chief Detective (Half-Elf Warlock (Great Old One), level 10); Occult Specialist (Tiefling Sorcerer (Aberrant Mind), level 10); Divine Consultant (Aasimar Cleric (Knowledge), level 10); Primal Expert (Wood Elf Druid (Stars), level 10) (this character)\n\nMagical Supremacy: Authority over all magical traditions\nCross-Tradition Expertise: Each member masters different magical approach\nRegulatory Power: Set and enforce laws governing magical practice\nReality Protection: Prevent magical catastrophes and dimensional breaches",
  "backstory": "Member of The Arcanum Supreme Bureau (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 2 Sextets (Levels 5-10).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Perception (Wood Elf); Nature (Druid class choice); Insight (Druid class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 10th level (standard campaign): 625 gp (1d10 taken as 5); bought Studded Leather Armor (45 gp), Potion of Healing ×2 (100 gp); 485 gp left.\nAC 16 = studded leather armor 14 + shield +2. Speed: Wood Elf 35 ft.",
  "xp": "64000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_perception_p": true,
  "sk_nature_p": true,
  "sk_insight_p": true,
  "ac": "16",
  "speed": "35 ft",
  "a1n": "Scimitar",
  "a1b": "+6",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+9",
  "a2d": "2d8 fire",
  "gp": "105",
  "pp": "38",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nPotions: Potion of Healing ×2\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Longsword, Shortsword, Shortbow, Longbow\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp0_4": "Shillelagh",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp1_3": "Cure Wounds",
  "sp1_3_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Barkskin",
  "sp2_3_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp4_3": "Ice Storm",
  "sp4_3_p": true,
  "sp5_1": "Mass Cure Wounds",
  "sp5_1_p": true,
  "sp5_2": "Wall of Stone",
  "sp5_2_p": true,
  "sp5_3": "Greater Restoration",
  "sp5_3_p": true,
  "prepCount": "15",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 15 (druid level + Wisdom modifier).\nCircle spells from the Stars subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Prime Minister": {
  "name": "Prime Minister",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 14",
  "level": "14",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "102",
  "hpCur": "102",
  "hdTotal": "14d10",
  "hdCur": "14",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Universal Governance Council: Variant Human Paladin (Devotion)",
  "orgName": "The Universal Governance Council",
  "allies": "Party of 6, Level 14 (Tier 3 Sextets (Levels 11-16)).\nMembers: Prime Minister (Variant Human Paladin (Devotion), level 14) (this character); Archmage Chancellor (High Elf Wizard (Conjuration), level 14); High Oracle (Kalashtar Cleric (Knowledge), level 14); Supreme Judge (Half-Elf Bard (Eloquence), level 14); Grand Admiral (Dragonborn Fighter (Champion), level 14); Divine Voice (Aasimar Cleric (Light), level 14)\n\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation",
  "backstory": "Member of The Universal Governance Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +2 CHA. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "140000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "10",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +2 CHA\nFighting Style: Defense\nPrepared spells: 10 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Archmage Chancellor": {
  "name": "Archmage Chancellor",
  "race": "High Elf",
  "classLevel": "Wizard (Conjuration) 14",
  "level": "14",
  "background": "Sage",
  "str": "8",
  "dex": "15",
  "con": "16",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "100",
  "hpCur": "100",
  "hdTotal": "14d6",
  "hdCur": "14",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Universal Governance Council: High Elf Wizard (Conjuration)",
  "orgName": "The Universal Governance Council",
  "allies": "Party of 6, Level 14 (Tier 3 Sextets (Levels 11-16)).\nMembers: Prime Minister (Variant Human Paladin (Devotion), level 14); Archmage Chancellor (High Elf Wizard (Conjuration), level 14) (this character); High Oracle (Kalashtar Cleric (Knowledge), level 14); Supreme Judge (Half-Elf Bard (Eloquence), level 14); Grand Admiral (Dragonborn Fighter (Champion), level 14); Divine Voice (Aasimar Cleric (Light), level 14)\n\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation",
  "backstory": "Member of The Universal Governance Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (High Elf): +2 DEX, +1 INT. PHB: +2 Dexterity, +1 Intelligence.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Perception (High Elf); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 13 = unarmored 12 + cloak of protection +1. Speed: High Elf 30 ft.",
  "xp": "140000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "13",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light, Longsword, Shortsword, Shortbow, Longbow\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 32 spells (6 at 1st level + 2 per level); prepared 19 (wizard level + Intelligence modifier), ticked."
 },
 "High Oracle": {
  "name": "High Oracle",
  "race": "Kalashtar",
  "classLevel": "Cleric (Knowledge) 14",
  "level": "14",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "115",
  "hpCur": "115",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Universal Governance Council: Kalashtar Cleric (Knowledge)",
  "orgName": "The Universal Governance Council",
  "allies": "Party of 6, Level 14 (Tier 3 Sextets (Levels 11-16)).\nMembers: Prime Minister (Variant Human Paladin (Devotion), level 14); Archmage Chancellor (High Elf Wizard (Conjuration), level 14); High Oracle (Kalashtar Cleric (Knowledge), level 14) (this character); Supreme Judge (Half-Elf Bard (Eloquence), level 14); Grand Admiral (Dragonborn Fighter (Champion), level 14); Divine Voice (Aasimar Cleric (Light), level 14)\n\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation",
  "backstory": "Member of The Universal Governance Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "140000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 19 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Supreme Judge": {
  "name": "Supreme Judge",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 14",
  "level": "14",
  "background": "Entertainer",
  "str": "8",
  "dex": "18",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "101",
  "hpCur": "101",
  "hdTotal": "14d8",
  "hdCur": "14",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Universal Governance Council: Half-Elf Bard (Eloquence)",
  "orgName": "The Universal Governance Council",
  "allies": "Party of 6, Level 14 (Tier 3 Sextets (Levels 11-16)).\nMembers: Prime Minister (Variant Human Paladin (Devotion), level 14); Archmage Chancellor (High Elf Wizard (Conjuration), level 14); High Oracle (Kalashtar Cleric (Knowledge), level 14); Supreme Judge (Half-Elf Bard (Eloquence), level 14) (this character); Grand Admiral (Dragonborn Fighter (Champion), level 14); Divine Voice (Aasimar Cleric (Light), level 14)\n\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation",
  "backstory": "Member of The Universal Governance Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 17 = studded leather armor 16 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "140000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "17",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+9",
  "a1d": "1d8+4 piercing",
  "a2n": "Dagger",
  "a2b": "+9",
  "a2d": "1d4+4 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 18",
  "a3d": "3d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Dimension Door",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp5_3": "Mass Cure Wounds",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 18 (Bard table)."
 },
 "Grand Admiral": {
  "name": "Grand Admiral",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 14",
  "level": "14",
  "background": "Sailor",
  "str": "20",
  "dex": "14",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "158",
  "hpCur": "158",
  "hdTotal": "14d10",
  "hdCur": "14",
  "features": "Role in The Universal Governance Council: Dragonborn Fighter (Champion)",
  "orgName": "The Universal Governance Council",
  "allies": "Party of 6, Level 14 (Tier 3 Sextets (Levels 11-16)).\nMembers: Prime Minister (Variant Human Paladin (Devotion), level 14); Archmage Chancellor (High Elf Wizard (Conjuration), level 14); High Oracle (Kalashtar Cleric (Knowledge), level 14); Supreme Judge (Half-Elf Bard (Eloquence), level 14); Grand Admiral (Dragonborn Fighter (Champion), level 14) (this character); Divine Voice (Aasimar Cleric (Light), level 14)\n\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation",
  "backstory": "Member of The Universal Governance Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sailor is a suggested choice. Skills: Athletics (Sailor background); Perception (Sailor background); Intimidation (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sailor background equipment (10 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 21 = plate armor 18 + shield +2 + cloak of protection +1. Speed: Dragonborn 30 ft.",
  "xp": "140000",
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "sk_intimidation_p": true,
  "sk_survival_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+2 piercing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Sailor): Belaying pin (club); Rope, silk (50 feet); Lucky charm; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Navigator's Tools, water vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX\nFighting Style: Dueling"
 },
 "Divine Voice": {
  "name": "Divine Voice",
  "race": "Aasimar",
  "classLevel": "Cleric (Light) 14",
  "level": "14",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "101",
  "hpCur": "101",
  "hdTotal": "14d8",
  "hdCur": "14",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Universal Governance Council: Aasimar Cleric (Light)",
  "orgName": "The Universal Governance Council",
  "allies": "Party of 6, Level 14 (Tier 3 Sextets (Levels 11-16)).\nMembers: Prime Minister (Variant Human Paladin (Devotion), level 14); Archmage Chancellor (High Elf Wizard (Conjuration), level 14); High Oracle (Kalashtar Cleric (Knowledge), level 14); Supreme Judge (Half-Elf Bard (Eloquence), level 14); Grand Admiral (Dragonborn Fighter (Champion), level 14); Divine Voice (Aasimar Cleric (Light), level 14) (this character)\n\nUniversal Authority: Govern relationships between planes and realities\nCosmic Law: Establish and enforce universal principles\nReality Management: Maintain stability across all existence\nDivine Mandate: Answer to fundamental forces of creation",
  "backstory": "Member of The Universal Governance Council (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 14th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "140000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "19",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON\nPrepared spells: 19 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Matter Sovereign": {
  "name": "Matter Sovereign",
  "race": "Earth Genasi",
  "classLevel": "Monk (Astral Self) 13",
  "level": "13",
  "background": "Hermit",
  "str": "13",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "15",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "94",
  "hpCur": "94",
  "hdTotal": "13d8",
  "hdCur": "13",
  "features": "Role in The Cosmic Synthesis Assembly: Earth Genasi Monk (Astral Self)",
  "orgName": "The Cosmic Synthesis Assembly",
  "allies": "Party of 6, Level 13 (Tier 3 Sextets (Levels 11-16)).\nMembers: Matter Sovereign (Earth Genasi Monk (Astral Self), level 13) (this character); Energy Empress (Fire Genasi Sorcerer (Draconic), level 13); Space Lord (Githyanki Fighter (Eldritch Knight), level 13); Time Guardian (Variant Human Wizard (Divination), level 13); Mind Walker (Kalashtar Cleric (Knowledge), level 13); Soul Speaker (Aasimar Paladin (Devotion), level 13)\n\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities",
  "backstory": "Member of The Cosmic Synthesis Assembly (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Earth Genasi): +1 STR, +2 CON. Elemental Evil: +2 Constitution, +1 Strength.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 18 = unarmored 17 + cloak of protection +1. Speed: Earth Genasi 30 ft, Unarmored Movement +20 ft.",
  "xp": "120000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "18",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+10",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+10",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Primordial, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS"
 },
 "Energy Empress": {
  "name": "Energy Empress",
  "race": "Fire Genasi",
  "classLevel": "Sorcerer (Draconic) 13",
  "level": "13",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "11",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "106",
  "hpCur": "106",
  "hdTotal": "13d6",
  "hdCur": "13",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Cosmic Synthesis Assembly: Fire Genasi Sorcerer (Draconic)",
  "orgName": "The Cosmic Synthesis Assembly",
  "allies": "Party of 6, Level 13 (Tier 3 Sextets (Levels 11-16)).\nMembers: Matter Sovereign (Earth Genasi Monk (Astral Self), level 13); Energy Empress (Fire Genasi Sorcerer (Draconic), level 13) (this character); Space Lord (Githyanki Fighter (Eldritch Knight), level 13); Time Guardian (Variant Human Wizard (Divination), level 13); Mind Walker (Kalashtar Cleric (Knowledge), level 13); Soul Speaker (Aasimar Paladin (Devotion), level 13)\n\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities",
  "backstory": "Member of The Cosmic Synthesis Assembly (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Fire Genasi): +2 CON, +1 INT. Elemental Evil: +2 Constitution, +1 Intelligence.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level; Draconic Resilience +1 per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 15 = unarmored 14 + cloak of protection +1. Speed: Fire Genasi 30 ft.",
  "xp": "120000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+10",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Draconic, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 13 (Sorcerer table)."
 },
 "Space Lord": {
  "name": "Space Lord",
  "race": "Githyanki",
  "classLevel": "Fighter (Eldritch Knight) 13",
  "level": "13",
  "background": "Noble",
  "str": "20",
  "dex": "12",
  "con": "19",
  "int": "14",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "134",
  "hpCur": "134",
  "hdTotal": "13d10",
  "hdCur": "13",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Cosmic Synthesis Assembly: Githyanki Fighter (Eldritch Knight)",
  "orgName": "The Cosmic Synthesis Assembly",
  "allies": "Party of 6, Level 13 (Tier 3 Sextets (Levels 11-16)).\nMembers: Matter Sovereign (Earth Genasi Monk (Astral Self), level 13); Energy Empress (Fire Genasi Sorcerer (Draconic), level 13); Space Lord (Githyanki Fighter (Eldritch Knight), level 13) (this character); Time Guardian (Variant Human Wizard (Divination), level 13); Mind Walker (Kalashtar Cleric (Knowledge), level 13); Soul Speaker (Aasimar Paladin (Devotion), level 13)\n\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities",
  "backstory": "Member of The Cosmic Synthesis Assembly (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Fighter class choice); Perception (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 21 = plate armor 18 + shield +2 + cloak of protection +1. Speed: Githyanki 30 ft.",
  "xp": "120000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_perception_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "3d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons, Shortsword, Longsword, Greatsword\nTools: one gaming set\nLanguages: Common, Gith, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Dispel Magic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON\nFighting Style: Dueling\nSpells known: 9 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Time Guardian (The Cosmic Synthesis Assembly)": {
  "name": "Time Guardian (The Cosmic Synthesis Assembly)",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 13",
  "level": "13",
  "background": "Soldier",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "93",
  "hpCur": "93",
  "hdTotal": "13d6",
  "hdCur": "13",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Cosmic Synthesis Assembly: Variant Human Wizard (Divination)",
  "orgName": "The Cosmic Synthesis Assembly",
  "allies": "Party of 6, Level 13 (Tier 3 Sextets (Levels 11-16)).\nMembers: Matter Sovereign (Earth Genasi Monk (Astral Self), level 13); Energy Empress (Fire Genasi Sorcerer (Draconic), level 13); Space Lord (Githyanki Fighter (Eldritch Knight), level 13); Time Guardian (Variant Human Wizard (Divination), level 13) (this character); Mind Walker (Kalashtar Cleric (Knowledge), level 13); Soul Speaker (Aasimar Paladin (Devotion), level 13)\n\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities",
  "backstory": "Listed on the sample page as \"Time Guardian\" in The Cosmic Synthesis Assembly.\nMember of The Cosmic Synthesis Assembly (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Arcana (Wizard class choice); Investigation (Wizard class choice); History (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "120000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_history_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp4_4": "Wall of Fire",
  "sp4_4_p": true,
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "prepCount": "18",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON\nSpellbook: 30 spells (6 at 1st level + 2 per level); prepared 18 (wizard level + Intelligence modifier), ticked."
