Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Solana Neriyra
Character Name
Ranger 3
Class & Level
Entertainer
Background
Merfolk (Cosi Creed)
Race
Chaotic Good
Alignment
900
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
13
+
0
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+2
14
13
+
1
(Race)
WISDOM
+3
16
16
+
0
(Race)
CHARISMA
+4
18
16
+
2
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
25
25
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
https://images-wixmp-e[d30]a86b8c4ca887773594c2.wixmp.com/f/433f6338-a3f6-4626-9f58-e38a64a5420b/deec8gt-dec562c4-f306-4082-8cc0-fa8bea4bc295.png/v1/fill/w_1280,h_1521,strp/triton__v2__by_betterefyu_deec8gt-fullview.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD0xNTIxIiwicGF0aCI6IlwvZlwvNDMzZjYzMzgtYTNmNi00NjI2LTlmNTgtZTM4YTY0YTU0MjBiXC9kZWVjOG[d0]LWRlYzU2MmM0LWYzMDYtNDA4Mi04Y2MwLWZhOGJlYTRiYzI5NS5wbmciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.UaZoRuhvG9liDbO4yNta2IlhOvBDNJvoyCcaU8l744A
Token URL:
3 +3
+
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)
+
3
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
3
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
3
Performance (Cha)
+
5
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Spell Attack+4X+2 X%3%
Longbow+61d8+5 Piercing%3%
Dagger+61d4+3 Piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
3
KNOWN
13
DC
Cast Mod
Cantrip:
3
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
[spell]Speak with Animals[/spell]
[spell]Charm Person[/spell]
[spell]Hunter's Mark[/spell]
[spell]Zephyr Strike[/spell]
[spell]Snare[/spell]
[spell]Vicious Mockery[/spell]
SPELLCASTING
[+instructions]

Racial

ASI

Your Charisma score increases by 2, and your Intelligence score increases by 1.

Amphibious

You can breathe air and water.


Cosi Creed

No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.


You have proficiency in the Sleight of Hand and Stealth skills.

You know one cantrip of your choice from the Bard spell list. Charisma is your spellcasting ability for it.

Background - Entertainer

By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


Ranger

Level 1

Favoured Foe

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Canny

Choose one of your skill proficiencies (Persuasion). Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Level 2

Fighting Style

You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Level 3

Primal Awareness

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.






Conclave - Fey Wanderer

Level 3

Dreadful Strikes

At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.





You also possess a preternatural blessing from a fey ally or a place of fey power - Your shadow dances while no one is looking directly at it.

Otherworldly Glamour

Additionally, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion
[title]Racial[/title]

[i]ASI[/i]

Your Charisma score increases by 2, and your Intelligence score increases by 1.

[i]Amphibious [/i]

You can breathe air and water.


[i]Cosi Creed[/i]

No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.


You have proficiency in the Sleight of Hand and Stealth skills.

You know one cantrip of your choice from the Bard spell list. Charisma is your spellcasting ability for it.

[title]Background - Entertainer[/title]

[i]By Popular Demand[/i]

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


[title]Ranger[/title]

[b]Level 1[/b]

[i]Favoured Foe[/i]

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by [1d4].

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to [1d6] at 6th level and to [1d8] at 14th level.

[i]Canny[/i]

Choose one of your skill proficiencies (Persuasion). Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

[b]Level 2[/b]

[i]Fighting Style[/i]

You gain a [+2] bonus to attack rolls you make with ranged weapons.

[i]Spellcasting Focus[/i]

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

[b]Level 3[/b]

[i]Primal Awareness[/i]

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

[*] Lvl 3 - [Spell]Speak with Animals[/spell]
[*] Lvl 5 - [spell]Beast Sense[/spell]
[*] Lvl 9 - [Spell]Speak with Plants[/spell]
[*] Lvl 13 - [Spell]Locate Creature[/spell]
[*] Lvl 17 - [Spell]Commune with Nature[/spell]


[title]Conclave - Fey Wanderer[/title]

[b]Level 3[/b]

[i]Dreadful Strikes[/i]

At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra [1d4] psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to [1d6] when you reach 11th level in this class.

[i]Fey Wanderer Magic[/i]

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

[*] Lvl 3 - [Spell]Charm Person[/spell]
[*] Lvl 5 - [Spell]Misty Step[/spell]
[*] Lvl 9 - [Spell]Dispel Magic[/spell]
[*] Lvl 13 - [Spell]Dimension Door[/spell]
[*] Lvl 17 - [Spell]Mislead[/spell]

You also possess a preternatural blessing from a fey ally or a place of fey power - Your shadow dances while no one is looking directly at it.

[i]Otherworldly Glamour[/i]

Additionally, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of [+1]).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Studded Leather Armor
Leather Armor
Dagger (2)
Longbow & 20 arrows
Explorers Pack
Flute
Love letter
Costume
Leather necklace with a bone charm (focus)
Philter of Love (1)
Potion of Healing (1)
+1 Arrow (3)
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
20gp
WEALTH
Proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, disguise kit, flute
Languages: Common, Merfolk, Dwarven, Infernal, Orcish
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO

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