Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Reule the wolf and Devasur the rabbit
Character Name
Fighter 3
Class & Level
Background
wolf
Race
Lawful Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
17
16
+
1
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+5
20
20
+
0
(Race)
INTELLIGENCE
+2
14
14
+
0
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
18
INITIATIVE
+
PROFICIENCY
+
2
2
+
PERCEPTION
1414
+
SPEED
30
HIT POINTS
Max:
29
29
TEMP HP
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
5 +5
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
12
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
Keen Hearing And Smell.
Racial:

You have advantage on Wisdom (Perception) checks that rely on hearing and smell.

Dog's Bite
Racial:
Because of your fierce bite, your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

Additionally, once per round when you use your bite attack, you can attept to prone a creature. The target must be a creature of size Large or smaller and must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 10 + your Strength modifier.

Natural Hunter.
Racial:

You gain proficiency in the Stealth skill.

Pack Tactics
Racial:

Once on your turn, you have advantage on a melee attack against a creature if at least one of your allies is within 5 feet of the creature and isn't incapacitated.

Superior Tracking
Racial:

You have proficiency in the Survival skill. Additionally, if you have fought a creature within the last 24 hours, you have advantage on Wisdom (Survival) checks to track that same creature.

Second Wind
Class: Fighter

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Dueling
Class:

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Stamina Meter
Class:

At 1st level, you gain a number of stamina points equal to your Constitution modifier (minimum 0). If your Constitution modifier later increases, so does your number of stamina points. You can expend your stamina points to execute a called shot, or empower other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

At 2nd level and every level you gain in this class, you gain an additional 2 stamina points.

Called Shot
Class:
Whenever you make a weapon attack, but before you make the attack roll, you can expend 2 stamina points to make it a called shot. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of 1d8 would inflict 8 damage without rolling.) Extra damage dice for critical hits, magic weapons, or class features are also maximized.

Your DM may allow alternate effects for a called shot.

Action Surge
Class:

Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Bonus Proficiencies
Class: tunic fighter

A tunic trains with unconventional weaponry and methods. At 2nd level, your esoteric training grants you proficiency with bombs, and one musical instrument or artisan’s tool of your choice.

Tunic Techniques
Class: tunic fighter

At 2nd level, you learn your choice of one of the following techniques. You can only learn a technique if your levels in this class equal or exceeds the number of stamina points needed to use the technique. (See the "Points" column in the following table.) You learn another technique at 3rd level. You learn two additional techniques of your choice at 7th level and 11th level. At 7th and 11th level, you can also replace one technique you know with a new one.

You can use a technique you have learned by expending the amount of stamina points listed for the relevant technique. Most techniques specify when they can be used. You can use different techniques as part of the same action or the same attack, such as using both Back Slice and Helm Splitter on a single weapon attack. You cannot use the same technique simultaneously, however, such as using Back Slice twice on a single weapon attack.

Ending Blow
Tunic Technique
uses 8 Stamina points

As an action, you can use this technique to make one weapon attack against a prone creature you can see within 10 feet of you. You don't make an attack roll; instead, you treat the d20 as if it had landed on 20.

Block Missiles
Tunic Technique
uses 2 Stamina points
While you are wielding a shield and are damaged by a ranged weapon attack, you can use this technique as a reaction to reduce the damage by an amount equal to your Dexterity modifier plus your proficiency bonus. If your shield is a magic item, you can also reduce the damage of a ranged spell attack in the same way.
Keen Hearing And Smell.
Racial:
You have advantage on Wisdom (Perception) checks that rely on hearing and smell.

Dog's Bite
Racial:
Because of your fierce bite, your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to [1d4] + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Additionally, once per round when you use your bite attack, you can attept to prone a creature. The target must be a creature of size Large or smaller and must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 10 + your Strength modifier.

Natural Hunter.
Racial:
You gain proficiency in the Stealth skill.

Pack Tactics
Racial:
Once on your turn, you have advantage on a melee attack against a creature if at least one of your allies is within 5 feet of the creature and isn't incapacitated.

Superior Tracking
Racial:
You have proficiency in the Survival skill. Additionally, if you have fought a creature within the last 24 hours, you have advantage on Wisdom (Survival) checks to track that same creature.

Second Wind
Class: Fighter
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to [1d10] + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Dueling
Class:
When you are wielding a melee weapon in one hand and no other Weapons, you gain a [+2] bonus to Damage Rolls with that weapon.

Stamina Meter
Class:
At 1st level, you gain a number of stamina points equal to your Constitution modifier (minimum 0). If your Constitution modifier later increases, so does your number of stamina points. You can expend your stamina points to execute a called shot, or empower other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

At 2nd level and every level you gain in this class, you gain an additional 2 stamina points.

Called Shot
Class:
Whenever you make a weapon attack, but before you make the attack roll, you can expend 2 stamina points to make it a called shot. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of [1d8] would inflict 8 damage without rolling.) Extra damage dice for critical hits, magic weapons, or class features are also maximized.
Your DM may allow alternate effects for a called shot.

Action Surge
Class:
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Bonus Proficiencies
Class: tunic fighter
A tunic trains with unconventional weaponry and methods. At 2nd level, your esoteric training grants you proficiency with bombs, and one musical instrument or artisan’s tool of your choice.

Tunic Techniques
Class: tunic fighter
At 2nd level, you learn your choice of one of the following techniques. You can only learn a technique if your levels in this class equal or exceeds the number of stamina points needed to use the technique. (See the "Points" column in the following table.) You learn another technique at 3rd level. You learn two additional techniques of your choice at 7th level and 11th level. At 7th and 11th level, you can also replace one technique you know with a new one.

You can use a technique you have learned by expending the amount of stamina points listed for the relevant technique. Most techniques specify when they can be used. You can use different techniques as part of the same action or the same attack, such as using both Back Slice and Helm Splitter on a single weapon attack. You cannot use the same technique simultaneously, however, such as using Back Slice twice on a single weapon attack.

Ending Blow
Tunic Technique
uses 8 Stamina points
As an action, you can use this technique to make one weapon attack against a prone creature you can see within 10 feet of you. You don't make an attack roll; instead, you treat the [d20] as if it had landed on 20.

Block Missiles
Tunic Technique
uses 2 Stamina points
While you are wielding a shield and are damaged by a ranged weapon attack, you can use this technique as a reaction to reduce the damage by an amount equal to your Dexterity modifier plus your proficiency bonus. If your shield is a magic item, you can also reduce the damage of a ranged spell attack in the same way.
FEATURES & TRAITS
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Chain Mail
Longsword
Shield
Backpack
Bedroll
Mess kit
Tinderbox
Waterskin
Hempen rope 50ft
10 Rations
10 Torch
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
WEALTH
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: Cartographer's tools, ocarina
Language: Common beastspeech(speack with animals) Ancient (Celestial)
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Reule the wolf and Devasur the rabbit are two best friends who learned about the lore about the hero of Hyrule the point they learned all the legends and adventures those past heroes and what they went through. They were inspired by those past heroes they did everything they could to train themselves to fight like them, their training one day came to use as a raid of Moblin try to attack and destroy their home but they both successfully stop them before anyone got hurt. the victory was short-lived as it came with news of why the attack happen that the reincarnation of the hero has died and now monsters are running rampant. Now the two after hearing the news set on an adventure to do what is right to stop ganon and his minions the best they possibly can
DESCRIPTION & EXTRA INFO

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