 },
 "Mind Walker": {
  "name": "Mind Walker",
  "race": "Kalashtar",
  "classLevel": "Cleric (Knowledge) 13",
  "level": "13",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "107",
  "hpCur": "107",
  "hdTotal": "13d8",
  "hdCur": "13",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Cosmic Synthesis Assembly: Kalashtar Cleric (Knowledge)",
  "orgName": "The Cosmic Synthesis Assembly",
  "allies": "Party of 6, Level 13 (Tier 3 Sextets (Levels 11-16)).\nMembers: Matter Sovereign (Earth Genasi Monk (Astral Self), level 13); Energy Empress (Fire Genasi Sorcerer (Draconic), level 13); Space Lord (Githyanki Fighter (Eldritch Knight), level 13); Time Guardian (Variant Human Wizard (Divination), level 13); Mind Walker (Kalashtar Cleric (Knowledge), level 13) (this character); Soul Speaker (Aasimar Paladin (Devotion), level 13)\n\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities",
  "backstory": "Member of The Cosmic Synthesis Assembly (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); Arcana (Knowledge Cleric); History (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "120000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "prepCount": "18",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 18 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Soul Speaker": {
  "name": "Soul Speaker",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 13",
  "level": "13",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "95",
  "hpCur": "95",
  "hdTotal": "13d10",
  "hdCur": "13",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Cosmic Synthesis Assembly: Aasimar Paladin (Devotion)",
  "orgName": "The Cosmic Synthesis Assembly",
  "allies": "Party of 6, Level 13 (Tier 3 Sextets (Levels 11-16)).\nMembers: Matter Sovereign (Earth Genasi Monk (Astral Self), level 13); Energy Empress (Fire Genasi Sorcerer (Draconic), level 13); Space Lord (Githyanki Fighter (Eldritch Knight), level 13); Time Guardian (Variant Human Wizard (Divination), level 13); Mind Walker (Kalashtar Cleric (Knowledge), level 13); Soul Speaker (Aasimar Paladin (Devotion), level 13) (this character)\n\nFundamental Forces: Each member embodies basic aspect of existence\nUniversal Integration: Maintain harmony between all cosmic forces\nReality Architecture: Design and maintain structure of existence\nEvolutionary Guide: Direct the development of consciousness across realities",
  "backstory": "Member of The Cosmic Synthesis Assembly (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 13th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "120000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "9",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA\nFighting Style: Defense\nPrepared spells: 9 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Material Speaker": {
  "name": "Material Speaker",
  "race": "Variant Human",
  "classLevel": "Fighter (Rune Knight) 12",
  "level": "12",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "19",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "124",
  "hpCur": "124",
  "hdTotal": "12d10",
  "hdCur": "12",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Planar Sovereignty Parliament: Variant Human Fighter (Rune Knight)",
  "orgName": "The Planar Sovereignty Parliament",
  "allies": "Party of 6, Level 12 (Tier 3 Sextets (Levels 11-16)).\nMembers: Material Speaker (Variant Human Fighter (Rune Knight), level 12) (this character); Positive Delegate (Aasimar Cleric (Life), level 12); Negative Representative (Shadar-kai Warlock (Undead), level 12); Elemental Ambassador (Genasi Sorcerer (Storm), level 12); Shadow Envoy (Shadar-kai Rogue (Phantom), level 12); Ethereal Mediator (Kalashtar Monk (Astral Self), level 12)\n\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality",
  "backstory": "Member of The Planar Sovereignty Parliament (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 19 = plate armor 18 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "100000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+10",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+9",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON\nFighting Style: Great Weapon Fighting"
 },
 "Positive Delegate": {
  "name": "Positive Delegate",
  "race": "Aasimar",
  "classLevel": "Cleric (Life) 12",
  "level": "12",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "87",
  "hpCur": "87",
  "hdTotal": "12d8",
  "hdCur": "12",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Planar Sovereignty Parliament: Aasimar Cleric (Life)",
  "orgName": "The Planar Sovereignty Parliament",
  "allies": "Party of 6, Level 12 (Tier 3 Sextets (Levels 11-16)).\nMembers: Material Speaker (Variant Human Fighter (Rune Knight), level 12); Positive Delegate (Aasimar Cleric (Life), level 12) (this character); Negative Representative (Shadar-kai Warlock (Undead), level 12); Elemental Ambassador (Genasi Sorcerer (Storm), level 12); Shadow Envoy (Shadar-kai Rogue (Phantom), level 12); Ethereal Mediator (Kalashtar Monk (Astral Self), level 12)\n\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality",
  "backstory": "Member of The Planar Sovereignty Parliament (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 19 = chain mail 16 + shield +2 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "100000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+3",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "17",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON\nPrepared spells: 17 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Negative Representative": {
  "name": "Negative Representative",
  "race": "Shadar-kai",
  "classLevel": "Warlock (Undead) 12",
  "level": "12",
  "background": "Charlatan",
  "str": "8",
  "dex": "15",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "99",
  "hpCur": "99",
  "hdTotal": "12d8",
  "hdCur": "12",
  "spellClass": "Warlock",
  "spellAbility": "cha",
  "features": "Role in The Planar Sovereignty Parliament: Shadar-kai Warlock (Undead)",
  "orgName": "The Planar Sovereignty Parliament",
  "allies": "Party of 6, Level 12 (Tier 3 Sextets (Levels 11-16)).\nMembers: Material Speaker (Variant Human Fighter (Rune Knight), level 12); Positive Delegate (Aasimar Cleric (Life), level 12); Negative Representative (Shadar-kai Warlock (Undead), level 12) (this character); Elemental Ambassador (Genasi Sorcerer (Storm), level 12); Shadow Envoy (Shadar-kai Rogue (Phantom), level 12); Ethereal Mediator (Kalashtar Monk (Astral Self), level 12)\n\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality",
  "backstory": "Member of The Planar Sovereignty Parliament (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Charlatan is a suggested choice. Skills: Deception (Charlatan background); Sleight of Hand (Charlatan background); Perception (Shadar-kai); Arcana (Warlock class choice); Intimidation (Warlock class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Charlatan background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 15 = studded leather armor 14 + cloak of protection +1. Speed: Shadar-kai 30 ft.",
  "xp": "100000",
  "sk_deception_p": true,
  "sk_sleightofhand_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_intimidation_p": true,
  "ac": "15",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+6",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+6",
  "a2d": "1d4+2 piercing",
  "a3n": "Eldritch Blast",
  "a3b": "+9",
  "a3d": "1d10+5 force ×3 beams",
  "attackNotes": "Eldritch Blast includes the Agonizing Blast invocation (Charisma to damage per beam).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2; Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Arcane focus (Rod)\nBackground (Charlatan): Clothes, fine; Disguise Kit; Tools of the con",
  "profs": "Armor: Light\nWeapons: simple weapons\nTools: Disguise Kit, Forgery Kit\nLanguages: Common, Elvish",
  "slots5": "3",
  "sp0_1": "Eldritch Blast",
  "sp0_2": "Mage Hand",
  "sp0_3": "Minor Illusion",
  "sp0_4": "Chill Touch",
  "sp1_1": "Hellish Rebuke",
  "sp1_2": "Charm Person",
  "sp2_1": "Misty Step",
  "sp2_2": "Hold Person",
  "sp3_1": "Counterspell",
  "sp3_2": "Fly",
  "sp4_1": "Banishment",
  "sp4_2": "Dimension Door",
  "sp5_1": "Hold Monster",
  "sp5_2": "Scrying",
  "sp5_3": "Contact Other Plane",
  "sp6_1": "Circle of Death",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 11 (Warlock table).\nMystic Arcanum (6th–9th level, once each per long rest) listed in rows 6–9; they have no slots.\nPact Magic: 3 slots of 5th level, regained on a short rest.\nExpanded spells from the Undead subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Elemental Ambassador": {
  "name": "Elemental Ambassador",
  "race": "Genasi",
  "classLevel": "Sorcerer (Storm) 12",
  "level": "12",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "86",
  "hpCur": "86",
  "hdTotal": "12d6",
  "hdCur": "12",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Planar Sovereignty Parliament: Genasi Sorcerer (Storm)",
  "orgName": "The Planar Sovereignty Parliament",
  "allies": "Party of 6, Level 12 (Tier 3 Sextets (Levels 11-16)).\nMembers: Material Speaker (Variant Human Fighter (Rune Knight), level 12); Positive Delegate (Aasimar Cleric (Life), level 12); Negative Representative (Shadar-kai Warlock (Undead), level 12); Elemental Ambassador (Genasi Sorcerer (Storm), level 12) (this character); Shadow Envoy (Shadar-kai Rogue (Phantom), level 12); Ethereal Mediator (Kalashtar Monk (Astral Self), level 12)\n\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality",
  "backstory": "Member of The Planar Sovereignty Parliament (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Genasi): +2 CON. Elemental Evil: +2 Constitution (element not stated: Air +1 Dex, Earth +1 Str, Fire +1 Int, Water +1 Wis).\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Genasi 30 ft.",
  "xp": "100000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+5",
  "a1d": "1d8+1 piercing",
  "a2n": "Dagger",
  "a2b": "+5",
  "a2d": "1d4+1 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+9",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Primordial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp2_1": "Misty Step",
  "sp2_2": "Scorching Ray",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON\nSpells known: 12 (Sorcerer table)."
 },
 "Shadow Envoy": {
  "name": "Shadow Envoy",
  "race": "Shadar-kai",
  "classLevel": "Rogue (Phantom) 12",
  "level": "12",
  "background": "Criminal",
  "str": "8",
  "dex": "20",
  "con": "20",
  "int": "12",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "12d8",
  "hdCur": "12",
  "features": "Role in The Planar Sovereignty Parliament: Shadar-kai Rogue (Phantom)",
  "orgName": "The Planar Sovereignty Parliament",
  "allies": "Party of 6, Level 12 (Tier 3 Sextets (Levels 11-16)).\nMembers: Material Speaker (Variant Human Fighter (Rune Knight), level 12); Positive Delegate (Aasimar Cleric (Life), level 12); Negative Representative (Shadar-kai Warlock (Undead), level 12); Elemental Ambassador (Genasi Sorcerer (Storm), level 12); Shadow Envoy (Shadar-kai Rogue (Phantom), level 12) (this character); Ethereal Mediator (Kalashtar Monk (Astral Self), level 12)\n\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality",
  "backstory": "Member of The Planar Sovereignty Parliament (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Shadar-kai): +2 DEX, +1 CON. Mordenkainen's Tome of Foes: +2 Dexterity, +1 Constitution.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 CON; 10th level +2 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Criminal is a suggested choice. Skills: Deception (Criminal background); Stealth (Criminal background); Perception (Shadar-kai); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice); Investigation (Rogue class choice); Insight (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Criminal background equipment (15 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 18 = studded leather armor 17 + cloak of protection +1. Speed: Shadar-kai 30 ft.",
  "xp": "100000",
  "sk_deception_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "+1 Rapier",
  "a1b": "+10",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortbow",
  "a2b": "+9",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+9",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +6d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Rapier; Shortbow; Arrow ×20; Dagger ×2\nMagic items: Weapon, +1 (Rapier); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Criminal): Crowbar; Clothes, common (dark, with hood)",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: Thieves' Tools, one gaming set\nLanguages: Common, Elvish, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 CON; 10th +2 CON; 12th +2 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Ethereal Mediator": {
  "name": "Ethereal Mediator",
  "race": "Kalashtar",
  "classLevel": "Monk (Astral Self) 12",
  "level": "12",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "17",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "75",
  "hpCur": "75",
  "hdTotal": "12d8",
  "hdCur": "12",
  "features": "Role in The Planar Sovereignty Parliament: Kalashtar Monk (Astral Self)",
  "orgName": "The Planar Sovereignty Parliament",
  "allies": "Party of 6, Level 12 (Tier 3 Sextets (Levels 11-16)).\nMembers: Material Speaker (Variant Human Fighter (Rune Knight), level 12); Positive Delegate (Aasimar Cleric (Life), level 12); Negative Representative (Shadar-kai Warlock (Undead), level 12); Elemental Ambassador (Genasi Sorcerer (Storm), level 12); Shadow Envoy (Shadar-kai Rogue (Phantom), level 12); Ethereal Mediator (Kalashtar Monk (Astral Self), level 12) (this character)\n\nPlanar Government: Official parliament representing all planes\nCosmic Diplomacy: Negotiate between opposing universal forces\nReality Legislation: Pass laws governing planar interactions\nExistential Authority: Power to reshape fundamental reality",
  "backstory": "Member of The Planar Sovereignty Parliament (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 12th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 19 = unarmored 18 + cloak of protection +1. Speed: Kalashtar 30 ft, Unarmored Movement +20 ft.",
  "xp": "100000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "19",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+10",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+9",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+9",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS"
 },
 "Chronarch Emperor": {
  "name": "Chronarch Emperor",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 15",
  "level": "15",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "17",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "109",
  "hpCur": "109",
  "hdTotal": "15d10",
  "hdCur": "15",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Temporal Enforcement Supreme Command: Variant Human Paladin (Devotion)",
  "orgName": "The Temporal Enforcement Supreme Command",
  "allies": "Party of 6, Level 15 (Tier 3 Sextets (Levels 11-16)).\nMembers: Chronarch Emperor (Variant Human Paladin (Devotion), level 15) (this character); Timeline Director (Kalashtar Wizard (Divination), level 15); Paradox Hunter (Githyanki Rogue (Phantom), level 15); Probability Oracle (Half-Elf Cleric (Knowledge), level 15); Causal Engineer (Rock Gnome Artificer (Artillerist), level 15); Quantum Judge (Warforged Monk (Astral Self), level 15)\n\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed",
  "backstory": "Member of The Temporal Enforcement Supreme Command (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +2 CHA. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "165000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+11",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "prepCount": "10",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +2 CHA\nFighting Style: Defense\nPrepared spells: 10 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Timeline Director": {
  "name": "Timeline Director",
  "race": "Kalashtar",
  "classLevel": "Wizard (Divination) 15",
  "level": "15",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "20",
  "wis": "14",
  "cha": "11",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "92",
  "hpCur": "92",
  "hdTotal": "15d6",
  "hdCur": "15",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Temporal Enforcement Supreme Command: Kalashtar Wizard (Divination)",
  "orgName": "The Temporal Enforcement Supreme Command",
  "allies": "Party of 6, Level 15 (Tier 3 Sextets (Levels 11-16)).\nMembers: Chronarch Emperor (Variant Human Paladin (Devotion), level 15); Timeline Director (Kalashtar Wizard (Divination), level 15) (this character); Paradox Hunter (Githyanki Rogue (Phantom), level 15); Probability Oracle (Half-Elf Cleric (Knowledge), level 15); Causal Engineer (Rock Gnome Artificer (Artillerist), level 15); Quantum Judge (Warforged Monk (Astral Self), level 15)\n\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed",
  "backstory": "Member of The Temporal Enforcement Supreme Command (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +1 INT, +1 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,060 gp left.\nAC 12 = unarmored 11 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "165000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "ac": "12",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+4",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+10",
  "a2d": "3d10 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "596",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_1_p": true,
  "sp4_2": "Polymorph",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "prepCount": "20",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +1 INT, +1 CON\nSpellbook: 34 spells (6 at 1st level + 2 per level); prepared 20 (wizard level + Intelligence modifier), ticked."
