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
Hung
Character Name
Barbarian 20
Class & Level
Outlander
Background
Mountain Dwarf
Race
Chaotic Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+7
24
22
+
2
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+7
24
22
+
2
(Race)
INTELLIGENCE
-1
9
9
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
20
INITIATIVE
+
+0
PROFICIENCY
+
6
6
+
PERCEPTION
1818
+
SPEED
40 ft
HIT POINTS
Max:
226
226
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
13 +13
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
-1 -1
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Greataxe+111d12+5 slashing5
Hand axe+111d6+5 slashing20/60
Javelin+111d6+5 piercing30/120
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
21
DC
Cast Mod
+4
Rage Damage
99
/
99
Rages
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Menacing: Proficiency in the Intimidation skill.

Relentless Endurance: 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Savage Attacks: On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Class

Rage: 2/long rest when not wearing heavy armor, advantage on strength checks/saves, +2 damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells. Ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.

Unarmored Defense: While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.

Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement: Your speed increases by 10 feet while you aren’t wearing heavy armor.

Feral Instinct: You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage: If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Brutal Critical: You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.

Persistent Rage: Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might: If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion: Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Menacing:[/b] Proficiency in the Intimidation skill.

[b]Relentless Endurance:[/b] 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

[b]Savage Attacks:[/b] On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

[b]Class[/b]

[b]Rage:[/b] 2/long rest when not wearing heavy armor, advantage on strength checks/saves, +2 damage on strength attacks, resistance to bludgeoning, piercing, and slashing damage. Can't cast spells. Ends after 1 minute, if knocked unconscious, if ending turn without attacking or taking damage since last turn, or as a bonus action.

[b]Unarmored Defense:[/b] While not wearing armor, your AC is 10 + Dex mod + Con mod. You can still use a shield.

[b]Reckless Attack:[/b] When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

[b]Danger Sense:[/b] You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Fast Movement:[/b] Your speed increases by 10 feet while you aren’t wearing heavy armor.

[b]Feral Instinct:[/b] You have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

[b]Brutal Critical:[/b] You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

[b]Relentless Rage:[/b] If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

[b]Brutal Critical:[/b] You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice at 17th level.

[b]Persistent Rage:[/b] Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

[b]Indomitable Might[/b]: If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

[b]Primal Champion:[/b] Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
FEATURES & TRAITS
d12
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Greataxe
7
2
Handaxes
4
4
Javelin
8
1
Explorers Pack
59
Total: 78 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, all simple/martial weapons
Languages: Common, Orc
PROFICIENCIES & LANGUAGES
I would rather make a new friend than a new enemy.
PERSONALITY TRAITS
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
IDEALS
I suffer awful visions of a coming disaster and will do anything to prevent it.
BONDS
By my words and actions, I often bring shame to my family. Also I often fall into the vices of the city with gambling and drinking.
FLAWS
 
.
DESCRIPTION & EXTRA INFO

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