Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Thunder
Character Name
Wizard 1
Class & Level
Entertainer
Background
Tabaxi
Race
Neutral Good
Alignment
250
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+3
17
15
+
2
(Race)
CONSTITUTION
+0
10
10
+
0
(Race)
INTELLIGENCE
+2
14
14
+
0
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
+2
14
13
+
1
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
9
9
TEMP HP
0
POINT BUY
Standard
Picture URL:
0
Token URL:
-1 -1
+
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)
-1 -1
+
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)
+
2
* Stealth (Dex)
+
0
Survival (Wis)
+
2
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Dagger[+3][d4] Piercing5, Thrown 20/60
Claws[-1]1d4-1 Slashing5
Imp's Dagger+51d4+3 piercing, 3d6 poison Con DC 11 for 1/2%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
Cantrip: 3
[*] Control Flames
[*] Mold Earth
[*] Frostbite

1st Level: 6
[*] Ice Knife
[*] Absorb Elements
[*] Alarm
[*] Detect Magic
[*] Mage Armor
KNOWN
12
DC
Cast Mod
3
Cantrip:
2
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Active Mage Armor.
Active Mage Armor.
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.

Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.

If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent: You have proficiency in the Perception

and Stealth skills.

Background: Entertainer

By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or com fortable standard (depending on the quality of the establishm ent), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Class Wizard


Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day w hen you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your w izard level (rounded up), and none o f the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover

Spell Casting: A s a student o f arcane magic, you have a spellbook containing spells that show the first glimmerings of
your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the w izard spell list.
[title]Racial[/title]

[b]Darkvision[/b] 60ft

[b]Feline Agility:[/b] Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.

[b]Cat's Claws:[/b] Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
If you hit with them, you deal slashing damage equal to l[d4] + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

[b]Cat's Talent:[/b] You have proficiency in the Perception
and Stealth skills.

[title] Background: Entertainer[/title]

[b]By Popular Demand:[/b] You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or com fortable standard (depending on the quality of the establishm ent), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

[title]Class Wizard[/title]


[b]Arcane Recovery:[/b] You have learned to regain some of your magical energy by studying your spellbook. Once per day w hen you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your w izard level (rounded up), and none o f the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover

[b]Spell Casting:[/b] A s a student o f arcane magic, you have a spellbook containing spells that show the first glimmerings of
your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the w izard spell list.
FEATURES & TRAITS
d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
[*] a dagger
[*] a component pouch
[*] an explorer’s pack
[*] A spellbook
[*] Pan Flute
[*] Dog/Mastiff
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
130gp 0ep 100sp 0cp
WEALTH
[b]Weapon & Proficiencies:[/b] Daggers, darts, slings, quarterstaffs, light crossbows
[b]Tool Proficiencies:[/b]: Disguise Kit, Pan Flute
[b]Languages:[/b] Common, Halfling
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Born along the Emerald Coast

[*] Completed 1st Solo Adventure
DESCRIPTION & EXTRA INFO

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