Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Maiko
Character Name
Rogue 3
Class & Level
Spy
Background
Fox
Race
Chaotic Neutral
Alignment
1,084
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
13
+
0
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+2
15
15
+
0
(Race)
INTELLIGENCE
+1
13
13
+
0
(Race)
WISDOM
+2
15
13
+
2
(Race)
CHARISMA
+4
18
17
+
1
(Race)
ARMOR CLASS
INITIATIVE
+
PROFICIENCY
+
2
2
+
PERCEPTION
1414
+
SPEED
35
HIT POINTS
Max:
24
24
TEMP HP
POINT BUY
No (8-15)
Picture URL:
https://i.redd.it/af1xbso3tr441.jpg
Token URL:
1 +1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Natural Weapondex1d4 / Slashing, Piercing5 ft.
Shortsword51d6 Piercing, Slashing5 ft.
Dagger51d4%3%
+
+
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:
[spell]Druidcraft[/spell]
[spell]Friends[/spell]
[spell]Charm Person[/spell]
SPELLCASTING
[+instructions]

Racial Features


Animal Skills: Nature proficiency

Innate Spellcasting

You know the Friends cantrip. When you reach 3rd level, you can cast Charm Person once per day. When you reach 5th level, you can cast Suggestion once per day. Charisma is your spellcasting modifier for these spells. You start with the cantrip Druidcraft.

Keen Hearing and Smell

You have advantage on Perception checks involving hearing or smell.

Lucky

3 times per day, 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.

Natural Weapon

You can make a 1d4 bludgeoning, piercing or slashing attack using your teeth/claws/tail etc.

Savage Attack

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Speak With Small Beasts

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Background Features (Spy)


Proficiencies: Deception, Stealth

Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Rogue Features

Hit Points: [1d8+]Con Mod
Proficiencies: Acrobatics, Investigation, Perception, Persuasion

Expertise: Thieves' Tools, Stealth

Sneak Attack

Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.
Roguish Archetype
[title]Racial Features[/title]
Animal Skills: Nature proficiency

[b]Innate Spellcasting[/b]
You know the [spell]Friends[/spell] cantrip. When you reach 3rd level, you can cast [spell]Charm Person[/spell] once per day. When you reach 5th level, you can cast [spell]Suggestion[/spell] once per day. Charisma is your spellcasting modifier for these spells. You start with the cantrip [spell]Druidcraft[/spell].

[b]Keen Hearing and Smell[/b]
You have advantage on Perception checks involving hearing or smell.

[b]Lucky[/b]
3 times per day, 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]Natural Weapon[/b]
You can make a [1d4] bludgeoning, piercing or slashing attack using your teeth/claws/tail etc.

[b]Savage Attack[/b]
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

[b]Speak With Small Beasts[/b]
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

[title]Background Features (Spy)[/title]
Proficiencies: Deception, Stealth

[b]Criminal Contact[/b]
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

[title]Rogue Features[/title] Hit Points: [1d8+]Con Mod
Proficiencies: Acrobatics, Investigation, Perception, Persuasion
Expertise: Thieves' Tools, Stealth

[b]Sneak Attack[/b]
Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

[b]Thieves' Cant[/b]
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

[b]Cunning Action[/b]
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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]Roguish Archetype[/b]
FEATURES & TRAITS
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Equipment
-Shortsword (2)
Martial, Finesse, Light
[+5] [1d6]+Dex Piercing, Slashing

-Dagger (4)
Finesse, Light, Thrown (20/60)
[+5] [1d4]+Dex Piercing, Slashing

-Explosive Seed (4)
Improvised, Thrown (20/60)
[+3] [1d8] Bludgeoning
Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking [1d8] bludgeoning damage on a failed save, or half as much damage on a successful one.

-Leather Armor
AC 11


-Thieves' Tools

-Playing Cards
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
PP: 0; GP: 54; EP: 0; SP: 0; CP: 0
WEALTH
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools, Tinker's Tools, Playing Card Set
Languages: Common, Thieves' Cant, Sylvan
PROFICIENCIES & LANGUAGES
I don’t pay attention to the risks in a situation. Never tell me the odds.
I would rather make a new friend than a new enemy.
PERSONALITY TRAITS
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
IDEALS
I'm a gigantic simp to my patron Goddess.
BONDS
I'm a sucker for a pretty face. I don't mind flirting with the first person I see.
FLAWS
 
I am Maiko, a lowly plebeian who grew up in the slums and I've been addicted to adrenaline for as long as I can remember. Coming from a poor family, my gambling hobby was an incredible burden that led them to complete ruin. Between that and hanging out with shady folk, my parents kicked me out of the house when I was 17. It was well deserved since I was a terrible daughter to my parents. I'd like to think I was a decent sister to my 4 little siblings but I definitely wasn't a role model and I'm sure the next eldest felt an incredible burden because of me. I love my family but in the end, I did them a lot more harm than good.

After getting kicked out I was a street performer for a couple of years, just barely scraping by. I got my adrenaline fix from the risky acts I performed and somehow, I never got seriously wounded from these. Eventually, I found better gigs as a decoy at the Thieve's Guild. Whether by sweet-talking the guards, stealing their shit, or blowing up things in their faces, I always found a way to fulfill my job... Even if I did it a little louder than I should have. My trail of chaos got me caught many times, so my criminal record is nice and extensive. Thankfully, my contacts were always there to break me out and through this work, I met my patron Goddess, who saw potential in me.
She's hot as hell and a hell of a sweet-talker, so I couldn't resist joining her family. I don't think she's a bad person but I sure as hell don't think she's all that angelic either, despite what my foot-kissing worship may look like. Thanks to her training, I was able to finally become a full-fledged spy of my own, working my own jobs and making enough money to stop living amongst vermin and scum.

I've distanced myself from my blood family, but I continue to check up on them and try to sneak a few extra coins into their wallets. I'm not enough of a criminal to earn myself a modest living, but it's sure as hell better than the disease-ridden slums I grew up in. Speaking of which, my name has become a sort of taboo amongst good-intended people and a bit of a myth or legend within the little aspiring criminals. It's a bittersweet feeling, being famous for being a criminal who discovered rock bottom's basement and clawed her way out. I'm surprised I never had to sell my body, actually. Surprised, but a little glad. I'd die if I had to sleep with smelly old men!
DESCRIPTION & EXTRA INFO

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