Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Efferil Greycastle
Character Name
Ranger 1
Class & Level
Courtier
Background
Half-Elf
Race
Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+3
16
15
+
1
(Race)
CHARISMA
+1
12
10
+
2
(Race)
ARMOR CLASS
13
INITIATIVE
+
PROFICIENCY
+
2
2
+
PERCEPTION
1515
+
SPEED
30 ft.
HIT POINTS
Max:
12
TEMP HP
POINT BUY
Standard
Picture URL:
https://i.pinimg.com/236x/dd/96/0e/dd960e619923ddaa6d457ab179028a6e--half-elf-male-character-portraits.jpg
Token URL:
3 +3
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
-1 -1
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Longbow+41d8+2 piercing%3%
Shortsword+41d6+2 piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
13
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Court Functionary: Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Darkvision (60 ft.): You can see in dim light within 60 ft. 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.

Drow Magic: You know the dancing lights cantrip.

Favored Enemy (beasts): You have advantage on WIS (Survival) checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

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

Natural Explorer (forest): When you make an INT or WIS check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Court Functionary: Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Darkvision (60 ft.): You can see in dim light within 60 ft. 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.

Drow Magic: You know the dancing lights cantrip.

Favored Enemy (beasts): You have advantage on WIS (Survival) checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

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

Natural Explorer (forest): When you make an INT or WIS check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
FEATURES & TRAITS
1d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
arrows (20), fine clothes, scale mail, longbow, shortswords (2)

explorer's pack: backpack, bedroll, hempen rope (50 ft.), mess kit, rations (10), tinderbox, torches (10), waterskin

pouch
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
5gp
WEALTH
Common, Dwarvish, Elvish, Orc, Undercommon
PROFICIENCIES & LANGUAGES
I like to talk at length about my profession.
PERSONALITY TRAITS
Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
IDEALS
I owe my guild a great debt for forging me into the person I am today.
BONDS
No one must ever learn that I once stole money from guild coffers.
FLAWS
 
Efferil Greycastle, as well as his older brother Malark and older sister Chaedi, are half-drow born and raised in Battledale. His mother, Tamara Greycastle, was a canny Chondathan businesswoman and advisor who was always ready to advise her local liege, Lord Ilmeth, on matters of trade. Tamara was also a covert Zhent plotting with House T'sarran to take control of Daggerdale to advance House T'sarran's revenge against House Jaelre and Maerdrym, as well as further her own material ambitions. However, her relationship with the drow merchant Mazar T'sarran was more or less an open secret, so Efferil and his siblings were tolerated in Lord Ilmeth's court. However, his father was not welcome on the surface, and only got to see his children on trading expeditions to the Underdark. His mother exposed him to the surface trophy-hunting part of her trade, but did not reveal that she and Mazar were also smuggling valuable magical ingredients from rare beasts and locations in between the realms. Malark married a human woman from an unrelated noble family, and Chaedi chose to give up the mercantile life to become a gourmet chef.

When House Jaelre betrayed House T'sarran to Cormanthyr, the high elves, particularly the moon elf family of Maerdrym, took action. On one expedition Efferil descended into the Underdark to meet his father. When he came back up, his family was ambushed by the moon elves, led by the half-elf wizard Derenis Maerdrym. Efferil was accused of being complicit in his mother's smuggling operation, particularly in a mysterious compound known as "bone incense," used in powerful necromantic rituals. Tamara vouched for her children, but Efferil was still effectively driven from the court into exile. Threatened by House Jaelre, Maerdrym, the Zhents, Lord Ilmeth and all the Dales, Efferil does not have many friends besides his siblings. Maybe some traveling companions would be helpful protection in his wandering exploits.
DESCRIPTION & EXTRA INFO

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