Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Ronobe Covert
Character Name
Fighter 3
Class & Level
Sailor
Background
Rock Gnome
Race
Chaotic Good
Alignment
1630
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
17
17
+
0
(Race)
DEXTERITY
+2
15
15
+
0
(Race)
CONSTITUTION
+3
16
15
+
1
(Race)
INTELLIGENCE
+3
16
14
+
2
(Race)
WISDOM
-2
7
7
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1010
+
0
SPEED
25 ft
HIT POINTS
Max:
37
37
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
5 +5
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
-2 -2
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
-2 -2
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
-2 -2
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
-2 -2
+
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)
-2 -2
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Longsword +51d10+3 slashing 5ft
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Gnome 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).

Class


Fighting Style (Protection): Reaction to grant disadvantage on attacks within 5ft against allies.

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

Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Psychic Warrior subclass

Telekinetic Hand

At 3rd level, you learn the Mage Hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.

Psionic Armament

Starting at 3rd level, you can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.

Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.

Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.

[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]Fighting Style (Protection):[/b] Reaction to grant disadvantage on attacks within 5ft against allies.

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

[b]Action Surge:[/b] On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

[b] Psychic Warrior subclass [/b]

Telekinetic Hand
At 3rd level, you learn the Mage Hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.

Psionic Armament
Starting at 3rd level, you can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.

Augmented Defenses. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.

Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6.
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Chain Mail
Longsword
2 Handaxes
Explorer's Pack
Potion of greater healing
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
1033gp
WEALTH
Proficiencies: All armor/shields, simple/martial weapons
Languages: Common, Gnomish
PROFICIENCIES & LANGUAGES
I'm driven by a wanderlust that led me away from home.
PERSONALITY TRAITS
Respect. People deserve to be treated with dignity and respect. (Good)
IDEALS
Should my discovery come to light, it could bring ruin to the world.
BONDS
When faced with a choice between money and my friends, I usually choose the money.
FLAWS
 
She was born a particularly ugly child, much to the horror of her parents. A gypsy cursed her at a young age, leading to her ugly appearance. In her journeys she found a malevolent artifact. She wishes to return this artifact and its corrupting influence back to where it came.
DESCRIPTION & EXTRA INFO

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