Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Fionn
Character Name
Rogue 8
Class & Level
Urchin
Background
Half-Elf
Race
Neutral
Alignment
Experience
Female
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
+1
13
13
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+1
12
10
+
2
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
1212
+
SPEED
30 ft
HIT POINTS
Max:
44
44
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
0 +0
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
3
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)
+
3
Sleight of Hand (Dex)
+
3
* Stealth (Dex)
+
Survival (Wis)
+
3
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
15
DC
Cast Mod
4d6
Sneak Attack
/
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: Proficiency in two skills.

Class

Expertise: 2x proficiency for two skills, or one skill and thieves' tools.

Sneak Attack: Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

Thieves' Cant: a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Expertise: Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Skill Versatility:[/b] Proficiency in two skills.

[b]Class[/b]

[b]Expertise:[/b] 2x proficiency for two skills, or one skill and thieves' tools.

[b]Sneak Attack:[/b] Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

[b]Thieves' Cant:[/b] a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

[b]Cunning Action:[/b] You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

[b]Uncanny Dodge:[/b] When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

[b]Expertise:[/b] Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[b]Evasion:[/b] When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Rapier
2
1
Shortbow
2
2
Dagger
2
1
Leather Armor [11+Dex]
10
1
Arrows (20)
1
1
Thieves Tools
1
1
Explorers Pack
59
Total: 79 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools
Languages: Common, Elvish, Draconic
PROFICIENCIES & LANGUAGES
I prefer to keep to myself, except when I need to use others.
PERSONALITY TRAITS
Justice and retribution; those who obey evil orders are evil, too.
IDEALS
I'm wanted in nearly every country I've ever been in.
BONDS
I don't mind collateral damage.
FLAWS
 
Fionn grew up as the world around her seemed to shrink. Born under the doomed union of an elven mother and a human father came to be under the doomed union of an elven mother and a human father. On the very day of her birth, the Anthropo Party staged a hostile takeover of the government and declared An Almayn to be a nation of humans, by humans, and for humans. Her earliest memories are of the camp; the frigid winters, the flea-bitten clothing, and, most prominently, the disease of hunger that transformed her civilized, good neighbors into Machiavellian beasts, killing for crusts of bread.

She was 16 when the apartheid ended, but time had moved more quickly for Fionn and had forced her to harden. With her family gone, Fionn was left to navigate a world that had roundly rejected her. The elves that remained in An Almayn banded together closely, cynical and mistrustful of outsiders while the humans averted their eyes in shame.

Relegated to the margins, Fionn donned her identity as an outcast as armor. She traveled through towns and cities under various aliases, gathering skills and allies in the criminal underworld, but keeping nobody close. Her purpose became singular: to obliterate the corrupt institutions that had endorsed her extermination and to punish those too spineless to disobey their orders.
Fionn’s campaign was not one of a hero. Instead, she was a force of vengeance, operating in the shadows, manipulating the socio-political landscape to incite fear among the powerful. Her actions were calculated ruthless, targeting not just the direct perpetrators but also those who, through their silence, had allowed depravity to reign.

In her quest, Fionn became a symbol of terror and retribution for some, and a dark hero for others—especially for those who had suffered similar fates. She lived by a code that saw the world in shades of gray rather than black and white, believing that peace could only be achieved as a consequence of war.
Fionn continues to walk the tightrope between hero and villain, savior and destructor, guided by a moral compass that knows all too well the costs of a divided world.
DESCRIPTION & EXTRA INFO

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