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
Gil Sunil
Character Name
Druid 5
Class & Level
Far Traveler
Background
Dragonborn
Race
Chaotic Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
10
+
1
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+3
17
17
+
0
(Race)
CHARISMA
+0
10
8
+
2
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
29
29
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
+
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
Scimitar+51d6+2 slashing5
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
8
KNOWN
14
DC
Cast Mod
3
Cantrip:
4
/
1st:
3
/
2nd:
2
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Racial

Draconic Ancestry: Your breath weapon and damage resistance are determined by the dragon type you choose.

Breath Weapon: 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.

Class
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.

Spellcasting Focus: Druidic focus

Wild Shape: You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. Giant eagle.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Bonus Cantrip (Land): You learn one additional druid cantrip of your choice.

Natural Recovery (Land): During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

Circle Spells (Land): At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

[b]Racial[/b]

[b]Draconic Ancestry:[/b] Your breath weapon and damage resistance are determined by the dragon type you choose.

[b]Breath Weapon:[/b] 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.

[b]Class[/b]
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic focus

[b]Wild Shape:[/b] You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. Giant eagle.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

[b]Bonus Cantrip (Land)[/b]: You learn one additional druid cantrip of your choice.

[b]Natural Recovery (Land):[/b] During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

[b]Circle Spells (Land):[/b] At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Scimitar
Wooden Shield
Leather Armor
Druidic Focus
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light/medium armor, non-metal shields, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, herbalism kit
Languages: Common, Draconic
PROFICIENCIES & LANGUAGES
I fall in and out of love easily, and am always pursuing someone.
PERSONALITY TRAITS
Glory. I must earn glory in battle, for myself and my clan. (Any)
IDEALS
I owe my survival to another urchin who taught me to live on the streets.
BONDS
I have little respect for anyone who is not a proven warrior.
FLAWS
 
He was born the only child of a wealthy merchant. Guy liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He bought a club and has really upped his game hunting, due to his understanding of decoy and ambush.
DESCRIPTION & EXTRA INFO

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