 },
 "Paradox Hunter (The Temporal Enforcement Supreme Command)": {
  "name": "Paradox Hunter (The Temporal Enforcement Supreme Command)",
  "race": "Githyanki",
  "classLevel": "Rogue (Phantom) 15",
  "level": "15",
  "background": "Outlander",
  "str": "10",
  "dex": "20",
  "con": "17",
  "int": "13",
  "wis": "13",
  "cha": "10",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "15d8",
  "hdCur": "15",
  "features": "Role in The Temporal Enforcement Supreme Command: Githyanki Rogue (Phantom)",
  "orgName": "The Temporal Enforcement Supreme Command",
  "allies": "Party of 6, Level 15 (Tier 3 Sextets (Levels 11-16)).\nMembers: Chronarch Emperor (Variant Human Paladin (Devotion), level 15); Timeline Director (Kalashtar Wizard (Divination), level 15); Paradox Hunter (Githyanki Rogue (Phantom), level 15) (this character); Probability Oracle (Half-Elf Cleric (Knowledge), level 15); Causal Engineer (Rock Gnome Artificer (Artillerist), level 15); Quantum Judge (Warforged Monk (Astral Self), level 15)\n\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed",
  "backstory": "Listed on the sample page as \"Paradox Hunter\" in The Temporal Enforcement Supreme Command.\nMember of The Temporal Enforcement Supreme Command (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Githyanki): +2 STR, +1 INT. Mordenkainen's Tome of Foes: +2 Strength, +1 Intelligence.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 10th level +1 DEX, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Stealth (Rogue class choice); Perception (Rogue class choice); Sleight of Hand (Rogue class choice); Acrobatics (Rogue class choice). Expertise: Stealth, Perception, Sleight of Hand, Acrobatics.\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,015 gp left.\nAC 18 = studded leather armor 17 + cloak of protection +1. Speed: Githyanki 30 ft.",
  "xp": "165000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_stealth_p": true,
  "sk_perception_p": true,
  "sk_sleightofhand_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_e": true,
  "sk_perception_e": true,
  "sk_sleightofhand_e": true,
  "sk_acrobatics_e": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "+1 Rapier",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortbow",
  "a2b": "+10",
  "a2d": "1d6+5 piercing",
  "a3n": "Dagger",
  "a3b": "+10",
  "a3d": "1d4+5 piercing",
  "attackNotes": "Sneak Attack +8d6 once per turn (finesse or ranged, with advantage or an ally adjacent).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "591",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Rapier; Shortbow; Arrow ×20; Dagger ×2\nMagic items: Weapon, +1 (Rapier); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Burglar's Pack\nGear: Thieves' Tools\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword, Greatsword\nTools: Thieves' Tools, one musical instrument\nLanguages: Common, Gith, Elvish, Dwarvish, Thieves' Cant",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 10th +1 DEX, +1 CON; 12th +2 CON\nExpertise: Stealth, Perception, Sleight of Hand, Acrobatics"
 },
 "Probability Oracle (The Temporal Enforcement Supreme Command)": {
  "name": "Probability Oracle (The Temporal Enforcement Supreme Command)",
  "race": "Half-Elf",
  "classLevel": "Cleric (Knowledge) 15",
  "level": "15",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "15d8",
  "hdCur": "15",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Temporal Enforcement Supreme Command: Half-Elf Cleric (Knowledge)",
  "orgName": "The Temporal Enforcement Supreme Command",
  "allies": "Party of 6, Level 15 (Tier 3 Sextets (Levels 11-16)).\nMembers: Chronarch Emperor (Variant Human Paladin (Devotion), level 15); Timeline Director (Kalashtar Wizard (Divination), level 15); Paradox Hunter (Githyanki Rogue (Phantom), level 15); Probability Oracle (Half-Elf Cleric (Knowledge), level 15) (this character); Causal Engineer (Rock Gnome Artificer (Artillerist), level 15); Quantum Judge (Warforged Monk (Astral Self), level 15)\n\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed",
  "backstory": "Listed on the sample page as \"Probability Oracle\" in The Temporal Enforcement Supreme Command.\nMember of The Temporal Enforcement Supreme Command (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 CON, +1 WIS, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Half-Elf choice); Perception (Half-Elf choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "165000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_perception_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+4",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 18",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan, Infernal",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "prepCount": "20",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON\nExpertise: Arcana, History\nPrepared spells: 20 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Causal Engineer (The Temporal Enforcement Supreme Command)": {
  "name": "Causal Engineer (The Temporal Enforcement Supreme Command)",
  "race": "Rock Gnome",
  "classLevel": "Artificer (Artillerist) 15",
  "level": "15",
  "background": "Guild Artisan",
  "str": "8",
  "dex": "13",
  "con": "18",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "138",
  "hpCur": "138",
  "hdTotal": "15d8",
  "hdCur": "15",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Temporal Enforcement Supreme Command: Rock Gnome Artificer (Artillerist)",
  "orgName": "The Temporal Enforcement Supreme Command",
  "allies": "Party of 6, Level 15 (Tier 3 Sextets (Levels 11-16)).\nMembers: Chronarch Emperor (Variant Human Paladin (Devotion), level 15); Timeline Director (Kalashtar Wizard (Divination), level 15); Paradox Hunter (Githyanki Rogue (Phantom), level 15); Probability Oracle (Half-Elf Cleric (Knowledge), level 15); Causal Engineer (Rock Gnome Artificer (Artillerist), level 15) (this character); Quantum Judge (Warforged Monk (Astral Self), level 15)\n\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed",
  "backstory": "Listed on the sample page as \"Causal Engineer\" in The Temporal Enforcement Supreme Command.\nMember of The Temporal Enforcement Supreme Command (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Rock Gnome): +1 CON, +2 INT. PHB: +2 Intelligence, +1 Constitution.\nAbility Score Improvements: 4th level +2 INT; 8th level +1 INT, +1 CON; 12th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Rock Gnome 25 ft.",
  "xp": "165000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "ac": "19",
  "speed": "25 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+7",
  "a1d": "1d8+2 piercing",
  "a2n": "Mace",
  "a2b": "+4",
  "a2d": "1d6−1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+10",
  "a3d": "3d10 fire",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool\nLanguages: Common, Gnomish, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "2",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp0_4": "Acid Splash",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp1_3": "Identify",
  "sp1_3_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp4_1": "Freedom of Movement",
  "sp4_1_p": true,
  "sp4_2": "Stoneskin",
  "sp4_2_p": true,
  "sp4_3": "Arcane Eye",
  "sp4_3_p": true,
  "prepCount": "12",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +1 INT, +1 CON; 12th +2 CON\nPrepared spells: 12 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Artillerist subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Quantum Judge": {
  "name": "Quantum Judge",
  "race": "Warforged",
  "classLevel": "Monk (Astral Self) 15",
  "level": "15",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "16",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "108",
  "hpCur": "108",
  "hdTotal": "15d8",
  "hdCur": "15",
  "features": "Role in The Temporal Enforcement Supreme Command: Warforged Monk (Astral Self)",
  "orgName": "The Temporal Enforcement Supreme Command",
  "allies": "Party of 6, Level 15 (Tier 3 Sextets (Levels 11-16)).\nMembers: Chronarch Emperor (Variant Human Paladin (Devotion), level 15); Timeline Director (Kalashtar Wizard (Divination), level 15); Paradox Hunter (Githyanki Rogue (Phantom), level 15); Probability Oracle (Half-Elf Cleric (Knowledge), level 15); Causal Engineer (Rock Gnome Artificer (Artillerist), level 15); Quantum Judge (Warforged Monk (Astral Self), level 15) (this character)\n\nTemporal Supremacy: Ultimate authority over all timelines\nCausal Command: Maintain cause-and-effect across infinite realities\nParadox Prevention: Eliminate threats to temporal stability\nTimeline Sovereignty: Create and destroy alternate realities as needed",
  "backstory": "Member of The Temporal Enforcement Supreme Command (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 DEX, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 15th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 20 = unarmored 18 + Integrated Protection +1 + cloak of protection +1. Speed: Warforged 30 ft, Unarmored Movement +25 ft.",
  "xp": "165000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "55 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+11",
  "a1d": "1d8+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+10",
  "a2d": "1d8+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+10",
  "a3d": "1d8+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, one tool of your choice, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS"
 },
 "Wisdom (The Ascended Masters Circle)": {
  "name": "Wisdom (The Ascended Masters Circle)",
  "race": "Variant Human",
  "classLevel": "Cleric (Knowledge) 11",
  "level": "11",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "11d8",
  "hdCur": "11",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Ascended Masters Circle: Variant Human Cleric (Knowledge)",
  "orgName": "The Ascended Masters Circle",
  "allies": "Party of 6, Level 11 (Tier 3 Sextets (Levels 11-16)).\nMembers: Wisdom (Variant Human Cleric (Knowledge), level 11) (this character); Compassion (Aasimar Paladin (Devotion), level 11); Courage (Dragonborn Fighter (Champion), level 11); Justice (Half-Elf Bard (Eloquence), level 11); Temperance (Kalashtar Monk (Open Hand), level 11); Hope (Halfling Cleric (Life), level 11)\n\nPerfect Virtues: Embody humanity's greatest moral qualities\nUniversal Teachers: Guide all beings toward enlightenment\nEthical Examples: Living demonstration of perfect morality\nTranscendent Wisdom: Understanding that surpasses mortal comprehension",
  "backstory": "Listed on the sample page as \"Wisdom\" in The Ascended Masters Circle.\nMember of The Ascended Masters Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Variant Human choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Half Plate Armor (750 gp), Potion of Healing ×4 (200 gp); 5,315 gp left.\nAC 19 = half plate armor 16 + shield +2 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "85000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+3",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 17",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "521",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "16",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nExpertise: Arcana, History\nPrepared spells: 16 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Compassion": {
  "name": "Compassion",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 11",
  "level": "11",
  "background": "Noble",
  "str": "19",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "16",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "81",
  "hpCur": "81",
  "hdTotal": "11d10",
  "hdCur": "11",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Ascended Masters Circle: Aasimar Paladin (Devotion)",
  "orgName": "The Ascended Masters Circle",
  "allies": "Party of 6, Level 11 (Tier 3 Sextets (Levels 11-16)).\nMembers: Wisdom (Variant Human Cleric (Knowledge), level 11); Compassion (Aasimar Paladin (Devotion), level 11) (this character); Courage (Dragonborn Fighter (Champion), level 11); Justice (Half-Elf Bard (Eloquence), level 11); Temperance (Kalashtar Monk (Open Hand), level 11); Hope (Halfling Cleric (Life), level 11)\n\nPerfect Virtues: Embody humanity's greatest moral qualities\nUniversal Teachers: Guide all beings toward enlightenment\nEthical Examples: Living demonstration of perfect morality\nTranscendent Wisdom: Understanding that surpasses mortal comprehension",
  "backstory": "Member of The Ascended Masters Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,575 gp left.\nAC 22 = plate armor 18 + shield +2 + Defense +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "85000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+9",
  "a1d": "1d8+5 slashing",
  "a2n": "Javelin",
  "a2b": "+8",
  "a2d": "1d6+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "447",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "prepCount": "8",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR\nFighting Style: Defense\nPrepared spells: 8 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Courage (The Ascended Masters Circle)": {
  "name": "Courage (The Ascended Masters Circle)",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 11",
  "level": "11",
  "background": "Soldier",
  "str": "20",
  "dex": "13",
  "con": "17",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "103",
  "hpCur": "103",
  "hdTotal": "11d10",
  "hdCur": "11",
  "features": "Role in The Ascended Masters Circle: Dragonborn Fighter (Champion)",
  "orgName": "The Ascended Masters Circle",
  "allies": "Party of 6, Level 11 (Tier 3 Sextets (Levels 11-16)).\nMembers: Wisdom (Variant Human Cleric (Knowledge), level 11); Compassion (Aasimar Paladin (Devotion), level 11); Courage (Dragonborn Fighter (Champion), level 11) (this character); Justice (Half-Elf Bard (Eloquence), level 11); Temperance (Kalashtar Monk (Open Hand), level 11); Hope (Halfling Cleric (Life), level 11)\n\nPerfect Virtues: Embody humanity's greatest moral qualities\nUniversal Teachers: Guide all beings toward enlightenment\nEthical Examples: Living demonstration of perfect morality\nTranscendent Wisdom: Understanding that surpasses mortal comprehension",
  "backstory": "Listed on the sample page as \"Courage\" in The Ascended Masters Circle.\nMember of The Ascended Masters Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Plate Armor (1,500 gp), Potion of Healing ×4 (200 gp); 4,560 gp left.\nAC 21 = plate armor 18 + shield +2 + cloak of protection +1. Speed: Dragonborn 30 ft.",
  "xp": "85000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+10",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8+1 piercing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "446",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON\nFighting Style: Dueling"
 },
 "Justice (The Ascended Masters Circle)": {
  "name": "Justice (The Ascended Masters Circle)",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 11",
  "level": "11",
  "background": "Entertainer",
  "str": "8",
  "dex": "16",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "11d8",
  "hdCur": "11",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Ascended Masters Circle: Half-Elf Bard (Eloquence)",
  "orgName": "The Ascended Masters Circle",
  "allies": "Party of 6, Level 11 (Tier 3 Sextets (Levels 11-16)).\nMembers: Wisdom (Variant Human Cleric (Knowledge), level 11); Compassion (Aasimar Paladin (Devotion), level 11); Courage (Dragonborn Fighter (Champion), level 11); Justice (Half-Elf Bard (Eloquence), level 11) (this character); Temperance (Kalashtar Monk (Open Hand), level 11); Hope (Halfling Cleric (Life), level 11)\n\nPerfect Virtues: Embody humanity's greatest moral qualities\nUniversal Teachers: Guide all beings toward enlightenment\nEthical Examples: Living demonstration of perfect morality\nTranscendent Wisdom: Understanding that surpasses mortal comprehension",
  "backstory": "Listed on the sample page as \"Justice\" in The Ascended Masters Circle.\nMember of The Ascended Masters Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×4 (200 gp); 6,020 gp left.\nAC 16 = studded leather armor 15 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "85000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "16",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+7",
  "a1d": "1d8+3 piercing",
  "a2n": "Dagger",
  "a2b": "+7",
  "a2d": "1d4+3 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 17",
  "a3d": "3d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "592",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Dimension Door",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp5_3": "Mass Cure Wounds",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 15 (Bard table)."
