Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Sol Badguy
Character Name
Fighter 5
Class & Level
Cloistered Scholar
Background
Gear
Race
Lawful Neutral
Alignment
6500
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+4
19
18
+
1
(Race)
DEXTERITY
+0
11
10
+
1
(Race)
CONSTITUTION
+2
15
15
+
0
(Race)
INTELLIGENCE
+4
18
18
+
0
(Race)
WISDOM
+1
13
13
+
0
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
12(17)(+2)
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1111
+
0
SPEED
30 ft
HIT POINTS
Max:
44
44
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
7 +7
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
-1 -1
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
-1 -1
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
-1 -1
+
0
Performance (Cha)
-1 -1
+
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
flame tongue +72D6S+2D6F+4%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
15
DC
Cast Mod
2
Cantrip:
3
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:

cantrips:

green flame blade-1D8 fire damage + enemy5ft 1D8+int(4)fire

controll flame-expand the flame 5 feet in one direction

lv1:

absorb elements-You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

shield-+5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

burning hands-Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

protection from good and evil-Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

cantrips:

green flame blade-1D8 fire damage + enemy5ft 1D8+int(4)fire

controll flame-expand the flame 5 feet in one direction

lv1:

absorb elements-You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra [1d6] damage of the triggering type, and the spell ends.

shield-+5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

burning hands-Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes [3d6] fire damage on a failed save, or half as much damage on a successful one.

protection from good and evil-Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
SPELLCASTING
[+instructions]

race

darkvision 60 ft

immune to sleep

elemental affinity:fire

unflinching body:reaction attack action when someone has attacked you. once a long rest

elemental strike:when you attack you can choose to add the element u choose (fire) to your weapon attack. 3 times long rest

fire-when the attack hits target makes a con save dc 12+prof(15) or take damage = to prof(3)

Class


Fighting Style (great weapon fighting): re roll damage of a 2h weapon if dice is 1 or 2

Second Wind: Bonus to regain [d10+]lvl(5) 1/rest

Action Surge: On your turn, you can take one additional 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.

weapon bond(eldritch knight):
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

sol lv4 lv6 lv8

crimson jacket:+2ac for 1 minute bonus action to activate. short rest

[b[hunchback summon:summon a minion for 1 minute when destroyed or time is up explodes. long rest

dragon install:consume 1+ spell slot to add 1D8 fire damage to attacks per spell slot. roll d20 every turn on a 1 goes berzerk and his gear power is reliced unable to tell friend from foe


[b]race[/b]

[b]darkvision 60 ft

[b]immune to sleep

[b]elemental affinity[/b]:fire

[b]unflinching body[/b]:reaction attack action when someone has attacked you. once a long rest

[b]elemental strike[/b]:when you attack you can choose to add the element u choose (fire) to your weapon attack. 3 times long rest
fire-when the attack hits target makes a con save dc 12+prof(15) or take damage = to prof(3)

[b]Class[/b]


[b]Fighting Style (great weapon fighting):[/b] re roll damage of a 2h weapon if dice is 1 or 2

[b]Second Wind:[/b] Bonus to regain [d10+]lvl(5) 1/rest

[b]Action Surge:[/b] On your turn, you can take one additional 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.

[b]weapon bond(eldritch knight):
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

[b]sol[/b] lv4 lv6 lv8

[b]crimson jacket[/b]:+2ac for 1 minute bonus action to activate. short rest

[b[hunchback summon[/b]:summon a minion for 1 minute when destroyed or time is up explodes. long rest

[b]dragon install[/b]:consume 1+ spell slot to add 1D8 fire damage to attacks per spell slot. roll d20 every turn on a 1 goes berzerk and his gear power is reliced unable to tell friend from foe
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
studded leather(ac12)

flame tongue great sword
(You can use a Bonus Action to speak this magic sword's Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra [2d6] fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.)

gear cell suppressor
(isolates and regulate the gear gear cells in his body. acts as a limiter that suppresses sol's magic energy)


Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
200gp
WEALTH
Proficiencies: All armor/shields, simple/martial weapons
Languages: Common, gear, ignan, infernal,
PROFICIENCIES & LANGUAGES
lazy
PERSONALITY TRAITS
do what must be done to make things right
IDEALS
the gear project
BONDS
hates working or putting in effort
FLAWS
 
sol used to be a scientist named frederick who specialized in magic physics and was one of the members who founded the gear project. now becoming a gear himself seeks to undo the mess he has made and seeks revenge against "that man"
DESCRIPTION & EXTRA INFO

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