Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Sage
Character Name
Rogue 3
Class & Level
Urchin
Background
Tabaxi
Race
Neutral
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
11
+
0
(Race)
DEXTERITY
+5
20
18
+
2
(Race)
CONSTITUTION
+3
16
16
+
0
(Race)
INTELLIGENCE
+3
16
15
+
1
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+3
16
16
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1414
+
0
SPEED
30 ft
HIT POINTS
Max:
7
7
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
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
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Shortsword+71d6+5 Slashing5
Shortsword+71d6 Slashing5
Dagger+71d4+5 Piercing20/60
Sneak Attack2d6%2%%3%
Booming Blade1d8 Thunder5%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
3
KNOWN
13
DC
Cast Mod
3
Cantrip:
2
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
[b]Cantrips:[/b] [spell]Booming Blade[/spell], [spell]Mage Hand[/spell], [spell]Message[/spell]
[b]1st Level:[/b] [spell]Charm Person[/spell], [spell]Sleep[/spell], [spell]Find Familiar[/spell]
SPELLCASTING
[+instructions]

Racial

Darkvision You can see in darkness (shades of gray) up to 60 ft.

Feline Agility: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Cat's Claws: You have a climbing speed of 20 ft. and your claws are natural weapons that deal 1d4 +0 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.

Cat's Talent: You have proficiency in the Perception and Stealth skills.

Class

Expertise: Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.

Sneak Attack: Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Spellcasting: You can cast known wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5).

Mage Hand Legerdemain: When you cast Mage Hand, you can make the spectral hand invisible, stow or retrieve objects, or use thieves’ tools to pick locks and disarm traps at range. You can disguise this with a Sleight of Hand check, and you can use the bonus action granted by your Cunning Action to control the hand.

[b]Racial[/b]

[b]Darkvision[/b] You can see in darkness (shades of gray) up to 60 ft.

[b]Feline Agility:[/b] When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

[b]Cat's Claws:[/b] You have a climbing speed of 20 ft. and your claws are natural weapons that deal [1d4] [+0] slashing damage, instead of the normal bludgeoning damage for an unarmed strike.

[b]Cat's Talent:[/b] You have proficiency in the Perception and Stealth skills.

[b]Class[/b]

[b]Expertise:[/b] Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.

[b]Sneak Attack:[/b] Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

[b]Thieves' Cant:[/b] During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

[b]Cunning Action:[/b] Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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]Steady Aim:[/b] As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

[b]Spellcasting:[/b] You can cast known wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack [+5]).

[b]Mage Hand Legerdemain:[/b] When you cast [spell]Mage Hand[/spell], you can make the spectral hand invisible, stow or retrieve objects, or use thieves’ tools to pick locks and disarm traps at range. You can disguise this with a Sleight of Hand check, and you can use the bonus action granted by your Cunning Action to control the hand.
FEATURES & TRAITS
d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Shortsword x2
Dagger
Leather Armor
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
3gp, 5sp, 4cp
WEALTH
Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons
Languages: Common, Goblin, Thieves' Cant
PROFICIENCIES & LANGUAGES
I like to squeeze into small places where no one else can get to me.
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
I hide scraps of food and trinkets away in my pockets.
PERSONALITY TRAITS
People. I help the people who help me — that’s what keeps us alive. (Neutral)
IDEALS
I owe my survival to another urchin who taught me to live on the streets.
BONDS
It’s not stealing if I need it more than someone else.
FLAWS
 
Tabaxi rogue, previously training as a non-magical healer but was separated from clan, lived in the slums of Athkatla on the Sword Coast. Common thief (pickpocket/burglary), takes a strong interest in items that (could) have a story attached to them. Briefly joined a group of other thieves but broke ties due to disagreements with their methods, left the city due to fear of being persecuted as a caster (non-divine magic is illegal in Amn).
DESCRIPTION & EXTRA INFO

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