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
Niffisyl
Character Name
Monk 1
Class & Level
Sage
Background
Wood Elf
Race
Neutral Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-2
7
7
+
0
(Race)
DEXTERITY
+4
19
17
+
2
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+1
13
13
+
0
(Race)
WISDOM
+4
18
17
+
1
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1616
+
0
SPEED
35 ft
HIT POINTS
Max:
10
10
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
https://vignette.wikia.nocookie.net/loregame/images/5/5e/Peren.jpg/revision/latest?cb=20190825191420
Token URL:
0 +0
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
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
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
14
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]

Marital Arts. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

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.

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.


Background Feature: Researcher. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
[b]Marital Arts. [/b]When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

[b]Darkvision. [/b]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.

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

[b]Trance. [/b]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.


[b]Background Feature: Researcher. [/b]When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
FEATURES & TRAITS
[1d8]
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Shortsword
10 Darts
Explorer's Pack
-backpack
-bedroll
-mess kit
-tinderbox
-10 torches
-10 rations
-waterskin
-50 ft hempen rope
A bottle of black ink
Quill
Small Knife
Letter from dead colleague
Common Clothes
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
10gp
WEALTH
Armor: None
Weapons: Simple weapons, shortswords, longswords, shortbows, longbows
Languages: Common, Elvish, Sylvan, Abyssal
Tools: Woodcarver's Tools
PROFICIENCIES & LANGUAGES
There's nothing I like more than a good mystery. I'm willing to listen to every side of an argument before I make my own judgment.
PERSONALITY TRAITS
No Limits: Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
IDEALS
I work to preserve a library, university, scriptorium, or monastery
BONDS
Unlocking an ancient mystery is worth the price of a civilization.
FLAWS
 
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