Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Arvalis
Character Name
Warlock 6
Class & Level
Far Traveler
Background
Shadow Elf
Race
Lawful Evil
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
11

+
0
(Race)
DEXTERITY
+3
17
15
+
2
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+4
18
17
+
1
(Race)
ARMOR CLASS
15

INITIATIVE
+
PROFICIENCY
+
3
3
+
PERCEPTION
1616
+
SPEED
30
HIT POINTS
Max:
47
47
TEMP HP
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
0 +0
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
3
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
15
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
DARKVISION

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. You can't discern color in darkness, only shades of gray.


FEY ANCESTRY

You have advantage on saving throws against being charmed, and magic can't put you to sleep.


TRANCE

Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

BLESSING OF THE RAVEN QUEEN

- as bonus action, teleport 30ft and have resistance to all damage until the start of your next turn.


NECROTIC RESISTANCE


PACT OF THE BLADE
- weapon counts as magical for attacks and damage

- weapon appear and disappear in your hand as an action


HEXBLADE`s CURSE
- 1 target as bonus action for 1 minute per short rest
- proficiency as damage on target

- crit on a nat 19


HEXWARRIOR

- every dawn touch a weapon to get a CHA bonus on attack and damage


AGONIZING BLAST

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.


THRISTING BLADE

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.


ELDRITCH SMITE

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.


HELM OF COMPREHENDING LANGUAGES

- While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.


RING OF POISON RESISTANCE

- You have Resistance to poison damage while wearing this ring.


DECANTER OD ENDLESS WATER

-You can use an Action to remove the stopper and speak one of three Command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The Water stops pouring out at the start of your next turn. Choose from the following options:

• "Stream" produces 1 gallon of water.

• "Fountain" produces 5 gallons of water.

• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone.

Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.


WAND OF MAGIC MISSILES
- This wand has 7 Charges. With the wand in hand, you can use your Action to fire the Magic Missile spell from the wand—no Components required—and expend 1 to 3 of the wand's Charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting Spells.
The wand regains 1d6+1 expended Charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
DARKVISION
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. You can't discern color in darkness, only shades of gray.


FEY ANCESTRY
You have advantage on saving throws against being charmed, and magic can't put you to sleep.


TRANCE
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

BLESSING OF THE RAVEN QUEEN
- as bonus action, teleport 30ft and have resistance to all damage until the start of your next turn.


NECROTIC RESISTANCE


PACT OF THE BLADE
- weapon counts as magical for attacks and damage
- weapon appear and disappear in your hand as an action


HEXBLADE`s CURSE
- 1 target as bonus action for 1 minute per short rest
- proficiency as damage on target
- crit on a nat 19


HEXWARRIOR
- every dawn touch a weapon to get a CHA bonus on attack and damage


AGONIZING BLAST
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.


THRISTING BLADE
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.


ELDRITCH SMITE
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra [1d8] force damage to the target, plus another [1d8] per level of the spell slot, and you can knock the target prone if it is Huge or smaller.


HELM OF COMPREHENDING LANGUAGES
- While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.


RING OF POISON RESISTANCE
- You have Resistance to poison damage while wearing this ring.


DECANTER OD ENDLESS WATER
-You can use an Action to remove the stopper and speak one of three Command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The Water stops pouring out at the start of your next turn. Choose from the following options:

• "Stream" produces 1 gallon of water.

• "Fountain" produces 5 gallons of water.

• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take [1d4] bludgeoning damage and fall prone.
Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.


WAND OF MAGIC MISSILES
- This wand has 7 Charges. With the wand in hand, you can use your Action to fire the Magic Missile spell from the wand—no Components required—and expend 1 to 3 of the wand's Charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting Spells.
The wand regains [1d6+1] expended Charges each day at dawn. If you expend the wand's last charge, roll a [d20]. On a 1, the wand crumbles into ash and is destroyed.
FEATURES & TRAITS
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.

1 Arcane Focus

1 Backpack

1 Bedroll

1 Mess Kit

1 Tinderbox

10 Torches

10 Rations

1 Waterskin

50ft Hempen Rope

Studded Leather Armor

3 red tree leaves

3 jade piece (worth á 100 G)

2 large pearl (worth á 100 G)

1 blue spinel (worth á 500 G)

Hellreaver (+1 longsword)

1 map of zenthil keep

100ft spider silk rope

1 navigation kit (land)

1 decanter of endless water

1 tome: history of dragonspines

1 tome: lore of bassite religion

1 tome: factions of the moonsea regions

3 healing potion (2d4+2)

1 green spinel (worth á 500 G)


Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
27 PP, 22 GM
WEALTH
Simple Weapons
Martial Weapons
Shields
Light Armor
Medium Armor

You can speak, read, and write Common and Elven.
PROFICIENCIES & LANGUAGES
I have a strong code of honor or sense of propriety that others don't comprehend.
PERSONALITY TRAITS
Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
IDEALS
I'm fascinated by the beauty and wonder of this new land.
BONDS
I pretend not to understand the local language in order to avoid interactions I would rather not have.
FLAWS
 
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