Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Taruk Braveslash
Character Name
Barbarian 1
Class & Level
Folk Hero
Background
Minotaur
Race
Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
17
15
+
2
(Race)
DEXTERITY
+1
13
13
+
0
(Race)
CONSTITUTION
+2
15
14
+
1
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30 ft
HIT POINTS
Max:
14
14
TEMP HP
0
POINT BUY
Standard
Picture URL:
https://cdn.discordapp.com/attachments/682977169777098794/732039148059230259/Screenshot_4.png
Token URL:
5 +5
+
0
Strength
+
0
Dexterity
+
0
Constitution
-1 -1
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
-1 -1
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-1 -1
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
-1 -1
+
0
Investigation (Int)
+
0
Medicine (Wis)
-1 -1
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
-1 -1
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Greatsword+52d6+3 slashing%3%
Greatclub+51d8+3 bludgeoning%3%
Javelin+51d6+3 piercing%3%
Horns+51d6+3 bludgeoning%3%
Unarmed Strike+51+3 bludgeoning%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
9
DC
Cast Mod
0
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]
Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.
Gorish Rush: Immediately after you use 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 attempt to shove that creature with your horns using your bonus action. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 10 feet away from you.
Rage: In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength Checks and Strength Saving Throws. When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have Resistance to bludgeoning, piercing, and slashing damage.
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. When you hit with them, the target takes piercing damage equal to 1d6 + your Strength modifier.
Gorish Rush: Immediately after you use 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 attempt to shove that creature with your horns using your bonus action. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 10 feet away from you.
Rage: In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength Checks and Strength Saving Throws. When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have Resistance to bludgeoning, piercing, and slashing damage.
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
FEATURES & TRAITS
d12
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Greatsword
Greatclub
4 Javelins
Explorer's Pack
Smith's Tools
Shovel
Iron pot
Set of Common Clothes
Belt Pouch
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
10gp
WEALTH
Proficiencies: light and medium armor, shields, simple and martial weapons, Land vehicles, Smith's tools
Languages: Common, Minotaur
PROFICIENCIES & LANGUAGES
Thinking is for other people. I prefer action.
PERSONALITY TRAITS
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
IDEALS
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
BONDS
I have a weakness for the vices of the city, especially hard drink.
FLAWS
 
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