Kassoon

2024 Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Dean Langley
Character Name
Ranger 1
Class & Level
Guide
Background
Human
Race
Lawful Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
30 ft
HIT POINTS
Max:
12
12
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
3 +3
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
12
DC
Cast Mod
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
/
/
/
SPELLCASTING
[+instructions]
#
Name
Wt.
1
Longbow
2
1
Shortsword
2
1
Scimitar
3
1
Studded Leather [12+Dex]
13
1
Arrows (20)
1
1
Explorers Pack
59
1
Quiver
1
1
Druidic Focus
0
Total: 81 lbs
EQUIPMENT
d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: light/medium armor, shields, simple/martial weapons
PROFICIENCIES & LANGUAGES

Racial

Resourceful: Gain Heroic Inspiration every Long Rest.

Skillful: Gain proficiency in one skill.

Versatile: Gain an Origin feat.

Class

Spellcasting: You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Favored Enemy: You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

Weapon Mastery: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

[b]Racial[/b]

[b] Resourceful[/b]: Gain Heroic Inspiration every Long Rest.

[b]Skillful[/b]: Gain proficiency in one skill.

[b]Versatile[/b]: Gain an Origin feat.

[b]Class[/b]

[b]Spellcasting:[/b] You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

[b]Favored Enemy:[/b] You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

[b]Weapon Mastery:[/b] Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
FEATURES & TRAITS
 
A child with a great deal of writing talent his parents made sure he got the chance to thrive. He took every job he could get his hands on, but the opportunities for Humans in the south were limited. He has drifted from career to career and currently works as a Brewer.
DESCRIPTION & EXTRA INFO
Suggested Traits:

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