Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Therlin Loderr
Character Name
Rogue 20
Class & Level
Criminal
Background
Lightfoot Halfling
Race
Neutral Evil
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
15
+
0
(Race)
DEXTERITY
+5
20
18
+
2
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+3
17
17
+
0
(Race)
WISDOM
+2
15
15
+
0
(Race)
CHARISMA
+0
11
10
+
1
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
6
6
+
0
PERCEPTION
1212
+
0
SPEED
25 ft
HIT POINTS
Max:
104
104
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
2 +2
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
6
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
2
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
6
Sleight of Hand (Dex)
+
6
* Stealth (Dex)
+
0
Survival (Wis)
+
6
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Rapier+111d8+5 piercing5
Shortbow+111d6+5 piercing80/320
Dagger+111d4+5 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
19
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: Advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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.

Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fast Hands (Thief): You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work (Thief): Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Expertise: Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Supreme Sneak (Thief): You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Reliable Talent: Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Use Magic Device (Thief): You ignore all class, race, and level requirements on the use of magic items.

Blindsense: If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind: You gain proficiency in Wisdom saving throws.

Thief’s Reflexes (Thief): You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Elusive: No attack roll has advantage against you while you aren’t incapacitated.

[b]Racial[/b]

[b]Lucky:[/b] When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

[b]Brave:[/b] Advantage on saving throws against being frightened.

[b]Halfling Nimbleness:[/b] You can move through the space of any creature that is of a size larger than yours.

[b]Naturally Stealthy:[/b] You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

[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.

[b]Cunning Action:[/b] You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

[b]Fast Hands (Thief):[/b] You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

[b]Second-Story Work (Thief):[/b] Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

[b]Uncanny Dodge:[/b] When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

[b]Expertise:[/b] Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[b]Evasion:[/b] When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

[b]Supreme Sneak (Thief):[/b] You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

[b]Reliable Talent:[/b] Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

[b]Use Magic Device (Thief):[/b] You ignore all class, race, and level requirements on the use of magic items.

[b]Blindsense:[/b] If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

[b]Slippery Mind:[/b] You gain proficiency in Wisdom saving throws.

[b]Thief’s Reflexes (Thief):[/b] You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

[b]Elusive:[/b] No attack roll has advantage against you while you aren’t incapacitated.
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, Halfling
PROFICIENCIES & LANGUAGES
I was, in fact, raised by wolves.
PERSONALITY TRAITS
Nature. The natural world is more important than all the constructs of civilization. (Neutral)
IDEALS
I would do anything for the other members of my old troupe.
BONDS
There's no room for caution in a life lived to the fullest.
FLAWS
 
Heir to a fortune, her parents put a great deal of effort into curing her disease. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Glassblower work with an outfit from a few towns over. Glassblower work suited her well, and with each successful project, she earned more gold and more respect from her peers. She became a Glassblower soon after.
DESCRIPTION & EXTRA INFO

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