Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Furtim Scelestus
Character Name
Rogue 10
Class & Level
Hermit
Background
High Elf
Race
Chaotic Neutral
Alignment
81000
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+10
31
20
+
11
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+1
13
12
+
1
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+5
20
20
+
0
(Race)
ARMOR CLASS
18
INITIATIVE
+
7
PROFICIENCY
+
8
4
+
4
PERCEPTION
2020
+
0
SPEED
60 ft
HIT POINTS
Max:
54
54
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
0 +0
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
4
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)
+
4
Sleight of Hand (Dex)
+
4
* Stealth (Dex)
+
0
Survival (Wis)
+
4
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Rapier+41d8+0 piercing5
Shortbow+-11d6+-5 piercing80/320
Dagger+-11d4+-5 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
26
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Keen Senses: Proficiency in the Perception skill.

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: know one cantrip of your choice from the wizard spell list.

Extra Language: You know one extra language

Class


Expertise: 2x proficiency for two skills, or one skill and thieves' tools.

Sneak Attack: Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

Thieves' Cant: a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fast Hands (Thief): You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work (Thief): Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Expertise: Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Supreme Sneak (Thief): You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Keen Senses:[/b] Proficiency in the Perception skill.

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

[b]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.

[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.

[b]Extra Language:[/b] You know one extra language

[b]Class[/b]


[b]Expertise:[/b] 2x proficiency for two skills, or one skill and thieves' tools.

[b]Sneak Attack:[/b] Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

[b]Thieves' Cant:[/b] a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

[b]Cunning Action:[/b] You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

[b]Fast Hands (Thief):[/b] You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

[b]Second-Story Work (Thief):[/b] Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

[b]Uncanny Dodge:[/b] When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

[b]Expertise:[/b] Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[b]Evasion:[/b] When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

[b]Supreme Sneak (Thief):[/b] You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
FEATURES & TRAITS
d12
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Rapier
Shortbow
2 Daggers
Leather Armor
20 Arrows
Thieves' Tools
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
250gp
WEALTH
Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools
Languages: Common, Elvish, Sylvan, Druidic, Undercommon, Goblin
PROFICIENCIES & LANGUAGES
I am a criminal who will do whatever he can to enrich himself.
PERSONALITY TRAITS
Personal gain. I steal from everyone so that I can enrich myself. (Neutral)
IDEALS
N/A
BONDS
I'm a sucker for a pretty girl.
FLAWS
 
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