Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Werydd Trollbleeder
Character Name
Bard 7
Class & Level
City Watch
Background
Rock Gnome
Race
Lawful Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+0
11
10
+
1
(Race)
INTELLIGENCE
+2
15
13
+
2
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
+3
17
17
+
0
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1111
+
0
SPEED
25 ft
HIT POINTS
Max:
32
32
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
-1 -1
+
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)
+
3
Performance (Cha)
+
3
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+1
+
1
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
10
KNOWN
14
DC
Cast Mod
3
Cantrip:
4
/
1st:
3
/
2nd:
3
/
3rd:
1
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]
RacialDarkvision 60ftGnome Cunning: Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Artificer's Lore: 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.Tinker: Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).ClassRitual Casting: You can cast bard spells as rituals.Spellcasting Focus: InstrumentBardic Inspiration: Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.Jack of All Trades: You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.Song of Rest: If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Bonus Proficiencies (Lore): You gain proficiency with three skills of your choice.Cutting Words (Lore): When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.Expertise: Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Font of Inspiration: You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.Additional Magical Secrets (Lore): You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
[b]Racial[/b][b]Darkvision[/b] 60ft[b]Gnome Cunning:[/b] Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.[b]Artificer's Lore:[/b] 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.[b]Tinker:[/b] Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).[b]Class[/b][b]Ritual Casting:[/b] You can cast bard spells as rituals.[b]Spellcasting Focus:[/b] Instrument[b]Bardic Inspiration:[/b] Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.[b]Jack of All Trades:[/b] You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.[b]Song of Rest:[/b] If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.[b]Bonus Proficiencies (Lore):[/b] You gain proficiency with three skills of your choice.[b]Cutting Words (Lore):[/b] When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.[b]Expertise:[/b] Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.[b]Font of Inspiration:[/b] You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.[b]Additional Magical Secrets (Lore):[/b] You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.[b]Countercharm:[/b] As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Rapier Leather Armor Dagger Lute Entertainer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, and three musical instruments Languages: Common, Gnomish
PROFICIENCIES & LANGUAGES
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
PERSONALITY TRAITS
Glory. I must earn glory in battle, for myself and my clan. (Any)
IDEALS
I fight for those who cannot fight for themselves.
BONDS
I have a 'tell' that reveals when I'm lying.
FLAWS
 
She comes from a rich western family. Ostracized due to the martial powers of her oldest sister, she and her siblings struck out on their own. In the process these unassuming Dwarves became a terror of the countryside. She now spends her time doing works of charity.
DESCRIPTION & EXTRA INFO

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