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
Belloth
Character Name
Rogue 1
Class & Level
tortured
Background
Tiefling abyssal
Race
Chaotic Evil
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+3
17
17
+
0
(Race)
CONSTITUTION
+3
16
16
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+3
17
17
+
0
(Race)
CHARISMA
+3
16
16
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
12
12
TEMP HP
0
POINT BUY
No (8-15)
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)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
2
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)
+
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
short sword+51D6+3 piercing5ft
short bow+51D6+380/320ft
dagger+51D4+35ft 20/60ft
off hand attack+3 (dex only)(wepon damage only)(range of weapon )
+
+
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]

Race

Abyssal Fortitude Your hit point maximum increases by half your level (minimum 1).

Abyssal Arcana Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.

At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

Class

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. (1D6)

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]Race [/b]

[b]Abyssal Fortitude [/b] Your hit point maximum increases by half your level (minimum 1).

[b]Abyssal Arcana [/b] Each time you finish a long rest, you gain the ability to cast cantrips and spells randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.
You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.
At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

[b]Class[/b]

[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. (1D6)

[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
1D8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
X2 short sword (1D6)
X2 dagger (1D4) 20/60
short bow (1D6) 80/320
longbow (1D8) `50/600
X40 arrows
thieves tools
herbalism kit
torturer tools
leather armor (11+dex)
healing potion (2D4+2)

burglars pack:
• a Backpack
• a bag of 1,000 Ball bearings
• 10 feet of string
• a bell
• 5 Candles
• a Crowbar
• a Hammer
• 10 pitons
• a Hooded lantern
• 2 flasks of oil
• 5 days Rations
• a Tinderbox
• a Waterskin
• 50 feet of Hempen rope


explorers pack:
• a Backpack
• a Bedroll
• a Mess kit
• a Tinderbox
• 10 torches
• 10 days of Rations
• a Waterskin
• 50 feet of Hempen rope


Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
15gp
WEALTH
Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools, torturers tools

Languages: Common, infernal, abyssal
PROFICIENCIES & LANGUAGES
abyssal arcana table:

[d6]

1st Level 3rd Level 5th Level

1 Dancing Lights, Burning Hands, Alter Self,

2 True Strike, Charm Person, Darkness,

3 Light, Magic Missile, Invisibility,

4 Message, Cure Wounds, Levitate,

5 Spare the Dying, Tasha's Hideous Laughter, Mirror Image,

6 Prestidigitation, Thunderwave, Spider Climb,

PERSONALITY TRAITS
Thieves' Tools use

Activity DC

Pick a lock Varies

Disable a trap Varies
IDEALS
Torture Tools use

Using these tools on a creature for one hour causes them to gain a level of exhaustion. If you are Proficient with these tools, you may also add a bonus to your Intimidation checks made against the same creature, equal to their level of exhaustion.
BONDS
herbalism kit use

Activity DC

Find plants 15

Identify poison 20
FLAWS
 
Thieves' Tools
Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.






Torture Tools

Though generally reserved for so-called villains, sometimes the righteous may also resort to less savory means. This package can be folded into an unassuming rectangle of cloth, and comes complete with pliers, a small knife, embalming tools, a set of small saws, a dozen candles, and a blood letting kit can be used to make the enemies divulge their secrets.




Herbalism Kit
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
DESCRIPTION & EXTRA INFO

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