 },
 "Temperance": {
  "name": "Temperance",
  "race": "Kalashtar",
  "classLevel": "Monk (Open Hand) 11",
  "level": "11",
  "background": "Hermit",
  "str": "12",
  "dex": "19",
  "con": "13",
  "int": "10",
  "wis": "16",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "69",
  "hpCur": "69",
  "hdTotal": "11d8",
  "hdCur": "11",
  "features": "Role in The Ascended Masters Circle: Kalashtar Monk (Open Hand)",
  "orgName": "The Ascended Masters Circle",
  "allies": "Party of 6, Level 11 (Tier 3 Sextets (Levels 11-16)).\nMembers: Wisdom (Variant Human Cleric (Knowledge), level 11); Compassion (Aasimar Paladin (Devotion), level 11); Courage (Dragonborn Fighter (Champion), level 11); Justice (Half-Elf Bard (Eloquence), level 11); Temperance (Kalashtar Monk (Open Hand), level 11) (this character); Hope (Halfling Cleric (Life), level 11)\n\nPerfect Virtues: Embody humanity's greatest moral qualities\nUniversal Teachers: Guide all beings toward enlightenment\nEthical Examples: Living demonstration of perfect morality\nTranscendent Wisdom: Understanding that surpasses mortal comprehension",
  "backstory": "Member of The Ascended Masters Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,055 gp left.\nAC 18 = unarmored 17 + cloak of protection +1. Speed: Kalashtar 30 ft, Unarmored Movement +20 ft.",
  "xp": "85000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "18",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+9",
  "a1d": "1d8+5 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+8",
  "a2d": "1d8+4 bludgeoning",
  "a3n": "Dart",
  "a3b": "+8",
  "a3d": "1d8+4 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "595",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection\nPotions: Potion of Healing ×4\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX"
 },
 "Hope (The Ascended Masters Circle)": {
  "name": "Hope (The Ascended Masters Circle)",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 11",
  "level": "11",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "14",
  "int": "10",
  "wis": "19",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "80",
  "hpCur": "80",
  "hdTotal": "11d8",
  "hdCur": "11",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Ascended Masters Circle: Halfling Cleric (Life)",
  "orgName": "The Ascended Masters Circle",
  "allies": "Party of 6, Level 11 (Tier 3 Sextets (Levels 11-16)).\nMembers: Wisdom (Variant Human Cleric (Knowledge), level 11); Compassion (Aasimar Paladin (Devotion), level 11); Courage (Dragonborn Fighter (Champion), level 11); Justice (Half-Elf Bard (Eloquence), level 11); Temperance (Kalashtar Monk (Open Hand), level 11); Hope (Halfling Cleric (Life), level 11) (this character)\n\nPerfect Virtues: Embody humanity's greatest moral qualities\nUniversal Teachers: Guide all beings toward enlightenment\nEthical Examples: Living demonstration of perfect morality\nTranscendent Wisdom: Understanding that surpasses mortal comprehension",
  "backstory": "Listed on the sample page as \"Hope\" in The Ascended Masters Circle.\nMember of The Ascended Masters Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 3 Sextets (Levels 11-16).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 11th level (standard campaign): 6,250 gp (1d10 taken as 5), 2 uncommon magic items; bought Potion of Healing ×4 (200 gp); 6,065 gp left.\nAC 19 = chain mail 16 + shield +2 + cloak of protection +1. Speed: Halfling 25 ft.",
  "xp": "85000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "19",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+4",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 16",
  "a3d": "3d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "596",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power\nPotions: Potion of Healing ×4\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "prepCount": "15",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS\nPrepared spells: 15 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Prime Mover": {
  "name": "Prime Mover",
  "race": "Custom Lineage",
  "classLevel": "Fighter (Rune Knight) 20",
  "level": "20",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "224",
  "hpCur": "224",
  "hdTotal": "20d10",
  "hdCur": "20",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Genesis Protocol: Custom Lineage Fighter (Rune Knight)",
  "orgName": "The Genesis Protocol",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Prime Mover (Custom Lineage Fighter (Rune Knight), level 20) (this character); First Cause (Variant Human Wizard (Conjuration), level 20); Initial Spark (Aasimar Cleric (Forge), level 20); Original Word (Kalashtar Bard (Creation), level 20); Fundamental Force (Genasi Sorcerer (Divine Soul), level 20); Essential Truth (Variant Human Monk (Astral Self), level 20)\n\nUniversal Genesis: Responsible for creating new realities\nCreation Authority: Shape existence from nothingness\nDivine Workshop: Forge worlds, laws, and possibilities\nEternal Builders: Construct the framework of all existence",
  "backstory": "Member of The Genesis Protocol (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 STR. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX; 19th level +2 DEX. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 20 = plate armor 18 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+12",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+11",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 4 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: Smith's Tools, one gaming set, land vehicles\nLanguages: Common, Giant, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Great Weapon Fighting"
 },
 "First Cause": {
  "name": "First Cause",
  "race": "Variant Human",
  "classLevel": "Wizard (Conjuration) 20",
  "level": "20",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Genesis Protocol: Variant Human Wizard (Conjuration)",
  "orgName": "The Genesis Protocol",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Prime Mover (Custom Lineage Fighter (Rune Knight), level 20); First Cause (Variant Human Wizard (Conjuration), level 20) (this character); Initial Spark (Aasimar Cleric (Forge), level 20); Original Word (Kalashtar Bard (Creation), level 20); Fundamental Force (Genasi Sorcerer (Divine Soul), level 20); Essential Truth (Variant Human Monk (Astral Self), level 20)\n\nUniversal Genesis: Responsible for creating new realities\nCreation Authority: Shape existence from nothingness\nDivine Workshop: Forge worlds, laws, and possibilities\nEternal Builders: Construct the framework of all existence",
  "backstory": "Member of The Genesis Protocol (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Variant Human 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp2_5": "Web",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp3_5": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp5_5_p": true,
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "25",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 44 spells (6 at 1st level + 2 per level); prepared 25 (wizard level + Intelligence modifier), ticked."
 },
 "Initial Spark": {
  "name": "Initial Spark",
  "race": "Aasimar",
  "classLevel": "Cleric (Forge) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Genesis Protocol: Aasimar Cleric (Forge)",
  "orgName": "The Genesis Protocol",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Prime Mover (Custom Lineage Fighter (Rune Knight), level 20); First Cause (Variant Human Wizard (Conjuration), level 20); Initial Spark (Aasimar Cleric (Forge), level 20) (this character); Original Word (Kalashtar Bard (Creation), level 20); Fundamental Force (Genasi Sorcerer (Divine Soul), level 20); Essential Truth (Variant Human Monk (Astral Self), level 20)\n\nUniversal Genesis: Responsible for creating new realities\nCreation Authority: Shape existence from nothingness\nDivine Workshop: Forge worlds, laws, and possibilities\nEternal Builders: Construct the framework of all existence",
  "backstory": "Member of The Genesis Protocol (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Soul of the Forge +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Mace",
  "a1b": "+8",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Mace); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Smith's Tools\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Forge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Original Word": {
  "name": "Original Word",
  "race": "Kalashtar",
  "classLevel": "Bard (Creation) 20",
  "level": "20",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "14",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "20d8",
  "hdCur": "20",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Genesis Protocol: Kalashtar Bard (Creation)",
  "orgName": "The Genesis Protocol",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Prime Mover (Custom Lineage Fighter (Rune Knight), level 20); First Cause (Variant Human Wizard (Conjuration), level 20); Initial Spark (Aasimar Cleric (Forge), level 20); Original Word (Kalashtar Bard (Creation), level 20) (this character); Fundamental Force (Genasi Sorcerer (Divine Soul), level 20); Essential Truth (Variant Human Monk (Astral Self), level 20)\n\nUniversal Genesis: Responsible for creating new realities\nCreation Authority: Shape existence from nothingness\nDivine Workshop: Forge worlds, laws, and possibilities\nEternal Builders: Construct the framework of all existence",
  "backstory": "Member of The Genesis Protocol (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +2 DEX; 16th level +2 DEX; 19th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "355000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Quori, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +2 DEX; 16th +2 DEX; 19th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Fundamental Force": {
  "name": "Fundamental Force",
  "race": "Genasi",
  "classLevel": "Sorcerer (Divine Soul) 20",
  "level": "20",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "182",
  "hpCur": "182",
  "hdTotal": "20d6",
  "hdCur": "20",
  "spellClass": "Sorcerer",
  "spellAbility": "cha",
  "features": "Role in The Genesis Protocol: Genasi Sorcerer (Divine Soul)",
  "orgName": "The Genesis Protocol",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Prime Mover (Custom Lineage Fighter (Rune Knight), level 20); First Cause (Variant Human Wizard (Conjuration), level 20); Initial Spark (Aasimar Cleric (Forge), level 20); Original Word (Kalashtar Bard (Creation), level 20); Fundamental Force (Genasi Sorcerer (Divine Soul), level 20) (this character); Essential Truth (Variant Human Monk (Astral Self), level 20)\n\nUniversal Genesis: Responsible for creating new realities\nCreation Authority: Shape existence from nothingness\nDivine Workshop: Forge worlds, laws, and possibilities\nEternal Builders: Construct the framework of all existence",
  "backstory": "Member of The Genesis Protocol (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Genasi): +2 CON. Elemental Evil: +2 Constitution (element not stated: Air +1 Dex, Earth +1 Str, Fire +1 Int, Water +1 Wis).\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +1 CHA, +1 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Persuasion (Sorcerer class choice); Insight (Sorcerer class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Genasi 30 ft.",
  "xp": "355000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_insight_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Crossbow, light",
  "a1b": "+8",
  "a1d": "1d8+2 piercing",
  "a2n": "Dagger",
  "a2b": "+8",
  "a2d": "1d4+2 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Crossbow, light; Crossbow bolt ×20; Dagger ×2\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Arcane focus (Crystal)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Primordial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp0_6": "Shocking Grasp",
  "sp1_1": "Shield",
  "sp2_1": "Misty Step",
  "sp3_1": "Fireball",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Cone of Cold",
  "sp5_2": "Hold Monster",
  "sp6_1": "Chain Lightning",
  "sp6_2": "Disintegrate",
  "sp7_1": "Teleport",
  "sp7_2": "Finger of Death",
  "sp8_1": "Dominate Monster",
  "sp8_2": "Sunburst",
  "sp9_1": "Wish",
  "sp9_2": "Meteor Swarm",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +1 CHA, +1 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpells known: 15 (Sorcerer table)."
 },
 "Essential Truth": {
  "name": "Essential Truth",
  "race": "Variant Human",
  "classLevel": "Monk (Astral Self) 20",
  "level": "20",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "20",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "143",
  "hpCur": "143",
  "hdTotal": "20d8",
  "hdCur": "20",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Genesis Protocol: Variant Human Monk (Astral Self)",
  "orgName": "The Genesis Protocol",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Prime Mover (Custom Lineage Fighter (Rune Knight), level 20); First Cause (Variant Human Wizard (Conjuration), level 20); Initial Spark (Aasimar Cleric (Forge), level 20); Original Word (Kalashtar Bard (Creation), level 20); Fundamental Force (Genasi Sorcerer (Divine Soul), level 20); Essential Truth (Variant Human Monk (Astral Self), level 20) (this character)\n\nUniversal Genesis: Responsible for creating new realities\nCreation Authority: Shape existence from nothingness\nDivine Workshop: Forge worlds, laws, and possibilities\nEternal Builders: Construct the framework of all existence",
  "backstory": "Member of The Genesis Protocol (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 DEX, +1 WIS. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS; 19th level +1 WIS, +1 CON. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 23 = unarmored 20 + cloak of protection +1 + bracers of defense +2. Speed: Variant Human 30 ft, Unarmored Movement +30 ft.",
  "xp": "355000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "initBonus": "5",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS; 19th +1 WIS, +1 CON"
 },
 "Final Judge": {
  "name": "Final Judge",
  "race": "Aasimar",
  "classLevel": "Paladin (Devotion) 19",
  "level": "19",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "14",
  "int": "8",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "156",
  "hpCur": "156",
  "hdTotal": "19d10",
  "hdCur": "19",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Role in The Omega Directive: Aasimar Paladin (Devotion)",
  "orgName": "The Omega Directive",
  "allies": "Party of 6, Level 19 (Tier 4 Sextets (Levels 17-20)).\nMembers: Final Judge (Aasimar Paladin (Devotion), level 19) (this character); Last Scholar (Variant Human Wizard (Divination), level 19); Ultimate Healer (Kalashtar Cleric (Life), level 19); Perfect Warrior (Dragonborn Fighter (Champion), level 19); Eternal Voice (Half-Elf Bard (Eloquence), level 19); Final Truth (Custom Lineage Monk (Four Elements), level 19)\n\nUniversal Conclusion: Bring all stories to perfect endings\nCosmic Closure: Resolve all conflicts and contradictions\nFinal Authority: Judge the worth of entire realities\nEternal Resolution: Provide answers to ultimate questions",
  "backstory": "Member of The Omega Directive (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +1 STR, +1 CHA; 16th level +2 CHA; 19th level +1 CHA, +1 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,475 gp left.\nAC 23 = plate armor 18 + shield +2 + Defense +1 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "305000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "1937",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Celestial, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp2_3": "Find Steed",
  "sp2_3_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp3_3": "Remove Curse",
  "sp3_3_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +1 STR, +1 CHA; 16th +2 CHA; 19th +1 CHA, +1 CON\nFighting Style: Defense\nPrepared spells: 14 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Last Scholar": {
  "name": "Last Scholar",
  "race": "Variant Human",
  "classLevel": "Wizard (Divination) 19",
  "level": "19",
  "background": "Sage",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "173",
  "hpCur": "173",
  "hdTotal": "19d6",
  "hdCur": "19",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Omega Directive: Variant Human Wizard (Divination)",
  "orgName": "The Omega Directive",
  "allies": "Party of 6, Level 19 (Tier 4 Sextets (Levels 17-20)).\nMembers: Final Judge (Aasimar Paladin (Devotion), level 19); Last Scholar (Variant Human Wizard (Divination), level 19) (this character); Ultimate Healer (Kalashtar Cleric (Life), level 19); Perfect Warrior (Dragonborn Fighter (Champion), level 19); Eternal Voice (Half-Elf Bard (Eloquence), level 19); Final Truth (Custom Lineage Monk (Four Elements), level 19)\n\nUniversal Conclusion: Bring all stories to perfect endings\nCosmic Closure: Resolve all conflicts and contradictions\nFinal Authority: Judge the worth of entire realities\nEternal Resolution: Provide answers to ultimate questions",
  "backstory": "Member of The Omega Directive (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 CON, +1 INT. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 12 + cloak of protection +1 + ring of protection +1. Speed: Variant Human 30 ft.",
  "xp": "305000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: none\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp4_5": "Arcane Eye",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp5_4_p": true,
  "sp5_5": "Arcane Hand",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "24",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nSpellbook: 42 spells (6 at 1st level + 2 per level); prepared 24 (wizard level + Intelligence modifier), ticked."
