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
Wiggens Shadowcloak
Character Name
Barbarian 20
Class & Level
Cloistered Scholar
Background
Half-Orc
Race
Neutral Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+5
20
18
+
2
(Race)
DEXTERITY
+1
13
13
+
0
(Race)
CONSTITUTION
+5
20
19
+
1
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
6
6
+
0
PERCEPTION
1616
+
0
SPEED
40 ft
HIT POINTS
Max:
226
226
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
11 +11
+
0
Strength
+
0
Dexterity
+
0
Constitution
-1 -1
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
-1 -1
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-1 -1
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
-1 -1
+
0
Investigation (Int)
+
0
Medicine (Wis)
-1 -1
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
-1 -1
+
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
Greataxe+111d12+5 slashing5
Hand axe+111d6+5 slashing20/60
Javelin+111d6+5 piercing30/120
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
19
DC
Cast Mod
0
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Menacing: Proficiency in the Intimidation skill.

Relentless Endurance: 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Savage Attacks: On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Class


Rage: 2/long rest when not wearing heavy armor, advantage on strength checks/saves, +2 damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells, ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.

Unarmored Defense: While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.

Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Frenzy (Berserker): You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement: Your speed increases by 10 feet while you aren’t wearing heavy armor.

Mindless Rage (Berserker): You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Feral Instinct: You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Intimidating Presence (Berserker): You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Relentless Rage: If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Brutal Critical: You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.

Retaliation (Berserker): When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Persistent Rage: Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might: If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Menacing:[/b] Proficiency in the Intimidation skill.

[b]Relentless Endurance:[/b] 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

[b]Savage Attacks:[/b] On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

[b]Class[/b]


[b]Rage:[/b] 2/long rest when not wearing heavy armor, advantage on strength checks/saves, +2 damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells, ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.

[b]Unarmored Defense:[/b] While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.

[b]Reckless Attack:[/b] When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

[b]Danger Sense:[/b] You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

[b]Frenzy (Berserker):[/b] You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Fast Movement:[/b] Your speed increases by 10 feet while you aren’t wearing heavy armor.

[b]Mindless Rage (Berserker):[/b] You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

[b]Feral Instinct:[/b] You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

[b]Brutal Critical:[/b] You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

[b]Intimidating Presence (Berserker):[/b] You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

[b]Relentless Rage:[/b] If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

[b]Brutal Critical:[/b] You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.

[b]Retaliation (Berserker):[/b] When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

[b]Persistent Rage:[/b] Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

[b]Indomitable Might[/b]: If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
FEATURES & TRAITS
d12
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Greataxe
2 Handaxes
4 Javelins
Explorer's pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light/medium armor, shields, all simple/martial weapons
Languages: Common, Orc
PROFICIENCIES & LANGUAGES
I'm confident in my own abilities and do what I can to instill confidence in others.
PERSONALITY TRAITS
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
IDEALS
I wish my childhood sweetheart had come with me to pursue my destiny.
BONDS
I have a weakness for the vices of the city, especially hard drink.
FLAWS
 
He was born in a small mountains village. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
DESCRIPTION & EXTRA INFO

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