Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Râsh Marn
Character Name
Bard 20
Class & Level
Inheritor
Background
Half-Elf
Race
Chaotic Neutral
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+5
20
19
+
1
(Race)
DEXTERITY
+5
21
21
+
0
(Race)
CONSTITUTION
+5
20
20
+
0
(Race)
INTELLIGENCE
+5
20
20
+
0
(Race)
WISDOM
+3
17
17
+
0
(Race)
CHARISMA
+5
20
17
+
3
(Race)
ARMOR CLASS
20
INITIATIVE
+
+0
PROFICIENCY
+
6
6
+
PERCEPTION
1919
+
SPEED
30 ft
HIT POINTS
Max:
284
284
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
5 +5
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
6
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
6
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
6
Performance (Cha)
+
6
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+3
+
3
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Rapier+111d8+5 piercing5
Dagger+111d4+5 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
22
KNOWN
19
DC
Cast Mod
4
Cantrip:
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
3
/
3
4th:
3
/
3
5th:
2
/
2
6th:
2
/
2
7th:
1
/
1
8th:
1
/
1
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: Proficiency in two skills.

Class


Ritual Casting: You can cast bard spells as rituals.

Spellcasting Focus: Instrument

Bardic Inspiration: Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.

Jack of All Trades: You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest: If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bonus Proficiencies (Lore): You gain proficiency with three skills of your choice.

Cutting Words (Lore): When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Expertise: Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Font of Inspiration: You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Additional Magical Secrets (Lore): You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Expertise: Choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Magical Secrets: Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level.

Peerless Skill (Lore): When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Magical Secrets: Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 18th level.

Magical Secrets: Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

Superior Inspiration: When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Skill Versatility:[/b] Proficiency in two skills.

[b]Class[/b]


[b]Ritual Casting:[/b] You can cast bard spells as rituals.

[b]Spellcasting Focus:[/b] Instrument

[b]Bardic Inspiration:[/b] Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.

[b]Jack of All Trades:[/b] You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

[b]Song of Rest:[/b] If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

[b]Bonus Proficiencies (Lore):[/b] You gain proficiency with three skills of your choice.

[b]Cutting Words (Lore):[/b] When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

[b]Expertise:[/b] Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[b]Font of Inspiration:[/b] You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

[b]Additional Magical Secrets (Lore):[/b] You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

[b]Countercharm:[/b] As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

[b]Expertise:[/b] Choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[b]Magical Secrets:[/b] Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 14th level and again at 18th level.

[b]Peerless Skill (Lore):[/b] When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

[b]Magical Secrets:[/b] Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any classes at 18th level.

[b]Magical Secrets:[/b] Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

[b]Superior Inspiration:[/b] When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Flame Tongue
0
1
Glamoured Studded Leather
13
1
Dagger
1
1
Lute
1
1
Bag of Holding
15
Total: NaN lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
2000000
PP
<a href="tel:1000000">1000000</a>
WEALTH
Proficiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, and three musical instruments
Languages: Common, Elvish, Draconic
PROFICIENCIES & LANGUAGES
There's nothing I like more than a good mystery.
PERSONALITY TRAITS
Freedom. The sea is freedom--the freedom to go anywhere and do anything. (Chaotic)
IDEALS
I would do anything for the other members of my old troupe.
BONDS
In fact, the world does revolve around me.
FLAWS
 
Râsh was born a bastard to a resurrected human turned overlord Celdir Marn and a feywild high elf merchant named Nera during a brief romantic affair. He inherited a moderately successful company from his mother Nera. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He seeks to rise above the shadow and stain of being a bastard and create his own power much like his father did.
DESCRIPTION & EXTRA INFO

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