Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Jamjar
Character Name
Ranger 6
Class & Level
Folk Hero
Background
Lightfoot Halfling
Race
Neutral Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+3
16
14
+
2
(Race)
CONSTITUTION
-1
8
8
+
0
(Race)
INTELLIGENCE
+3
16
16
+
0
(Race)
WISDOM
+0
11
11
+
0
(Race)
CHARISMA
+1
13
12
+
1
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
4
3
+
01
PERCEPTION
1010
+
0
SPEED
30
HIT POINTS
Max:
9
9
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
0 +0
+
0
Strength
+
0
Dexterity
-1 -1
+
0
Constitution
+
0
Intelligence
+
-0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Dagger+21d4 piercing (range 20/60)%3%
Magic Javelin+31d6 piercing (range 30/120)%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
12
DC
Cast Mod
4
Cantrip:
2
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Halfling Traits

Lucky: When you roll a 1 on The D20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on Saving Throws against being Frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Favored Enemy: You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Orcs, Goblins, Bugbear, Gnoll: You gain a +2 bonus to damage rolls with weapon attacks on creatures of the chosen type.

Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.


Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


Fighting Style: Dueling

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.

Primeval Awareness: You establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.


Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ranger Archetype:

Spellcasting:

Halfling Traits

Lucky: When you roll a 1 on The D20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on Saving Throws against being Frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Favored Enemy: You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Orcs, Goblins, Bugbear, Gnoll: You gain a [+2] bonus to damage rolls with weapon attacks on creatures of the chosen type.
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.


Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


Fighting Style: Dueling
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.

Primeval Awareness: You establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.


Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ranger Archetype:

Spellcasting:
FEATURES & TRAITS
d8
HIT DICE
USED
34-13-4=17
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1 Leather Armor
1 Explorer's Pack
1 Backpack
1 Bedrool
1 Mess Kit
1 Tinderbox
9 Torch
10 Rations
1 Waterskin
1 Hempen Rope
2 Edibles
4 Purple Pyrotechnics
1 Pocket Watch
1 Jar of Edibles
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
373 gp
WEALTH
Proficiencies: Simple Weapons, Martial weapons, Light Armor, Medium Armor, shields
Languages: Common, Halfling, Orcish, Goblin
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Jamjar (born Phoebe Jam Mosey) is a Parchwoodian sharpshooter who starred in Quover Quick's Wild Fighters Circus show.

Jamjar developed hunting skills as a child to provide for her impoverished family in western Parchwood. At 15, she won a town dueling contest against experienced fighter Halace Jarwoods, whom she later married. The pair joined Quover Quick the spring after The Fall, performing across Halferton for royalty and other heads of state.

In the summer of her 25th year, Halace was murdered by a gang Goblin attack while traveling alone near Commonspire. His untimely death inspired Jamjar to quit the circus show and put her skills to "good use", ie revenge.
DESCRIPTION & EXTRA INFO

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