Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Kathra Bronzemaul
Character Name
Artificer 1
Class & Level
Cloistered Scholar
Background
Mountain Dwarf
Race
Neutral Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+3
17
15
+
2
(Race)
INTELLIGENCE
+3
17
15
+
2
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30 ft
HIT POINTS
Max:
12
12
TEMP HP
0
POINT BUY
27
Picture URL:
0
Token URL:
-1 -1
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
-1 -1
+
0
Athletics (Str)
-1 -1
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
-1 -1
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
-1 -1
+
0
Performance (Cha)
-1 -1
+
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
Dagger+41d4+2 piercing20/60
Scimitar+41d6+2 slashing5
Rapier+51d8+2 piercing5
Fire Bolt+51d10 fire120
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrip:
2
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
[spell]fire bolt[/spell]
[spell]mage hand[/spell]
[spell]cure wounds[/spell]
[spell]feather fall[/spell]
[spell]sanctuary[/spell]
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Dwarven Resiliece: You have advantage on saving throws against poison, and you have resistance against poison damage.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Armor Training: You have proficiency with light and medium armor.

Dwarven Armor Training: You have proficiency with light and medium armor.

Origin Proficiencies: Forgery Kit, Jeweler's Tools, Rapier, Scimitar


Class


Magical Tinkering: At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting: Artificer spellcasting

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Dwarven Resiliece:[/b] You have advantage on saving throws against poison, and you have resistance against poison damage.

[b]Stonecunning:[/b] Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

[b]Dwarven Armor Training:[/b] You have proficiency with light and medium armor.

[b]Dwarven Armor Training:[/b] You have proficiency with light and medium armor.

[b]Origin Proficiencies:[/b] Forgery Kit, Jeweler's Tools, Rapier, Scimitar


[b]Class[/b]


[b]Magical Tinkering:[/b] At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

[b]Spellcasting: [/b] Artificer spellcasting
FEATURES & TRAITS
d10
HIT DICE
USED
d8
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
2 Dagger
Rapier
Scimitar
Scale Mail
Shield
Thieves' Tools
Tinderbox
5 Torch
Waterskin
Backpack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
10gp
WEALTH
Proficiencies: Light Armor, Medium Armor, Shields, Firearms, Rapier, Scimitar, Simple Weapons, Thieves' Tools, Alchemist's Supplies, Forgery Kit, Jeweler's Tools
Languages: Common, Dwarvish, Draconic, Undercommon
PROFICIENCIES & LANGUAGES
I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
There’s nothing I like more than a good mystery.
PERSONALITY TRAITS
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
IDEALS
It is my duty to protect my students.
BONDS
I speak without really thinking through my words, invariably insulting others.
FLAWS
 
Kathra grew up in Mithril Hall. As a member of a small clan she felt the pressure of making a name for herself.

Unfortunately in her eyes when she was younger her talents didn't match well with the typical dwarvish battleaxe and heavy armor.

Fortunately her mentor, Ulfgar Frostbeard, recognized her talents before she became too discouraged. He invited her to join the recently created magic school in his role as headmaster.

The dwarvish version of a magic school is significantly different than other schools in Faerûn. Kathra was trained in the use of heavier armor than most wizards as well as weapons that, while they may not be as heavy as the battleaxes and warhammers of the fighters clerics and paladins she trained with, were still effective.

"You never know when you'll have to fight inside a silence spell. Steel can't be silenced or dispelled."
DESCRIPTION & EXTRA INFO

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