Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Edeth</font></font>
Character Name
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Monaco 6</font></font>
Class & Level
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">straniero</font></font>
Background
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">cangiante</font></font>
Race
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Legale Neutrale</font></font>
Alignment
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">0</font></font>
Experience
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Femmina</font></font>
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+3
17
17
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+1
12
10
+
2
(Race)
ARMOR CLASS
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">17</font></font>
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1212
+
0
SPEED
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">40 piedi</font></font>
HIT POINTS
Max:
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">40</font></font>
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">40</font></font>
TEMP HP
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">0</font></font>
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
4 +4
+
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
Unarmed+61d6+3 bludgeoning5
Shortsword+61d6+3 piercing5
Darts+61d4+3 piercing20/60
+
+
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

Ability Score Increase. Your Charisma score increases by 2. In addition, one other ability score of your choice increases by 1.

Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.

Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.

Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

Languages. You can speak, read, and write Common and two other languages of your choice.

Class


Unarmored Defense: While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

Martial Arts: When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll d4 for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

Ki: Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement: Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Open Hand Technique (Open): Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
  • It must succeed on a Dexterity saving throw or be knocked prone.

  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

  • It can’t take reactions until the end of your next turn.

Deflect Missiles: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike: When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

[b]Racial[/b]

Ability Score Increase. Your Charisma score increases by 2. In addition, one other ability score of your choice increases by 1.

Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.

Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil.

Size. In their natural forms, changelings average between 5 to 6 feet in height, with a slender build. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

Languages. You can speak, read, and write Common and two other languages of your choice.

[b]Class[/b]


[b]Unarmored Defense:[/b] While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

[b]Martial Arts:[/b] When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll [d4] for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

[b]Ki:[/b] Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

[b]Flurry of Blows:[/b] Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

[b]Patient Defense:[/b] You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

[b]Step of the Wind:[/b] You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

[b]Unarmored Movement:[/b] Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

[b]Open Hand Technique (Open):[/b] Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
[*]It must succeed on a Dexterity saving throw or be knocked prone.
[*] It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
[*] It can’t take reactions until the end of your next turn.

[b]Deflect Missiles:[/b] You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [1d10] + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

[b]Slow Fall:[/b] You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Stunning Strike:[/b] When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
FEATURES & TRAITS
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">d8</font></font>
HIT DICE
USED
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">0</font></font>
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Pacchetto da esploratore di freccette </font><font style="vertical-align: inherit;">Shortword </font></font>
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">10</font></font>
<font style="vertical-align: inherit;"></font>
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">25 mo</font></font>
WEALTH
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Competenze: armi semplici, spade corte, uno strumento artigianale o uno strumento musicale </font></font>
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Linguaggi: Comune, Nanico</font></font>
PROFICIENCIES & LANGUAGES
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Il pensiero è per gli altri. </font><font style="vertical-align: inherit;">Preferisco l'azione.</font></font>
PERSONALITY TRAITS
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Onore. </font><font style="vertical-align: inherit;">Se disonoro me stesso, disonoro tutto il mio clan. </font><font style="vertical-align: inherit;">(Lecito)</font></font>
IDEALS
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Ho derubato la persona sbagliata e devo lavorare per assicurarmi che questo individuo non incroci mai la strada con me o con le persone a cui tengo.</font></font>
BONDS
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Una volta che comincio a bere, è difficile per me smettere.</font></font>
FLAWS
 
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Nata in Occidente da un Macellaio, Eldeth ha imparato molto sull'area di competenza di sua madre. </font><font style="vertical-align: inherit;">Faceva parte di un'enorme corsa all'argento, che è stata rilevata da una compagnia mineraria. </font><font style="vertical-align: inherit;">La società ha confiscato molto argento, ma la spedizione è andata perduta. </font><font style="vertical-align: inherit;">Durante i suoi viaggi, Eldeth e il suo gruppo riposarono in una caverna che era (a loro sconosciuta) infusa di potente magia oscura. </font><font style="vertical-align: inherit;">Al risveglio, Eldeth scoprì che il resto del suo gruppo era morto, trasformato in orribili e insensate versioni non morte di se stessi. </font><font style="vertical-align: inherit;">Eldeth fuggì dalla caverna, fermandosi a riprendere fiato in una piccola pozza, e solo allora realizzando la propria orribile trasformazione.</font></font>
DESCRIPTION & EXTRA INFO

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