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
Kavi
Character Name
Barbarian 1
Class & Level
Gladiator
Background
Minotaur
Race
Lawful Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
14
+
2
(Race)
DEXTERITY
+1
12
12
+
0
(Race)
CONSTITUTION
+3
16
15
+
1
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+1
13
13
+
0
(Race)
CHARISMA
+0
10
10
+
0
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1111
+
SPEED
30 ft
HIT POINTS
Max:
14
14
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
5 +5
+
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)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
+2
Rage Damage
2
/
2
Rages
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Racial



Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

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.

[b]Racial[/b]



Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals [1d6] + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.

Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.

Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.

[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.
FEATURES & TRAITS
d12
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Quarterstaff
4
Total: 4 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Languages: Common
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO

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