Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Shade Thomas
Ux Pesteye
Character Name
Fighter 3
Class & Level
Criminal
Background
Gnoll
Race
Chaotic Neutral
Alignment
900
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+4
19
19
+
0
(Race)
DEXTERITY
+5
20
20
+
0
(Race)
CONSTITUTION
+4
18
18
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+5
20
20
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1515
+
0
SPEED
30 ft
HIT POINTS
Max:
35
35
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
6 +6
+
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)
+
2
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
Mustang and Sally+91d10+5(60/240)
Boomstick+91d12+5(120/480)
Clint & Walker+61d4+45ft
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
14
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Claws: Claws do 1d4

Class

Archery: +2 to all range attacks

Second Wind: Bonus to regain [d10+]lvl 1/rest

Tinkers Tools

Feats

Sharpshooter: You have mastered ranged weapons and can make
shots that others find impossible. You gain the
follow in g benefits:
• Attacking at long range doesn't impose disadvantage
on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and
three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5
penalty to the attack roll. If the attack hits, you add +10

to the attack’s damage.

Tavern Brawler: Accustom ed to rough-and-tumble fighting using
whatever weapon s happen to be at hand, you gain the
follow in g benefits:
• In crease your Strength or Constitution score by 1,
to a maximum o f 20.
• You are proficient with improvised weapons and
unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus

action to attempt to grapple the target.

Gunslinger Bravado, Desperado:

Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs.

Duelist Fighting Style

Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a +4 bonus to damage rolls and +2 bonus to attack rolls with that firearm.(This applies to extra attack, bonus action, and Two-Gun Fighting Style.)

Two-Gun Fighting Fighting Style

Starting at 3rd level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.

Unique Style

Beginning at 7th level, you carry yourself like a natural hero or villain, allowing you to use your presence to great effect. You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Taunt

Once you reach 13th level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw. On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.

Fearless

Starting at 15th level, you've become so inured to danger that nothing really scares you anymore... Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool, zen-like. You become immune to the frightened condition.

Sharp Eyes

Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.

Kill in the Blink of an Eye

At 20th level, you are so blindingly fast that no one can draw and shoot faster than you... No one. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
[b]Racial[/b]

[b]Claws:[/b] Claws do [1d4]

[b]Class[/b]

[b]Archery: [/b] [+2] to all range attacks

[b]Second Wind:[/b] Bonus to regain [d10+]lvl 1/rest

[b]Tinkers Tools [/b]

[b]Feats [/b]

[b]Sharpshooter:[/b] You have mastered ranged weapons and can make
shots that others find impossible. You gain the
follow in g benefits:
• Attacking at long range doesn't impose disadvantage
on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and
three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5
penalty to the attack roll. If the attack hits, you add [+10]
to the attack’s damage.

[b]Tavern Brawler: [/b] Accustom ed to rough-and-tumble fighting using
whatever weapon s happen to be at hand, you gain the
follow in g benefits:
• In crease your Strength or Constitution score by 1,
to a maximum o f 20.
• You are proficient with improvised weapons and
unarmed strikes.
• Your unarmed strike uses a [d4] for damage.
• When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus
action to attempt to grapple the target.

[b] Gunslinger Bravado, Desperado:
[/b] Daredevils with a reckless, flashy style, desperadoes excel at fighting with one-handed firearms, either singly or in pairs.

Duelist Fighting Style

Starting at 3rd level, when you are wielding a firearm in one hand and no other weapons, you gain a [+4] bonus to damage rolls and [+2] bonus to attack rolls with that firearm.(This applies to extra attack, bonus action, and Two-Gun Fighting Style.)

Two-Gun Fighting Fighting Style

Starting at 3rd level, when you take the Attack action and attack with a one-handed firearm that you're holding in one hand, you can use a bonus action to attack with a different one-handed firearm that you're holding in the other hand. You can also load or reload a firearm without difficulty if your hands are full.

Unique Style

Beginning at 7th level, you carry yourself like a natural hero or villain, allowing you to use your presence to great effect. You gain proficiency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Taunt

Once you reach 13th level, you gain a knack for pissing folks off just right so that their aim and focus is spoiled. You can use an action to taunt a creature within 60 feet of you which can see or hear you. The creature must make a Wisdom saving throw. On a failure, the creature is taunted by you for 1 minute. While the creature is taunted by you, it has disadvantage on attack rolls against you. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to your Taunt feature for the next 24 hours.

Fearless

Starting at 15th level, you've become so inured to danger that nothing really scares you anymore... Even surrounded by enemies and under constant heavy fire, you still manage to keep your head cool, zen-like. You become immune to the frightened condition.

Sharp Eyes

Starting at 18th level, when you make an attack roll with a firearm, you now land critical hits on a roll of 19-20.

Kill in the Blink of an Eye

At 20th level, you are so blindingly fast that no one can draw and shoot faster than you... No one. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
175
WEALTH
Proficiencies: All armor/shields, simple/martial weapons
Languages: Common, Gnoll, Elvish
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO

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