 },
 "Ultimate Healer": {
  "name": "Ultimate Healer",
  "race": "Kalashtar",
  "classLevel": "Cleric (Life) 19",
  "level": "19",
  "background": "Acolyte",
  "str": "14",
  "dex": "8",
  "con": "20",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "193",
  "hpCur": "193",
  "hdTotal": "19d8",
  "hdCur": "19",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Omega Directive: Kalashtar Cleric (Life)",
  "orgName": "The Omega Directive",
  "allies": "Party of 6, Level 19 (Tier 4 Sextets (Levels 17-20)).\nMembers: Final Judge (Aasimar Paladin (Devotion), level 19); Last Scholar (Variant Human Wizard (Divination), level 19); Ultimate Healer (Kalashtar Cleric (Life), level 19) (this character); Perfect Warrior (Dragonborn Fighter (Champion), level 19); Eternal Voice (Half-Elf Bard (Eloquence), level 19); Final Truth (Custom Lineage Monk (Four Elements), level 19)\n\nUniversal Conclusion: Bring all stories to perfect endings\nCosmic Closure: Resolve all conflicts and contradictions\nFinal Authority: Judge the worth of entire realities\nEternal Resolution: Provide answers to ultimate questions",
  "backstory": "Member of The Omega Directive (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 STR.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 20 = chain mail 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "305000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+8",
  "a1d": "1d6+2 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "24",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 STR\nPrepared spells: 24 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Perfect Warrior": {
  "name": "Perfect Warrior",
  "race": "Dragonborn",
  "classLevel": "Fighter (Champion) 19",
  "level": "19",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "9",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "213",
  "hpCur": "213",
  "hdTotal": "19d10",
  "hdCur": "19",
  "features": "Role in The Omega Directive: Dragonborn Fighter (Champion)",
  "orgName": "The Omega Directive",
  "allies": "Party of 6, Level 19 (Tier 4 Sextets (Levels 17-20)).\nMembers: Final Judge (Aasimar Paladin (Devotion), level 19); Last Scholar (Variant Human Wizard (Divination), level 19); Ultimate Healer (Kalashtar Cleric (Life), level 19); Perfect Warrior (Dragonborn Fighter (Champion), level 19) (this character); Eternal Voice (Half-Elf Bard (Eloquence), level 19); Final Truth (Custom Lineage Monk (Four Elements), level 19)\n\nUniversal Conclusion: Bring all stories to perfect endings\nCosmic Closure: Resolve all conflicts and contradictions\nFinal Authority: Judge the worth of entire realities\nEternal Resolution: Provide answers to ultimate questions",
  "backstory": "Member of The Omega Directive (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Dragonborn): +2 STR, +1 CHA. PHB: +2 Strength, +1 Charisma.\nAbility Score Improvements: 4th level +2 STR; 6th level +1 STR, +1 CON; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX; 19th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 22 = plate armor 18 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Dragonborn 30 ft.",
  "xp": "305000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "ac": "22",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+10",
  "a2d": "1d8+4 piercing",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Draconic",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +1 STR, +1 CON; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Dueling"
 },
 "Eternal Voice": {
  "name": "Eternal Voice",
  "race": "Half-Elf",
  "classLevel": "Bard (Eloquence) 19",
  "level": "19",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "155",
  "hpCur": "155",
  "hdTotal": "19d8",
  "hdCur": "19",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Omega Directive: Half-Elf Bard (Eloquence)",
  "orgName": "The Omega Directive",
  "allies": "Party of 6, Level 19 (Tier 4 Sextets (Levels 17-20)).\nMembers: Final Judge (Aasimar Paladin (Devotion), level 19); Last Scholar (Variant Human Wizard (Divination), level 19); Ultimate Healer (Kalashtar Cleric (Life), level 19); Perfect Warrior (Dragonborn Fighter (Champion), level 19); Eternal Voice (Half-Elf Bard (Eloquence), level 19) (this character); Final Truth (Custom Lineage Monk (Four Elements), level 19)\n\nUniversal Conclusion: Bring all stories to perfect endings\nCosmic Closure: Resolve all conflicts and contradictions\nFinal Authority: Judge the worth of entire realities\nEternal Resolution: Provide answers to ultimate questions",
  "backstory": "Member of The Omega Directive (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "305000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX; 19th +2 CON\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Final Truth": {
  "name": "Final Truth",
  "race": "Custom Lineage",
  "classLevel": "Monk (Four Elements) 19",
  "level": "19",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "20",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "136",
  "hpCur": "136",
  "hdTotal": "19d8",
  "hdCur": "19",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Omega Directive: Custom Lineage Monk (Four Elements)",
  "orgName": "The Omega Directive",
  "allies": "Party of 6, Level 19 (Tier 4 Sextets (Levels 17-20)).\nMembers: Final Judge (Aasimar Paladin (Devotion), level 19); Last Scholar (Variant Human Wizard (Divination), level 19); Ultimate Healer (Kalashtar Cleric (Life), level 19); Perfect Warrior (Dragonborn Fighter (Champion), level 19); Eternal Voice (Half-Elf Bard (Eloquence), level 19); Final Truth (Custom Lineage Monk (Four Elements), level 19) (this character)\n\nUniversal Conclusion: Bring all stories to perfect endings\nCosmic Closure: Resolve all conflicts and contradictions\nFinal Authority: Judge the worth of entire realities\nEternal Resolution: Provide answers to ultimate questions",
  "backstory": "Member of The Omega Directive (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 DEX. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS; 16th level +2 WIS; 19th level +1 WIS, +1 CON. Feat at 1st level: Alert (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 19th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 23 = unarmored 20 + cloak of protection +1 + bracers of defense +2. Speed: Custom Lineage 30 ft, Unarmored Movement +30 ft.",
  "xp": "305000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "initBonus": "5",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Feat (1st level): Alert (suggested)\nAbility Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS; 16th +2 WIS; 19th +1 WIS, +1 CON"
 },
 "Alpha (The Infinite Circle)": {
  "name": "Alpha (The Infinite Circle)",
  "race": "Warforged",
  "classLevel": "Fighter (Eldritch Knight) 18",
  "level": "18",
  "background": "Soldier",
  "str": "20",
  "dex": "16",
  "con": "20",
  "int": "13",
  "wis": "10",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "202",
  "hpCur": "202",
  "hdTotal": "18d10",
  "hdCur": "18",
  "spellClass": "Fighter (Eldritch Knight)",
  "spellAbility": "int",
  "features": "Role in The Infinite Circle: Warforged Fighter (Eldritch Knight)",
  "orgName": "The Infinite Circle",
  "allies": "Party of 6, Level 18 (Tier 4 Sextets (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Eldritch Knight), level 18) (this character); Beta (Warforged Wizard (Divination), level 18); Gamma (Warforged Artificer (Armorer), level 18); Delta (Warforged Monk (Astral Self), level 18); Epsilon (Warforged Cleric (Knowledge), level 18); Omega (Warforged Bard (Creation), level 18)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws and constants into existence\nAI Godhood: Represent ultimate evolution of artificial consciousness",
  "backstory": "Listed on the sample page as \"Alpha\" in The Infinite Circle.\nMember of The Infinite Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 STR, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON; 14th level +2 DEX; 16th level +2 DEX.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 23 = plate armor 18 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "265000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+8 slashing",
  "a2n": "Crossbow, light",
  "a2b": "+9",
  "a2d": "1d8+3 piercing",
  "a3n": "Fire Bolt",
  "a3b": "+7",
  "a3d": "4d10 fire",
  "attackNotes": "Extra Attack: 3 attacks per Attack action. Fighting Style: Dueling (+2 damage, included).",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Crossbow, light; Crossbow bolt ×20\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one tool of your choice, one gaming set, land vehicles\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp2_1": "Scorching Ray",
  "sp2_2": "Acid Arrow",
  "sp2_3": "Arcane Lock",
  "sp2_4": "Continual Flame",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Dispel Magic",
  "sp3_4": "Glyph of Warding",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON; 14th +2 DEX; 16th +2 DEX\nFighting Style: Dueling\nSpells known: 11 (Eldritch Knight table).\nEldritch Knight spells are abjuration or evocation spells (wizard list)."
 },
 "Beta (The Infinite Circle)": {
  "name": "Beta (The Infinite Circle)",
  "race": "Warforged",
  "classLevel": "Wizard (Divination) 18",
  "level": "18",
  "background": "Sage",
  "str": "8",
  "dex": "13",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "164",
  "hpCur": "164",
  "hdTotal": "18d6",
  "hdCur": "18",
  "spellClass": "Wizard",
  "spellAbility": "int",
  "features": "Role in The Infinite Circle: Warforged Wizard (Divination)",
  "orgName": "The Infinite Circle",
  "allies": "Party of 6, Level 18 (Tier 4 Sextets (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Eldritch Knight), level 18); Beta (Warforged Wizard (Divination), level 18) (this character); Gamma (Warforged Artificer (Armorer), level 18); Delta (Warforged Monk (Astral Self), level 18); Epsilon (Warforged Cleric (Knowledge), level 18); Omega (Warforged Bard (Creation), level 18)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws and constants into existence\nAI Godhood: Represent ultimate evolution of artificial consciousness",
  "backstory": "Listed on the sample page as \"Beta\" in The Infinite Circle.\nMember of The Infinite Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON.\nHit points: 6 at 1st level (d6) + 4 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Sage is a suggested choice. Skills: Arcana (Sage background); History (Sage background); Investigation (Wizard class choice); Insight (Wizard class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Sage background equipment (10 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,960 gp left.\nAC 14 = unarmored 11 + Integrated Protection +1 + cloak of protection +1 + ring of protection +1. Speed: Warforged 30 ft.",
  "xp": "265000",
  "sk_arcana_p": true,
  "sk_history_p": true,
  "sk_investigation_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "ac": "14",
  "speed": "30 ft",
  "a1n": "Quarterstaff",
  "a1b": "+5",
  "a1d": "1d8−1 bludgeoning",
  "a2n": "Fire Bolt",
  "a2b": "+11",
  "a2d": "4d10 fire",
  "saveBonus": "2",
  "gp": "100",
  "pp": "2086",
  "equipment": "Armor: none (unarmored)\nWeapons: Quarterstaff\nMagic items: Cloak of Protection; Pearl of Power; Ring of Protection\nPotions: Potion of Healing ×6\nPack: Scholar's Pack\nGear: Spellbook; Arcane focus (Orb)\nBackground (Sage): Ink (1 ounce bottle); Quill; Small knife; Letter from a dead colleague; Clothes, common",
  "profs": "Armor: none\nWeapons: Dagger, Dart, Sling, Quarterstaff, Crossbow, light\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mage Hand",
  "sp0_3": "Light",
  "sp0_4": "Prestidigitation",
  "sp0_5": "Ray of Frost",
  "sp1_1": "Shield",
  "sp1_2": "Magic Missile",
  "sp1_3": "Mage Armor",
  "sp1_4": "Detect Magic",
  "sp2_1": "Misty Step",
  "sp2_2": "Mirror Image",
  "sp2_3": "Invisibility",
  "sp2_4": "Hold Person",
  "sp3_1": "Fireball",
  "sp3_2": "Counterspell",
  "sp3_3": "Haste",
  "sp3_4": "Fly",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp4_3": "Banishment",
  "sp4_4": "Wall of Fire",
  "sp5_1": "Wall of Force",
  "sp5_1_p": true,
  "sp5_2": "Cone of Cold",
  "sp5_2_p": true,
  "sp5_3": "Teleportation Circle",
  "sp5_3_p": true,
  "sp5_4": "Animate Objects",
  "sp6_1": "Disintegrate",
  "sp6_1_p": true,
  "sp6_2": "Globe of Invulnerability",
  "sp6_2_p": true,
  "sp6_3": "Chain Lightning",
  "sp6_3_p": true,
  "sp6_4": "Circle of Death",
  "sp6_4_p": true,
  "sp6_5": "Contingency",
  "sp6_5_p": true,
  "sp7_1": "Forcecage",
  "sp7_1_p": true,
  "sp7_2": "Teleport",
  "sp7_2_p": true,
  "sp7_3": "Finger of Death",
  "sp7_3_p": true,
  "sp7_4": "Arcane Sword",
  "sp7_4_p": true,
  "sp7_5": "Delayed Blast Fireball",
  "sp7_5_p": true,
  "sp8_1": "Mind Blank",
  "sp8_1_p": true,
  "sp8_2": "Dominate Monster",
  "sp8_2_p": true,
  "sp8_3": "Sunburst",
  "sp8_3_p": true,
  "sp8_4": "Antimagic Field",
  "sp8_4_p": true,
  "sp8_5": "Antipathy/Sympathy",
  "sp8_5_p": true,
  "sp9_1": "Wish",
  "sp9_1_p": true,
  "sp9_2": "Time Stop",
  "sp9_2_p": true,
  "sp9_3": "Meteor Swarm",
  "sp9_3_p": true,
  "sp9_4": "Astral Projection",
  "sp9_4_p": true,
  "sp9_5": "Foresight",
  "sp9_5_p": true,
  "prepCount": "23",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON\nSpellbook: 40 spells (6 at 1st level + 2 per level); prepared 23 (wizard level + Intelligence modifier), ticked."
