Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
El Tigre
Character Name
Monk 3
Class & Level
Gambler
Background
Hill Dwarf
Race
Lawful Evil
Alignment
900
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
12
+
1
(Race)
DEXTERITY
+0
10
10
+
0
(Race)
CONSTITUTION
+3
17
15
+
2
(Race)
INTELLIGENCE
+2
14
13
+
1
(Race)
WISDOM
+0
11
11
+
0
(Race)
CHARISMA
+3
17
15
+
2
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
25 ft
HIT POINTS
Max:
24
24
TEMP HP
0
POINT BUY
32
Picture URL:
0
Token URL:
3 +3
+
0
Strength
+
0
Dexterity
+
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
Brass Knuckles1+ac1d4 bludgeoningTouch
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
11
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if
it were dim light.
Unarmored Defense. While you are wearing no
armor and not wielding a shield, your AC equals 10.
Martial Arts. Your unarmed strike does 1d4+1
damage. You can use Strength or Dexterity for these
attacks.When you use the Attack action with an
unarmed strike or a monk weapon on your turn,
you can make one unarmed strike as a bonus
action. For example, if you take the Attack action
and attack with a quarterstaff, you can also make an
unarmed strike as a bonus action, assuming you
haven’t already taken a bonus action this turn.
Ki. You have 3 Ki Points and your Ki DC is 10
Flurry of Blows (Bonus Action—Ki). Immediately
after you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes.
Patient Defense (Bonus Action—Ki). You can spend
1 ki point to take the Dodge action on your turn.
Step of the Wind (Bonus Action—Ki). You can spend
1 ki point to take the Disengage or Dash action on
your turn, and your jump distance is doubled for the
turn.
Unarmored Movement. Your speed increases by 10
feet while you are not wearing armor or wielding a
shield.
Way of the Drunken Master. Confounds foes
through a martial arts tradition inspired by the
swaying of a drunkard
Deflect Missiles (Reaction). You can deflect or catch
the missile when you are hit by a ranged weapon
attack. When you do so, the damage you take from
the attack is reduced by 1d10+3.If you reduce the
damage to 0, you can catch the missile if it is small
enough for you to hold in one hand and you have at
least one hand free. If you catch a missile in this
way, you can spend 1 ki point to make a ranged
attack with the weapon or piece of ammunition you
just caught, as part of the same reaction. You make
this attack with proficiency, regardless of your
weapon proficiencies, and the missile counts as a
monk weapon for the attack.
Drunken Technique. When you use Flurry of Blows,
you gain the benefit of Disengage, and your speed
increases by 10ft until the end of the current turn.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if
it were dim light.
Unarmored Defense. While you are wearing no
armor and not wielding a shield, your AC equals 10.
Martial Arts. Your unarmed strike does [1d4+1]
damage. You can use Strength or Dexterity for these
attacks.When you use the Attack action with an
unarmed strike or a monk weapon on your turn,
you can make one unarmed strike as a bonus
action. For example, if you take the Attack action
and attack with a quarterstaff, you can also make an
unarmed strike as a bonus action, assuming you
haven’t already taken a bonus action this turn.
Ki. You have 3 Ki Points and your Ki DC is 10
Flurry of Blows (Bonus Action—Ki). Immediately
after you take the Attack action on your turn, you
can spend 1 ki point to make two unarmed strikes.
Patient Defense (Bonus Action—Ki). You can spend
1 ki point to take the Dodge action on your turn.
Step of the Wind (Bonus Action—Ki). You can spend
1 ki point to take the Disengage or Dash action on
your turn, and your jump distance is doubled for the
turn.
Unarmored Movement. Your speed increases by 10
feet while you are not wearing armor or wielding a
shield.
Way of the Drunken Master. Confounds foes
through a martial arts tradition inspired by the
swaying of a drunkard
Deflect Missiles (Reaction). You can deflect or catch
the missile when you are hit by a ranged weapon
attack. When you do so, the damage you take from
the attack is reduced by [1d10+3].If you reduce the
damage to 0, you can catch the missile if it is small
enough for you to hold in one hand and you have at
least one hand free. If you catch a missile in this
way, you can spend 1 ki point to make a ranged
attack with the weapon or piece of ammunition you
just caught, as part of the same reaction. You make
this attack with proficiency, regardless of your
weapon proficiencies, and the missile counts as a
monk weapon for the attack.
Drunken Technique. When you use Flurry of Blows,
you gain the benefit of Disengage, and your speed
increases by 10ft until the end of the current turn.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Brewer’s Supplies 9
Chain Shirt 20
Backpack 5
Bedroll 7
Clothes, Common 3
Rope, Hempen (50 feet) 10
Torch 1
Waterskin 5
2 flasks of oil 2
5 days rations, 5
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
30gp
WEALTH
Weapon Proficiencies. Battleaxe, Handaxe, Light
Hammer, Warhammer, Simple Weapons,
Shortsword
Tool Proficiencies. Alchemist’s supplies, Playing card
set, Mason’s tools, Brewer’s supplies
Languages. Common, Dwarvish, Grung
PROFICIENCIES & LANGUAGES
The perfect bet is out there somewhere. I just have
to keep my eyes open.
Nothing is certain. Planning is a coward’s act.
PERSONALITY TRAITS
Survival. You can’t win if you’re dead. Live to fight
another day- when the odds might be more in your
favor. (Any)
IDEALS
A patron once fronted me money in exchange for a
percentage of my winnings. I owe them a debt of
gratitude. And a lot of cash
BONDS
I don’t know when to quit. Especially when everyone
else is telling me to.
FLAWS
 
Odds and probability are your bread and butter.
During downtime activities that involve games of
chance or figuring odds on the best plan, you can get
a solid sense of which choice is likely the best one
and which opportunities seem too good to be true,
at the DM’s determination.
DESCRIPTION & EXTRA INFO

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