Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Wyl Trueflight
Character Name
Ranger 3
Class & Level
Outlander
Background
Wood Elf
Race
Chaotic Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
12
+
1
(Race)
DEXTERITY
+4
19
18
+
1
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+0
11
11
+
0
(Race)
WISDOM
+4
18
16
+
2
(Race)
CHARISMA
+0
11
11
+
0
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1616
+
SPEED
25 ft
HIT POINTS
Max:
9
9
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
1 +1
+
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)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
2
* Stealth (Dex)
+
1
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
14
DC
Cast Mod
3
Cantrip:
2
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision: You can see in darkness (shades of gray) up to 60 ft.

Keen Senses: You have proficiency in the Perception skill

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

Trance:

You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow


Fleet of Foot: Your base walking speed increases to 35 feet.


Mask Of The Wild:

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Elven Accuracy: The Accuracy of elves is legendary,especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: Increase Your Dex, Int, Wis, or Char by 1 to a max of 20. Whenever you have advantage on an attack roll using Dex, Int, Wis, or Charisma, you can reroll one of the dice once.

Wood Elf Magic: You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wis is your spellcasting ability for all 3 spells.



Class

Favoured Enemy: You have advantage on 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.

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.


Natural Explorer: You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area. Forest You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Fighting Style: You adopt a particular style of fighting as your specialty. Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Primeval Awareness: As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.

Ranger Archetype: Beastmaster You form a close bond with an animal companion. Gain +2 bonus on wild empathy and Handle Animal checks regarding the companion.

[b]Racial[/b]

[b]Darkvision:[/b] You can see in darkness (shades of gray) up to 60 ft.

[b]Keen Senses:[/b] You have proficiency in the Perception skill

[b]Fey Ancestry:[/b] You have advantage on saves against being charmed, and magic can’t put you to sleep.

[b]Trance:[/b]
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

[b]Elf Weapon Training:[/b] You have proficiency with the longsword, shortsword, shortbow, and longbow


[b]Fleet of Foot:[/b] Your base walking speed increases to 35 feet.


[b]Mask Of The Wild:[/b]
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

[b] Elven Accuracy: [/b] The Accuracy of elves is legendary,especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: Increase Your Dex, Int, Wis, or Char by 1 to a max of 20. Whenever you have advantage on an attack roll using Dex, Int, Wis, or Charisma, you can reroll one of the dice once.

[b]Wood Elf Magic: [/b] You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wis is your spellcasting ability for all 3 spells.



[b]Class[/b]

[b]Favoured Enemy:[/b] You have advantage on 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.
[b] Beasts [/b] are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.


[b]Natural Explorer:[/b] You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area. [b] Forest [/b] You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

[b]Fighting Style:[/b] You adopt a particular style of fighting as your specialty.[b] Archery [/b] You gain a [+2] bonus to attack rolls you make with ranged weapons.

[b]Primeval Awareness:[/b] As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.

[b] Ranger Archetype: Beastmaster [/b] You form a close bond with an animal companion. Gain [+2] bonus on wild empathy and Handle Animal checks regarding the companion.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
2
Arrows (20)
1
1
Dagger
1
1
Leather Armor [11+Dex]
10
1
Longbow
2
1
Explorers Pack
34
1
Herbalism Kit
3
1
Sprig of Mistletoe
0
Total: 52.32 lbs
EQUIPMENT
CP
10
SP
5
EP
0
GP
1
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, firearms, martial weapons, simple weapons
Languages: Common, Elvish, Maseschan, Sylvan
PROFICIENCIES & LANGUAGES
I live for the thrill of the hunt. I put no trust in the divine.
PERSONALITY TRAITS
The ancient traditions of worship and sacrifice must be preserved. Tyrants must not be allowed to oppress the people. (Chaotic Good)
IDEALS
I strive to win back the love I've lost.
BONDS
I am slow to trust members of other races and societies but once that trust is built I will go to any length to protect those I call family.
FLAWS
 
Born in the deep forest, his family and tribe was never financially dependent, bartering with their tribe for what they needed. He lived on the edge of civilization and learned the methods of survival from his family. He earned a beast-friend named Briersting, a dark grey wolf.
He has copper skin, dark green eyes, and auburn hair.
DESCRIPTION & EXTRA INFO

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