Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Firn
Character Name
Fighter 6
Class & Level
City Watch
Background
Dragonborn
Race
Neutral Good
Alignment
14,000
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
14
+
2
(Race)
DEXTERITY
+0
10
10
+
0
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+2
14
13
+
1
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
1313
+
SPEED
30 ft
HIT POINTS
Max:
72
72
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
7 +7
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+1
+
1
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)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+1
+
1
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Greatsword+1+62d6+4 Slashing5
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
14
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Draconic Ancestry: Your breath weapon and damage resistance are determined by the dragon type you choose.

Breath Weapon: 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.

Class


Fighting Style (Protection): Reaction to grant disadvantage on attacks within 5ft against allies.

Second Wind: Bonus to regain [d10+]lvl 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.

Combat Superiority (Battle Master): When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers.

You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice.

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

[b]Racial[/b]

[b]Draconic Ancestry:[/b] Your breath weapon and damage resistance are determined by the dragon type you choose.

[b]Breath Weapon:[/b] 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is [2d6], half as much on successful save. Damage increases to [3d6] at 6th, [4d6] at 11th, and [5d6] at 16th.

[b]Class[/b]


[b]Fighting Style (Protection):[/b] Reaction to grant disadvantage on attacks within 5ft against allies.

[b]Second Wind:[/b] Bonus to regain [d10+]lvl 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]Combat Superiority (Battle Master):[/b] When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers.

You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice.

You have four superiority dice, which are [d8]s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.
Saving Throws.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
FEATURES & TRAITS
d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Chain Mail
55
1
Longsword
3
1
Shield
6
2
Handaxes
4
1
Explorers Pack
59
1
Greatsword
6
1
Stone of Good Luck
0
Total: 133.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
25
PP
0
WEALTH
Proficiencies: All armor/shields, simple/martial weapons
Languages: Common, Draconic
PROFICIENCIES & LANGUAGES
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
PERSONALITY TRAITS
Aspiration. Someday I'll own my own ship and chart my own destiny. (Any)
IDEALS
No one else is going to have to endure the hardships I've been through.
BONDS
I would kill to acquire a noble title.
FLAWS
 
Born in the west to a Laborer, Phann learned a great deal about her mother's area of expertise. She found a children's book about a Elf Sorcerer who fought for good and justice and never realised it was just a child's story. She modeled her life after the story, seeing herself destined a hero. She leaves a trail of broken hearts and full pockets wherever she goes.
DESCRIPTION & EXTRA INFO

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