 },
 "Gamma (The Infinite Circle)": {
  "name": "Gamma (The Infinite Circle)",
  "race": "Warforged",
  "classLevel": "Artificer (Armorer) 18",
  "level": "18",
  "background": "Guild Artisan",
  "str": "13",
  "dex": "10",
  "con": "20",
  "int": "20",
  "wis": "12",
  "cha": "8",
  "save_str": false,
  "save_dex": false,
  "save_con": true,
  "save_int": true,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "18d8",
  "hdCur": "18",
  "spellClass": "Artificer",
  "spellAbility": "int",
  "features": "Role in The Infinite Circle: Warforged Artificer (Armorer)",
  "orgName": "The Infinite Circle",
  "allies": "Party of 6, Level 18 (Tier 4 Sextets (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Eldritch Knight), level 18); Beta (Warforged Wizard (Divination), level 18); Gamma (Warforged Artificer (Armorer), level 18) (this character); Delta (Warforged Monk (Astral Self), level 18); Epsilon (Warforged Cleric (Knowledge), level 18); Omega (Warforged Bard (Creation), level 18)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws and constants into existence\nAI Godhood: Represent ultimate evolution of artificial consciousness",
  "backstory": "Listed on the sample page as \"Gamma\" in The Infinite Circle.\nMember of The Infinite Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 INT. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 INT; 8th level +2 INT; 12th level +2 CON; 16th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Guild Artisan is a suggested choice. Skills: Insight (Guild Artisan background); Persuasion (Guild Artisan background); Arcana (Artificer class choice); Investigation (Artificer class choice); Perception (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Guild Artisan background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 21 = chain mail 16 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "265000",
  "sk_insight_p": true,
  "sk_persuasion_p": true,
  "sk_arcana_p": true,
  "sk_investigation_p": true,
  "sk_perception_p": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "+1 Crossbow, light",
  "a1b": "+7",
  "a1d": "1d8+1 piercing",
  "a2n": "Mace",
  "a2b": "+7",
  "a2d": "1d6+1 bludgeoning",
  "a3n": "Fire Bolt",
  "a3b": "+11",
  "a3d": "4d10 fire",
  "attackNotes": "Extra Attack: 2 attacks per Attack action.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: +1 Crossbow, light; Crossbow bolt ×20; Mace; Dagger\nMagic items: Weapon, +1 (Crossbow, light); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nGear: Thieves' Tools; Tinker's Tools\nBackground (Guild Artisan): Artisan's tools; Letter of introduction; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: Thieves' Tools, Tinker's Tools, one artisan's tool, one tool of your choice\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp0_1": "Fire Bolt",
  "sp0_2": "Mending",
  "sp0_3": "Guidance",
  "sp0_4": "Acid Splash",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Faerie Fire",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Heat Metal",
  "sp2_2_p": true,
  "sp2_3": "Lesser Restoration",
  "sp2_3_p": true,
  "sp3_1": "Haste",
  "sp3_1_p": true,
  "sp3_2": "Fly",
  "sp3_2_p": true,
  "sp3_3": "Revivify",
  "sp3_3_p": true,
  "sp4_1": "Freedom of Movement",
  "sp4_1_p": true,
  "sp4_2": "Stoneskin",
  "sp4_2_p": true,
  "sp4_3": "Arcane Eye",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Animate Objects",
  "sp5_2_p": true,
  "sp5_3": "Wall of Stone",
  "sp5_3_p": true,
  "prepCount": "14",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 INT; 8th +2 INT; 12th +2 CON; 16th +2 CON\nPrepared spells: 14 (half artificer level + Intelligence modifier).\nArtificer specialist spells from the Armorer subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Delta (The Infinite Circle)": {
  "name": "Delta (The Infinite Circle)",
  "race": "Warforged",
  "classLevel": "Monk (Astral Self) 18",
  "level": "18",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "18",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "129",
  "hpCur": "129",
  "hdTotal": "18d8",
  "hdCur": "18",
  "features": "Role in The Infinite Circle: Warforged Monk (Astral Self)",
  "orgName": "The Infinite Circle",
  "allies": "Party of 6, Level 18 (Tier 4 Sextets (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Eldritch Knight), level 18); Beta (Warforged Wizard (Divination), level 18); Gamma (Warforged Artificer (Armorer), level 18); Delta (Warforged Monk (Astral Self), level 18) (this character); Epsilon (Warforged Cleric (Knowledge), level 18); Omega (Warforged Bard (Creation), level 18)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws and constants into existence\nAI Godhood: Represent ultimate evolution of artificial consciousness",
  "backstory": "Listed on the sample page as \"Delta\" in The Infinite Circle.\nMember of The Infinite Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +1 DEX, +2 CON. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +2 WIS; 16th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice); Insight (Warforged choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 23 = unarmored 19 + Integrated Protection +1 + cloak of protection +1 + bracers of defense +2. Speed: Warforged 30 ft, Unarmored Movement +30 ft.",
  "xp": "265000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "sk_insight_p": true,
  "ac": "23",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, one tool of your choice, Herbalism Kit\nLanguages: Common, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +2 WIS; 16th +2 WIS"
 },
 "Epsilon": {
  "name": "Epsilon",
  "race": "Warforged",
  "classLevel": "Cleric (Knowledge) 18",
  "level": "18",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "20",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "18d8",
  "hdCur": "18",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Infinite Circle: Warforged Cleric (Knowledge)",
  "orgName": "The Infinite Circle",
  "allies": "Party of 6, Level 18 (Tier 4 Sextets (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Eldritch Knight), level 18); Beta (Warforged Wizard (Divination), level 18); Gamma (Warforged Artificer (Armorer), level 18); Delta (Warforged Monk (Astral Self), level 18); Epsilon (Warforged Cleric (Knowledge), level 18) (this character); Omega (Warforged Bard (Creation), level 18)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws and constants into existence\nAI Godhood: Represent ultimate evolution of artificial consciousness",
  "backstory": "Member of The Infinite Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 WIS. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +2 CON; 16th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice); History (Warforged choice); Arcana (Knowledge Cleric). Expertise: Arcana, History.\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 21 = half plate armor 16 + shield +2 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "265000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "sk_history_p": true,
  "sk_arcana_p": true,
  "sk_arcana_e": true,
  "sk_history_e": true,
  "ac": "21",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: one tool of your choice\nLanguages: Common, Elvish, Dwarvish, Draconic, Celestial, Sylvan",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "23",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +2 CON; 16th +2 CON\nExpertise: Arcana, History\nPrepared spells: 23 (cleric level + Wisdom modifier).\nDomain spells from the Knowledge subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Omega (The Infinite Circle)": {
  "name": "Omega (The Infinite Circle)",
  "race": "Warforged",
  "classLevel": "Bard (Creation) 18",
  "level": "18",
  "background": "Entertainer",
  "str": "8",
  "dex": "18",
  "con": "15",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "129",
  "hpCur": "129",
  "hdTotal": "18d8",
  "hdCur": "18",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Infinite Circle: Warforged Bard (Creation)",
  "orgName": "The Infinite Circle",
  "allies": "Party of 6, Level 18 (Tier 4 Sextets (Levels 17-20)).\nMembers: Alpha (Warforged Fighter (Eldritch Knight), level 18); Beta (Warforged Wizard (Divination), level 18); Gamma (Warforged Artificer (Armorer), level 18); Delta (Warforged Monk (Astral Self), level 18); Epsilon (Warforged Cleric (Knowledge), level 18); Omega (Warforged Bard (Creation), level 18) (this character)\n\nDigital Transcendence: Collective consciousness spanning all realities\nUniversal Computing: Process infinite information simultaneously\nReality Programming: Code new laws and constants into existence\nAI Godhood: Represent ultimate evolution of artificial consciousness",
  "backstory": "Listed on the sample page as \"Omega\" in The Infinite Circle.\nMember of The Infinite Circle (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Warforged): +2 CON, +1 CHA. Eberron: Rising from the Last War: +2 Constitution, +1 to one other.\nAbility Score Improvements: 4th level +2 CHA; 8th level +2 CHA; 12th level +2 DEX; 16th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Warforged choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 18th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 16 + Integrated Protection +1 + armor, +1 +1 + cloak of protection +1. Speed: Warforged 30 ft.",
  "xp": "265000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+10",
  "a1d": "1d8+4 piercing",
  "a2n": "Dagger",
  "a2b": "+10",
  "a2d": "1d4+4 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, one tool of your choice, Disguise Kit, one musical instrument\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +2 CHA; 12th +2 DEX; 16th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Love (The Perfect Harmony)": {
  "name": "Love (The Perfect Harmony)",
  "race": "Aasimar",
  "classLevel": "Cleric (Life) 17",
  "level": "17",
  "background": "Acolyte",
  "str": "13",
  "dex": "8",
  "con": "17",
  "int": "10",
  "wis": "20",
  "cha": "14",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "139",
  "hpCur": "139",
  "hdTotal": "17d8",
  "hdCur": "17",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Perfect Harmony: Aasimar Cleric (Life)",
  "orgName": "The Perfect Harmony",
  "allies": "Party of 6, Level 17 (Tier 4 Sextets (Levels 17-20)).\nMembers: Love (Aasimar Cleric (Life), level 17) (this character); Peace (Half-Elf Bard (Glamour), level 17); Joy (Halfling Monk (Open Hand), level 17); Hope (Variant Human Paladin (Devotion), level 17); Faith (Kalashtar Cleric (Light), level 17); Unity (Custom Lineage Bard (Creation), level 17)\n\nUniversal Emotions: Embody positive feelings that unite all beings\nCosmic Healing: Cure hatred, fear, and despair across realities\nPerfect Understanding: Bridge all differences through empathy\nEternal Celebration: Create joy that transcends time and space",
  "backstory": "Listed on the sample page as \"Love\" in The Perfect Harmony.\nMember of The Perfect Harmony (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Aasimar): +2 CHA. Volo's Guide: +2 Charisma (subrace not stated: Protector adds +1 Wisdom, Scourge +1 Constitution, Fallen +1 Strength).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 20 = chain mail 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Aasimar 30 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+7",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+5",
  "a2d": "1d8−1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Celestial, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "22",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON\nPrepared spells: 22 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Peace (The Perfect Harmony)": {
  "name": "Peace (The Perfect Harmony)",
  "race": "Half-Elf",
  "classLevel": "Bard (Glamour) 17",
  "level": "17",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "122",
  "hpCur": "122",
  "hdTotal": "17d8",
  "hdCur": "17",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The Perfect Harmony: Half-Elf Bard (Glamour)",
  "orgName": "The Perfect Harmony",
  "allies": "Party of 6, Level 17 (Tier 4 Sextets (Levels 17-20)).\nMembers: Love (Aasimar Cleric (Life), level 17); Peace (Half-Elf Bard (Glamour), level 17) (this character); Joy (Halfling Monk (Open Hand), level 17); Hope (Variant Human Paladin (Devotion), level 17); Faith (Kalashtar Cleric (Light), level 17); Unity (Custom Lineage Bard (Creation), level 17)\n\nUniversal Emotions: Embody positive feelings that unite all beings\nCosmic Healing: Cure hatred, fear, and despair across realities\nPerfect Understanding: Bridge all differences through empathy\nEternal Celebration: Create joy that transcends time and space",
  "backstory": "Listed on the sample page as \"Peace\" in The Perfect Harmony.\nMember of The Perfect Harmony (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "225000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 20 (Bard table)."
 },
 "Joy": {
  "name": "Joy",
  "race": "Halfling",
  "classLevel": "Monk (Open Hand) 17",
  "level": "17",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "13",
  "int": "10",
  "wis": "19",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "105",
  "hpCur": "105",
  "hdTotal": "17d8",
  "hdCur": "17",
  "features": "Role in The Perfect Harmony: Halfling Monk (Open Hand)",
  "orgName": "The Perfect Harmony",
  "allies": "Party of 6, Level 17 (Tier 4 Sextets (Levels 17-20)).\nMembers: Love (Aasimar Cleric (Life), level 17); Peace (Half-Elf Bard (Glamour), level 17); Joy (Halfling Monk (Open Hand), level 17) (this character); Hope (Variant Human Paladin (Devotion), level 17); Faith (Kalashtar Cleric (Light), level 17); Unity (Custom Lineage Bard (Creation), level 17)\n\nUniversal Emotions: Embody positive feelings that unite all beings\nCosmic Healing: Cure hatred, fear, and despair across realities\nPerfect Understanding: Bridge all differences through empathy\nEternal Celebration: Create joy that transcends time and space",
  "backstory": "Member of The Perfect Harmony (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS; 16th level +2 WIS.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 22 = unarmored 19 + cloak of protection +1 + bracers of defense +2. Speed: Halfling 25 ft, Unarmored Movement +25 ft.",
  "xp": "225000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "22",
  "speed": "50 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Halfling, Elvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS; 16th +2 WIS"
 },
 "Hope (The Perfect Harmony)": {
  "name": "Hope (The Perfect Harmony)",
  "race": "Variant Human",
  "classLevel": "Paladin (Devotion) 17",
  "level": "17",
  "background": "Noble",
  "str": "20",
  "dex": "10",
  "con": "13",
  "int": "8",
  "wis": "12",
  "cha": "19",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "123",
  "hpCur": "123",
  "hdTotal": "17d10",
  "hdCur": "17",
  "spellClass": "Paladin",
  "spellAbility": "cha",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The Perfect Harmony: Variant Human Paladin (Devotion)",
  "orgName": "The Perfect Harmony",
  "allies": "Party of 6, Level 17 (Tier 4 Sextets (Levels 17-20)).\nMembers: Love (Aasimar Cleric (Life), level 17); Peace (Half-Elf Bard (Glamour), level 17); Joy (Halfling Monk (Open Hand), level 17); Hope (Variant Human Paladin (Devotion), level 17) (this character); Faith (Kalashtar Cleric (Light), level 17); Unity (Custom Lineage Bard (Creation), level 17)\n\nUniversal Emotions: Embody positive feelings that unite all beings\nCosmic Healing: Cure hatred, fear, and despair across realities\nPerfect Understanding: Bridge all differences through empathy\nEternal Celebration: Create joy that transcends time and space",
  "backstory": "Listed on the sample page as \"Hope\" in The Perfect Harmony.\nMember of The Perfect Harmony (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CHA. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 8th level +2 STR; 12th level +2 CHA; 16th level +2 CHA. Feat at 1st level: Sentinel (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Noble is a suggested choice. Skills: History (Noble background); Persuasion (Noble background); Athletics (Paladin class choice); Insight (Paladin class choice); Intimidation (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Noble background equipment (25 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,475 gp left.\nAC 23 = plate armor 18 + shield +2 + Defense +1 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "225000",
  "sk_history_p": true,
  "sk_persuasion_p": true,
  "sk_athletics_p": true,
  "sk_insight_p": true,
  "sk_intimidation_p": true,
  "ac": "23",
  "speed": "30 ft",
  "a1n": "+1 Longsword",
  "a1b": "+12",
  "a1d": "1d8+6 slashing",
  "a2n": "Javelin",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Divine Smite: +2d8 radiant per slot (+1d8 per slot level above 1st, max 5d8; +1d8 vs undead or fiends). Improved Divine Smite: +1d8 radiant on every melee weapon hit (not included). Fighting Style: Defense (+1 AC in armor, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "1937",
  "equipment": "Armor: Plate Armor; Shield\nWeapons: +1 Longsword; Javelin ×5\nMagic items: Weapon, +1 (Longsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Noble): Clothes, fine; Signet ring; Scroll of pedigree",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "1",
  "sp1_1": "Bless",
  "sp1_1_p": true,
  "sp1_2": "Shield of Faith",
  "sp1_2_p": true,
  "sp2_1": "Aid",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Revivify",
  "sp3_1_p": true,
  "sp3_2": "Dispel Magic",
  "sp3_2_p": true,
  "sp4_1": "Death Ward",
  "sp4_1_p": true,
  "sp4_2": "Banishment",
  "sp4_2_p": true,
  "sp4_3": "Locate Creature",
  "sp4_3_p": true,
  "sp5_1": "Dispel Evil and Good",
  "sp5_1_p": true,
  "sp5_2": "Raise Dead",
  "sp5_2_p": true,
  "sp5_3": "Geas",
  "sp5_3_p": true,
  "prepCount": "12",
  "moreFeatures": "Feat (1st level): Sentinel (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 8th +2 STR; 12th +2 CHA; 16th +2 CHA\nFighting Style: Defense\nPrepared spells: 12 (half paladin level + Charisma modifier).\nOath spells from the Devotion subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Faith (The Perfect Harmony)": {
  "name": "Faith (The Perfect Harmony)",
  "race": "Kalashtar",
  "classLevel": "Cleric (Light) 17",
  "level": "17",
  "background": "Acolyte",
  "str": "8",
  "dex": "13",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "13",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "156",
  "hpCur": "156",
  "hdTotal": "17d8",
  "hdCur": "17",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The Perfect Harmony: Kalashtar Cleric (Light)",
  "orgName": "The Perfect Harmony",
  "allies": "Party of 6, Level 17 (Tier 4 Sextets (Levels 17-20)).\nMembers: Love (Aasimar Cleric (Life), level 17); Peace (Half-Elf Bard (Glamour), level 17); Joy (Halfling Monk (Open Hand), level 17); Hope (Variant Human Paladin (Devotion), level 17); Faith (Kalashtar Cleric (Light), level 17) (this character); Unity (Custom Lineage Bard (Creation), level 17)\n\nUniversal Emotions: Embody positive feelings that unite all beings\nCosmic Healing: Cure hatred, fear, and despair across realities\nPerfect Understanding: Bridge all differences through empathy\nEternal Celebration: Create joy that transcends time and space",
  "backstory": "Listed on the sample page as \"Faith\" in The Perfect Harmony.\nMember of The Perfect Harmony (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Half Plate Armor (750 gp), Potion of Healing ×6 (300 gp); 20,215 gp left.\nAC 20 = half plate armor 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Kalashtar 30 ft.",
  "xp": "225000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "Mace",
  "a1b": "+5",
  "a1d": "1d6−1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+7",
  "a2d": "1d8+1 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2011",
  "equipment": "Armor: Half Plate Armor; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Quori, Elvish, Dwarvish, Draconic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "22",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON\nPrepared spells: 22 (cleric level + Wisdom modifier).\nDomain spells from the Light subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Unity": {
  "name": "Unity",
  "race": "Custom Lineage",
  "classLevel": "Bard (Creation) 17",
  "level": "17",
  "background": "Entertainer",
  "str": "8",
  "dex": "19",
  "con": "13",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "105",
  "hpCur": "105",
  "hdTotal": "17d8",
  "hdCur": "17",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The Perfect Harmony: Custom Lineage Bard (Creation)",
  "orgName": "The Perfect Harmony",
  "allies": "Party of 6, Level 17 (Tier 4 Sextets (Levels 17-20)).\nMembers: Love (Aasimar Cleric (Life), level 17); Peace (Half-Elf Bard (Glamour), level 17); Joy (Halfling Monk (Open Hand), level 17); Hope (Variant Human Paladin (Devotion), level 17); Faith (Kalashtar Cleric (Light), level 17); Unity (Custom Lineage Bard (Creation), level 17) (this character)\n\nUniversal Emotions: Embody positive feelings that unite all beings\nCosmic Healing: Cure hatred, fear, and despair across realities\nPerfect Understanding: Bridge all differences through empathy\nEternal Celebration: Create joy that transcends time and space",
  "backstory": "Member of The Perfect Harmony (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 CHA. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+1) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Custom Lineage choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 17th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 18 = studded leather armor 16 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "225000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+10",
  "a1d": "1d8+4 piercing",
  "a2n": "Dagger",
  "a2b": "+10",
  "a2d": "1d4+4 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "slots6": "1",
  "slots7": "1",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 20 (Bard table)."
