Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Flask In the Wind
Character Name
Bard 20
Class & Level
Folk Hero
Background
Half-Orc
Race
Chaotic Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
8
+
2
(Race)
DEXTERITY
+4
19
19
+
0
(Race)
CONSTITUTION
+0
11
10
+
1
(Race)
INTELLIGENCE
+1
13
13
+
0
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
+5
20
20
+
0
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
6
6
+
PERCEPTION
1111
+
SPEED
30 ft
HIT POINTS
Max:
84
84
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
0 +0
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
6
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
6
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
6
Performance (Cha)
+
6
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+3
+
3
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
22
KNOWN
19
DC
Cast Mod
4
Cantrip:
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
3
/
3
4th:
3
/
3
5th:
2
/
2
6th:
2
/
2
7th:
1
/
1
8th:
1
/
1
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

Ritual Casting: You can cast bard spells as rituals.

Spellcasting Focus: Instrument

Bardic Inspiration: Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.

Jack of All Trades: You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest: If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Expertise: Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Font of Inspiration: You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Expertise: Choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Magical Secrets: Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level.

Magical Secrets: Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 18th level.

Magical Secrets: Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Superior Inspiration: When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

[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]Ritual Casting:[/b] You can cast bard spells as rituals.

[b]Spellcasting Focus:[/b] Instrument

[b]Bardic Inspiration:[/b] Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.

[b]Jack of All Trades:[/b] You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

[b]Song of Rest:[/b] If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

[b]Expertise:[/b] Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[b]Font of Inspiration:[/b] You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

[b]Countercharm:[/b] As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

[b]Expertise:[/b] Choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[b]Magical Secrets:[/b] Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level.

[b]Magical Secrets:[/b] Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 18th level.

[b]Magical Secrets:[/b] Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

[b]Superior Inspiration:[/b] When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Rapier
2
1
Leather Armor [11+Dex]
10
1
Dagger
1
1
Lute
2
1
Entertainers Pack
38
Total: 53 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, and three musical instruments
Languages: Common, Orc
PROFICIENCIES & LANGUAGES
I work hard so that I can play hard when the work is done.
PERSONALITY TRAITS
Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
IDEALS
I sponsor an orphanage to keep others from enduring what I was forced to endure.
BONDS
I'll do anything to win fame and renown.
FLAWS
 
Flask was born in the north. At a young age she loved to build and create. She graduated from the Naval Academy and went to see the world at the rank of Ensign. She advanced relatively quickly due to her good work ethic, understanding of the chain of command, and natural leadership ability. Being a Performer kept her interest for a while, but then she became depressed and bored. So she turned to a secret life of crime, taking increasingly more risks and challenges.
DESCRIPTION & EXTRA INFO

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