Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Turren Frewnight
Character Name
Ranger 1
Class & Level
Outlander
Background
Wood Elf
Race
Chaotic Neutral
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
14
14
+
0
(Race)
DEXTERITY
+3
16
14
+
2
(Race)
CONSTITUTION
+1
12
12
+
0
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+3
16
15
+
1
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
PROFICIENCY
+
2
2
+
PERCEPTION
1515
+
SPEED
35
HIT POINTS
Max:
10
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
2 +2
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
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
Cantrip:
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

- Favored Enemy : Dragons :

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.



- Natural Explorer : Mountain :

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.



- Fey Ancestry :

You have advantage on saving throws against being charmed, and magic can’t put you to sleep



- Trance :

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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.



- Darkvision :

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Favored Enemy : Dragons :

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.



- Natural Explorer : Mountain :

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.



- Fey Ancestry :

You have advantage on saving throws against being charmed, and magic can’t put you to sleep



- Trance :

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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.



- Darkvision :

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
FEATURES & TRAITS
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Leather Armor
10
1
Shortsword
2
1
Dungeoneer's Pack
0
1
Longbow
2
1
Quiver
1
20
Arrows
0
1
Backpack
5
1
Crowbar
5
1
Hammer
3
10
Piton
0.25
10
Torch
1
1
Tinderbox
1
10
Rations
2
1
Waterskin
5
1
Hunting Trap
10
1
Hempen Rope
4
Total: 80.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
PROFICIENCIES :
- Light Armor
- Medium Armor
- Shields
- Martial Weapons
- Simple Weapons

LANGUAGES :
- Common
- Elvish
PROFICIENCIES & LANGUAGES
I was, in fact, raised by wolves.

I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear
PERSONALITY TRAITS
Nature. The natural world is more important than all the constructs of civilization.
IDEALS
I am the last of my tribe, and it is up to me to ensure their names enter legend.
BONDS
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
FLAWS
 
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