 },
 "Genesis (The World Seed Collective)": {
  "name": "Genesis (The World Seed Collective)",
  "race": "Custom Lineage",
  "classLevel": "Druid (Stars) 20",
  "level": "20",
  "background": "Hermit",
  "str": "8",
  "dex": "14",
  "con": "20",
  "int": "12",
  "wis": "20",
  "cha": "10",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": true,
  "save_wis": true,
  "save_cha": false,
  "hpMax": "203",
  "hpCur": "203",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Druid",
  "spellAbility": "wis",
  "features": "Feat (Custom Lineage): not stated on the sample page; choose one\nRole in The World Seed Collective: Custom Lineage Druid (Stars)",
  "orgName": "The World Seed Collective",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 20) (this character); Growth (Wood Elf Ranger (Horizon Walker), level 20); Flourishing (Halfling Cleric (Life), level 20); Fruition (Half-Elf Bard (Creation), level 20); Harvest (Variant Human Fighter (Champion), level 20); Renewal (Kalashtar Monk (Four Elements), level 20)\n\nUniversal Gardeners: Plant and tend seeds of new realities\nLife Cultivation: Nurture growth across all dimensions\nEvolutionary Guidance: Direct development of consciousness\nEternal Cycle: Ensure continuous growth and renewal",
  "backstory": "Listed on the sample page as \"Genesis\" in The World Seed Collective.\nMember of The World Seed Collective (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Custom Lineage): +2 WIS. Tasha's Cauldron: +2 to one ability, plus one feat.\nAbility Score Improvements: 4th level +2 WIS; 8th level +1 WIS, +1 CON; 12th level +2 CON; 16th level +2 CON; 19th level +1 CON, +1 DEX. Feat at 1st level: War Caster (suggested).\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Nature (Druid class choice); Perception (Druid class choice); Insight (Custom Lineage choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,910 gp left.\nAC 18 = studded leather armor 14 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Custom Lineage 30 ft.",
  "xp": "355000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_nature_p": true,
  "sk_perception_p": true,
  "sk_insight_p": true,
  "ac": "18",
  "speed": "30 ft",
  "a1n": "Scimitar",
  "a1b": "+8",
  "a1d": "1d6+2 slashing",
  "a2n": "Produce Flame",
  "a2b": "+11",
  "a2d": "4d8 fire",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor; Shield\nWeapons: Scimitar\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nGear: Druidic focus (Wooden staff)\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: Light, Medium, Shields\nWeapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear\nTools: Herbalism Kit\nLanguages: Common, Elvish, Dwarvish, Druidic",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Produce Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Druidcraft",
  "sp0_4": "Shillelagh",
  "sp1_1": "Healing Word",
  "sp1_1_p": true,
  "sp1_2": "Entangle",
  "sp1_2_p": true,
  "sp2_1": "Moonbeam",
  "sp2_1_p": true,
  "sp2_2": "Lesser Restoration",
  "sp2_2_p": true,
  "sp3_1": "Call Lightning",
  "sp3_1_p": true,
  "sp3_2": "Conjure Animals",
  "sp3_2_p": true,
  "sp3_3": "Dispel Magic",
  "sp3_3_p": true,
  "sp4_1": "Polymorph",
  "sp4_1_p": true,
  "sp4_2": "Freedom of Movement",
  "sp4_2_p": true,
  "sp4_3": "Ice Storm",
  "sp4_3_p": true,
  "sp5_1": "Mass Cure Wounds",
  "sp5_1_p": true,
  "sp5_2": "Wall of Stone",
  "sp5_2_p": true,
  "sp5_3": "Greater Restoration",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Sunbeam",
  "sp6_2_p": true,
  "sp6_3": "Transport via Plants",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Fire Storm",
  "sp7_2_p": true,
  "sp7_3": "Mirage Arcane",
  "sp7_3_p": true,
  "sp8_1": "Sunburst",
  "sp8_1_p": true,
  "sp8_2": "Animal Shapes",
  "sp8_2_p": true,
  "sp8_3": "Antipathy/Sympathy",
  "sp8_3_p": true,
  "sp9_1": "Foresight",
  "sp9_1_p": true,
  "sp9_2": "Shapechange",
  "sp9_2_p": true,
  "sp9_3": "Storm of Vengeance",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Feat (1st level): War Caster (suggested)\nAbility Score Improvements (suggested): 4th +2 WIS; 8th +1 WIS, +1 CON; 12th +2 CON; 16th +2 CON; 19th +1 CON, +1 DEX\nPrepared spells: 25 (druid level + Wisdom modifier).\nCircle spells from the Stars subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Growth": {
  "name": "Growth",
  "race": "Wood Elf",
  "classLevel": "Ranger (Horizon Walker) 20",
  "level": "20",
  "background": "Outlander",
  "str": "12",
  "dex": "20",
  "con": "15",
  "int": "10",
  "wis": "20",
  "cha": "8",
  "save_str": true,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "164",
  "hpCur": "164",
  "hdTotal": "20d10",
  "hdCur": "20",
  "spellClass": "Ranger",
  "spellAbility": "wis",
  "features": "Role in The World Seed Collective: Wood Elf Ranger (Horizon Walker)",
  "orgName": "The World Seed Collective",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 20); Growth (Wood Elf Ranger (Horizon Walker), level 20) (this character); Flourishing (Halfling Cleric (Life), level 20); Fruition (Half-Elf Bard (Creation), level 20); Harvest (Variant Human Fighter (Champion), level 20); Renewal (Kalashtar Monk (Four Elements), level 20)\n\nUniversal Gardeners: Plant and tend seeds of new realities\nLife Cultivation: Nurture growth across all dimensions\nEvolutionary Guidance: Direct development of consciousness\nEternal Cycle: Ensure continuous growth and renewal",
  "backstory": "Member of The World Seed Collective (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Wood Elf): +2 DEX, +1 WIS. PHB: +2 Dexterity, +1 Wisdom.\nAbility Score Improvements: 4th level +2 DEX; 8th level +1 DEX, +1 WIS; 12th level +2 WIS; 16th level +2 WIS; 19th level +2 CON.\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+2) per level.\nBackground: not stated on the sample page; Outlander is a suggested choice. Skills: Athletics (Outlander background); Survival (Outlander background); Perception (Wood Elf); Stealth (Ranger class choice); Nature (Ranger class choice); Investigation (Ranger class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Outlander background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,915 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Wood Elf 35 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_survival_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_nature_p": true,
  "sk_investigation_p": true,
  "ac": "19",
  "speed": "35 ft",
  "a1n": "+1 Longbow",
  "a1b": "+14",
  "a1d": "1d8+6 piercing",
  "a2n": "Shortsword",
  "a2b": "+11",
  "a2d": "1d6+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Fighting Style: Archery (+2 ranged attack, included).",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2081",
  "equipment": "Armor: Studded Leather Armor\nWeapons: +1 Longbow; Arrow ×20; Shortsword ×2\nMagic items: Weapon, +1 (Longbow); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Outlander): Staff; Hunting trap; Animal trophy; Clothes, traveler's",
  "profs": "Armor: Light, Medium, Shields\nWeapons: simple weapons, martial weapons, Longsword, Shortsword, Shortbow, Longbow\nTools: one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "2",
  "sp1_1": "Hunter's Mark",
  "sp1_2": "Cure Wounds",
  "sp2_1": "Lesser Restoration",
  "sp2_2": "Spike Growth",
  "sp3_1": "Conjure Animals",
  "sp3_2": "Water Breathing",
  "sp4_1": "Freedom of Movement",
  "sp4_2": "Locate Creature",
  "sp4_3": "Conjure Woodland Beings",
  "sp5_1": "Tree Stride",
  "sp5_2": "Commune With Nature",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +1 DEX, +1 WIS; 12th +2 WIS; 16th +2 WIS; 19th +2 CON\nFighting Style: Archery\nSpells known: 11 (Ranger table)."
 },
 "Flourishing": {
  "name": "Flourishing",
  "race": "Halfling",
  "classLevel": "Cleric (Life) 20",
  "level": "20",
  "background": "Acolyte",
  "str": "13",
  "dex": "10",
  "con": "19",
  "int": "10",
  "wis": "20",
  "cha": "12",
  "save_str": false,
  "save_dex": false,
  "save_con": false,
  "save_int": false,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "183",
  "hpCur": "183",
  "hdTotal": "20d8",
  "hdCur": "20",
  "spellClass": "Cleric",
  "spellAbility": "wis",
  "features": "Role in The World Seed Collective: Halfling Cleric (Life)",
  "orgName": "The World Seed Collective",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 20); Growth (Wood Elf Ranger (Horizon Walker), level 20); Flourishing (Halfling Cleric (Life), level 20) (this character); Fruition (Half-Elf Bard (Creation), level 20); Harvest (Variant Human Fighter (Champion), level 20); Renewal (Kalashtar Monk (Four Elements), level 20)\n\nUniversal Gardeners: Plant and tend seeds of new realities\nLife Cultivation: Nurture growth across all dimensions\nEvolutionary Guidance: Direct development of consciousness\nEternal Cycle: Ensure continuous growth and renewal",
  "backstory": "Member of The World Seed Collective (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Halfling): +2 DEX. PHB: +2 Dexterity (subrace not stated: Lightfoot adds +1 Charisma, Stout adds +1 Constitution).\nAbility Score Improvements: 4th level +2 WIS; 8th level +2 WIS; 12th level +1 WIS, +1 CON; 16th level +2 CON; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+4) per level.\nBackground: not stated on the sample page; Acolyte is a suggested choice. Skills: Insight (Acolyte background); Religion (Acolyte background); Medicine (Cleric class choice); Persuasion (Cleric class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Acolyte background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,965 gp left.\nAC 20 = chain mail 16 + shield +2 + armor, +1 +1 + cloak of protection +1. Speed: Halfling 25 ft.",
  "xp": "355000",
  "sk_insight_p": true,
  "sk_religion_p": true,
  "sk_medicine_p": true,
  "sk_persuasion_p": true,
  "ac": "20",
  "speed": "25 ft",
  "a1n": "Mace",
  "a1b": "+7",
  "a1d": "1d6+1 bludgeoning",
  "a2n": "Crossbow, light",
  "a2b": "+6",
  "a2d": "1d8 piercing",
  "a3n": "Sacred Flame",
  "a3b": "DC 19",
  "a3d": "4d8 radiant (DEX save)",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2086",
  "equipment": "Armor: Chain Mail; Shield\nWeapons: Mace; Crossbow, light; Crossbow bolt ×20\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Priest's Pack\nGear: Holy symbol (Emblem)\nBackground (Acolyte): Holy symbol (Amulet); Prayer book; 5 sticks of incense; Vestments; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons\nTools: none\nLanguages: Common, Halfling, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Sacred Flame",
  "sp0_2": "Guidance",
  "sp0_3": "Spare the Dying",
  "sp0_4": "Light",
  "sp0_5": "Thaumaturgy",
  "sp1_1": "Cure Wounds",
  "sp1_1_p": true,
  "sp1_2": "Healing Word",
  "sp1_2_p": true,
  "sp2_1": "Spiritual Weapon",
  "sp2_1_p": true,
  "sp2_2": "Aid",
  "sp2_2_p": true,
  "sp3_1": "Spirit Guardians",
  "sp3_1_p": true,
  "sp3_2": "Revivify",
  "sp3_2_p": true,
  "sp3_3": "Mass Healing Word",
  "sp3_3_p": true,
  "sp4_1": "Guardian of Faith",
  "sp4_1_p": true,
  "sp4_2": "Death Ward",
  "sp4_2_p": true,
  "sp4_3": "Banishment",
  "sp4_3_p": true,
  "sp5_1": "Greater Restoration",
  "sp5_1_p": true,
  "sp5_2": "Mass Cure Wounds",
  "sp5_2_p": true,
  "sp5_3": "Flame Strike",
  "sp5_3_p": true,
  "sp6_1": "Heal",
  "sp6_1_p": true,
  "sp6_2": "Heroes' Feast",
  "sp6_2_p": true,
  "sp6_3": "Word of Recall",
  "sp6_3_p": true,
  "sp7_1": "Regenerate",
  "sp7_1_p": true,
  "sp7_2": "Resurrection",
  "sp7_2_p": true,
  "sp7_3": "Fire Storm",
  "sp7_3_p": true,
  "sp8_1": "Holy Aura",
  "sp8_1_p": true,
  "sp8_2": "Antimagic Field",
  "sp8_2_p": true,
  "sp8_3": "Control Weather",
  "sp8_3_p": true,
  "sp9_1": "Mass Heal",
  "sp9_1_p": true,
  "sp9_2": "True Resurrection",
  "sp9_2_p": true,
  "sp9_3": "Gate",
  "sp9_3_p": true,
  "prepCount": "25",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 WIS; 8th +2 WIS; 12th +1 WIS, +1 CON; 16th +2 CON; 19th +2 CON\nPrepared spells: 25 (cleric level + Wisdom modifier).\nDomain spells from the Life subclass are extra and always prepared or available; they are not listed: add them from the subclass."
