Kassoon
 
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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Izzet Claw-slip
Character Name
Rogue 1
Class & Level
Urchin
Background
Kobold
Race
Chaotic Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
12
+
-2
(Race)
DEXTERITY
+2
15
13
+
2
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
-1
9
9
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1010
+
0
SPEED
30 ft
HIT POINTS
Max:
9
9
TEMP HP
0
POINT BUY
26
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)
-1 -1
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-1 -1
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
-1 -1
+
0
Investigation (Int)
+
0
Medicine (Wis)
-1 -1
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
-1 -1
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
2
* Stealth (Dex)
+
0
Survival (Wis)
+
2
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Rapier+41d8+2 piercing5
Shortbow+41d6+2 piercing80/320
Dagger+41d4+2 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
12
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision: 60ft

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.

Grovel, Cower, and Beg:[b/]

As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Pack Tactics:[b/]

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity:[b/]

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Class

Expertise: 2x proficiency for two skills, or one skill and thieves' tools.

Sneak Attack: Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

Thieves' Cant: a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

[b]Racial[/b]

[b]Darkvision:[/b] 60ft

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]Grovel, Cower, and Beg:[b/]

As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

[b]Pack Tactics:[b/]

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

[b]Sunlight Sensitivity:[b/]

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

[b]Class[/b]

[b]Expertise:[/b] 2x proficiency for two skills, or one skill and thieves' tools.

[b]Sneak Attack:[/b] Once per turn add [1d6] damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

[b]Thieves' Cant:[/b] a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Rapier
Shortbow
2 Daggers
Leather Armor
20 Arrows
Thieves' Tools
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools
Languages: Common, Draconic
PROFICIENCIES & LANGUAGES
I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
PERSONALITY TRAITS
Aspiration. I'm determined to make something of myself. (Any)
IDEALS
I would do anything for the other members of my old troupe.
BONDS
I have little respect for anyone who is not a proven warrior.
FLAWS
 
A studious child she never was much for a social life, not because she was unlikable, but because she did not seek it out. When she was little, her rather wealthy family often ventured across the forest to a summer home near a large cave. She would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Naamah took refuge in the large cave and found the beat up sword and armor she uses now. She's since become an addict/alcoholic.
DESCRIPTION & EXTRA INFO
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