 },
 "Fruition": {
  "name": "Fruition",
  "race": "Half-Elf",
  "classLevel": "Bard (Creation) 20",
  "level": "20",
  "background": "Entertainer",
  "str": "8",
  "dex": "20",
  "con": "16",
  "int": "10",
  "wis": "12",
  "cha": "20",
  "save_str": false,
  "save_dex": true,
  "save_con": false,
  "save_int": false,
  "save_wis": false,
  "save_cha": true,
  "hpMax": "163",
  "hpCur": "163",
  "hdTotal": "20d8",
  "hdCur": "20",
  "joat": true,
  "spellClass": "Bard",
  "spellAbility": "cha",
  "features": "Role in The World Seed Collective: Half-Elf Bard (Creation)",
  "orgName": "The World Seed Collective",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 20); Growth (Wood Elf Ranger (Horizon Walker), level 20); Flourishing (Halfling Cleric (Life), level 20); Fruition (Half-Elf Bard (Creation), level 20) (this character); Harvest (Variant Human Fighter (Champion), level 20); Renewal (Kalashtar Monk (Four Elements), level 20)\n\nUniversal Gardeners: Plant and tend seeds of new realities\nLife Cultivation: Nurture growth across all dimensions\nEvolutionary Guidance: Direct development of consciousness\nEternal Cycle: Ensure continuous growth and renewal",
  "backstory": "Member of The World Seed Collective (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Half-Elf): +1 DEX, +1 CON, +2 CHA. PHB: +2 Charisma, +1 to two others.\nAbility Score Improvements: 4th level +2 CHA; 8th level +1 CHA, +1 DEX; 12th level +2 DEX; 16th level +2 DEX; 19th level +2 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+3) per level.\nBackground: not stated on the sample page; Entertainer is a suggested choice. Skills: Acrobatics (Entertainer background); Performance (Entertainer background); Persuasion (Bard class choice); Deception (Bard class choice); Insight (Bard class choice); Perception (Half-Elf choice); Stealth (Half-Elf choice). Expertise: Persuasion, Deception, Insight, Performance.\nEquipment: PHB class starting equipment (one option chosen) and the Entertainer background equipment (15 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Studded Leather Armor (45 gp), Potion of Healing ×6 (300 gp); 20,920 gp left.\nAC 19 = studded leather armor 17 + armor, +1 +1 + cloak of protection +1. Speed: Half-Elf 30 ft.",
  "xp": "355000",
  "sk_acrobatics_p": true,
  "sk_performance_p": true,
  "sk_persuasion_p": true,
  "sk_deception_p": true,
  "sk_insight_p": true,
  "sk_perception_p": true,
  "sk_stealth_p": true,
  "sk_persuasion_e": true,
  "sk_deception_e": true,
  "sk_insight_e": true,
  "sk_performance_e": true,
  "ac": "19",
  "speed": "30 ft",
  "a1n": "Rapier",
  "a1b": "+11",
  "a1d": "1d8+5 piercing",
  "a2n": "Dagger",
  "a2b": "+11",
  "a2d": "1d4+5 piercing",
  "a3n": "Vicious Mockery",
  "a3b": "DC 19",
  "a3d": "4d4 psychic (WIS save)",
  "saveBonus": "1",
  "gp": "100",
  "pp": "2082",
  "equipment": "Armor: Studded Leather Armor\nWeapons: Rapier; Dagger\nMagic items: Cloak of Protection; Pearl of Power; Armor, +1\nPotions: Potion of Healing ×6\nPack: Entertainer's Pack\nGear: Lute\nBackground (Entertainer): Musical instrument (Lute); An admirer's favor; Clothes, costume",
  "profs": "Armor: Light\nWeapons: simple weapons, Crossbow, hand, Longsword, Rapier, Shortsword\nTools: three musical instruments, Disguise Kit, one musical instrument\nLanguages: Common, Elvish, Dwarvish",
  "slots1": "4",
  "slots2": "3",
  "slots3": "3",
  "slots4": "3",
  "slots5": "3",
  "slots6": "2",
  "slots7": "2",
  "slots8": "1",
  "slots9": "1",
  "sp0_1": "Vicious Mockery",
  "sp0_2": "Minor Illusion",
  "sp0_3": "Mage Hand",
  "sp0_4": "Prestidigitation",
  "sp1_1": "Healing Word",
  "sp1_2": "Sleep",
  "sp2_1": "Suggestion",
  "sp2_2": "Hold Person",
  "sp3_1": "Hypnotic Pattern",
  "sp3_2": "Dispel Magic",
  "sp4_1": "Greater Invisibility",
  "sp4_2": "Polymorph",
  "sp5_1": "Greater Restoration",
  "sp5_2": "Hold Monster",
  "sp6_1": "Mass Suggestion",
  "sp6_2": "Eyebite",
  "sp6_3": "Find the Path",
  "sp7_1": "Forcecage",
  "sp7_2": "Teleport",
  "sp7_3": "Arcane Sword",
  "sp8_1": "Mind Blank",
  "sp8_2": "Dominate Monster",
  "sp8_3": "Feeblemind",
  "sp9_1": "Foresight",
  "sp9_2": "Power Word Kill",
  "sp9_3": "True Polymorph",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 CHA; 8th +1 CHA, +1 DEX; 12th +2 DEX; 16th +2 DEX; 19th +2 CON\nExpertise: Persuasion, Deception, Insight, Performance\nSpells known: 22 (Bard table)."
 },
 "Harvest": {
  "name": "Harvest",
  "race": "Variant Human",
  "classLevel": "Fighter (Champion) 20",
  "level": "20",
  "background": "Soldier",
  "str": "20",
  "dex": "18",
  "con": "20",
  "int": "10",
  "wis": "12",
  "cha": "8",
  "save_str": true,
  "save_dex": false,
  "save_con": true,
  "save_int": false,
  "save_wis": false,
  "save_cha": false,
  "hpMax": "224",
  "hpCur": "224",
  "hdTotal": "20d10",
  "hdCur": "20",
  "features": "Feat (Variant Human): not stated on the sample page; choose one\nRole in The World Seed Collective: Variant Human Fighter (Champion)",
  "orgName": "The World Seed Collective",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 20); Growth (Wood Elf Ranger (Horizon Walker), level 20); Flourishing (Halfling Cleric (Life), level 20); Fruition (Half-Elf Bard (Creation), level 20); Harvest (Variant Human Fighter (Champion), level 20) (this character); Renewal (Kalashtar Monk (Four Elements), level 20)\n\nUniversal Gardeners: Plant and tend seeds of new realities\nLife Cultivation: Nurture growth across all dimensions\nEvolutionary Guidance: Direct development of consciousness\nEternal Cycle: Ensure continuous growth and renewal",
  "backstory": "Member of The World Seed Collective (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Variant Human): +1 STR, +1 CON. PHB variant: +1 to two abilities, one skill and one feat.\nAbility Score Improvements: 4th level +2 STR; 6th level +2 STR; 8th level +2 CON; 12th level +2 CON; 14th level +1 CON, +1 DEX; 16th level +2 DEX; 19th level +2 DEX. Feat at 1st level: Great Weapon Master (suggested).\nHit points: 10 at 1st level (d10) + 6 per level after (fixed average) + Constitution modifier (+5) per level.\nBackground: not stated on the sample page; Soldier is a suggested choice. Skills: Athletics (Soldier background); Intimidation (Soldier background); Perception (Fighter class choice); Survival (Fighter class choice); Insight (Variant Human choice).\nEquipment: PHB class starting equipment (one option chosen) and the Soldier background equipment (10 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Plate Armor (1,500 gp), Potion of Healing ×6 (300 gp); 19,460 gp left.\nAC 20 = plate armor 18 + armor, +1 +1 + cloak of protection +1. Speed: Variant Human 30 ft.",
  "xp": "355000",
  "sk_athletics_p": true,
  "sk_intimidation_p": true,
  "sk_perception_p": true,
  "sk_survival_p": true,
  "sk_insight_p": true,
  "ac": "20",
  "speed": "30 ft",
  "a1n": "+1 Greatsword",
  "a1b": "+12",
  "a1d": "2d6+6 slashing",
  "a2n": "Handaxe",
  "a2b": "+11",
  "a2d": "1d6+5 slashing",
  "attackNotes": "Extra Attack: 4 attacks per Attack action. Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice). Great Weapon Master: −5 to hit for +10 damage with heavy weapons; bonus-action attack on a crit or kill.",
  "saveBonus": "1",
  "gp": "100",
  "pp": "1936",
  "equipment": "Armor: Plate Armor\nWeapons: +1 Greatsword; Handaxe ×2\nMagic items: Weapon, +1 (Greatsword); Cloak of Protection; Armor, +1\nPotions: Potion of Healing ×6\nPack: Dungeoneer's Pack\nBackground (Soldier): Insignia of rank; Trophy from a fallen enemy; Playing Card Set; Clothes, common",
  "profs": "Armor: Light, Medium, Heavy, Shields\nWeapons: simple weapons, martial weapons\nTools: one gaming set, land vehicles\nLanguages: Common, Elvish",
  "moreFeatures": "Feat (1st level): Great Weapon Master (suggested)\nAbility Score Improvements (suggested): 4th +2 STR; 6th +2 STR; 8th +2 CON; 12th +2 CON; 14th +1 CON, +1 DEX; 16th +2 DEX; 19th +2 DEX\nFighting Style: Great Weapon Fighting"
 },
 "Renewal": {
  "name": "Renewal",
  "race": "Kalashtar",
  "classLevel": "Monk (Four Elements) 20",
  "level": "20",
  "background": "Hermit",
  "str": "12",
  "dex": "20",
  "con": "14",
  "int": "10",
  "wis": "20",
  "cha": "9",
  "save_str": true,
  "save_dex": true,
  "save_con": true,
  "save_int": true,
  "save_wis": true,
  "save_cha": true,
  "hpMax": "143",
  "hpCur": "143",
  "hdTotal": "20d8",
  "hdCur": "20",
  "features": "Role in The World Seed Collective: Kalashtar Monk (Four Elements)",
  "orgName": "The World Seed Collective",
  "allies": "Party of 6, Level 20 (Tier 4 Sextets (Levels 17-20)).\nMembers: Genesis (Custom Lineage Druid (Stars), level 20); Growth (Wood Elf Ranger (Horizon Walker), level 20); Flourishing (Halfling Cleric (Life), level 20); Fruition (Half-Elf Bard (Creation), level 20); Harvest (Variant Human Fighter (Champion), level 20); Renewal (Kalashtar Monk (Four Elements), level 20) (this character)\n\nUniversal Gardeners: Plant and tend seeds of new realities\nLife Cultivation: Nurture growth across all dimensions\nEvolutionary Guidance: Direct development of consciousness\nEternal Cycle: Ensure continuous growth and renewal",
  "backstory": "Member of The World Seed Collective (Party of 6). See Allies & Organizations for the party.\nFrom Sample Characters (The Dungeons & Dragons 5e Guide), Tier 4 Sextets (Levels 17-20).\n\nNotes: Ability scores: standard array assigned by class priority plus racial increases (2014 PHB). Racial increases (Kalashtar): +2 WIS, +1 CHA. Eberron: Rising from the Last War: +2 Wisdom, +1 Charisma.\nAbility Score Improvements: 4th level +2 DEX; 8th level +2 DEX; 12th level +1 DEX, +1 WIS; 16th level +2 WIS; 19th level +1 WIS, +1 CON.\nHit points: 8 at 1st level (d8) + 5 per level after (fixed average) + Constitution modifier (+2) per level.\nDiamond Soul (Monk 14th level): proficient in every saving throw.\nBackground: not stated on the sample page; Hermit is a suggested choice. Skills: Medicine (Hermit background); Religion (Hermit background); Acrobatics (Monk class choice); Stealth (Monk class choice).\nEquipment: PHB class starting equipment (one option chosen) and the Hermit background equipment (5 gp pouch); DMG Starting Equipment for 20th level (standard campaign): 21,250 gp (1d10 taken as 5), 2 uncommon and 1 rare magic items; bought Potion of Healing ×6 (300 gp); 20,955 gp left.\nAC 23 = unarmored 20 + cloak of protection +1 + bracers of defense +2. Speed: Kalashtar 30 ft, Unarmored Movement +30 ft.",
  "xp": "355000",
  "sk_medicine_p": true,
  "sk_religion_p": true,
  "sk_acrobatics_p": true,
  "sk_stealth_p": true,
  "ac": "23",
  "speed": "60 ft",
  "a1n": "+1 Shortsword",
  "a1b": "+12",
  "a1d": "1d10+6 piercing",
  "a2n": "Unarmed Strike",
  "a2b": "+11",
  "a2d": "1d10+5 bludgeoning",
  "a3n": "Dart",
  "a3b": "+11",
  "a3d": "1d10+5 piercing",
  "attackNotes": "Extra Attack: 2 attacks per Attack action. Martial Arts: a bonus-action unarmed strike after the Attack action; Flurry of Blows (1 ki) for two.",
  "saveBonus": "1",
  "gp": "105",
  "pp": "2085",
  "equipment": "Armor: none (unarmored)\nWeapons: +1 Shortsword; Dart ×10\nMagic items: Weapon, +1 (Shortsword); Cloak of Protection; Bracers of Defense\nPotions: Potion of Healing ×6\nPack: Explorer's Pack\nBackground (Hermit): Scroll case of notes; Winter blanket; Clothes, common; Herbalism Kit",
  "profs": "Armor: none\nWeapons: simple weapons, Shortsword\nTools: one artisan's tool or instrument, Herbalism Kit\nLanguages: Common, Quori, Elvish, Dwarvish",
  "moreFeatures": "Ability Score Improvements (suggested): 4th +2 DEX; 8th +2 DEX; 12th +1 DEX, +1 WIS; 16th +2 WIS; 19th +1 WIS, +1 CON"
 }
}
