Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Oww
Character Name
Farmer 5
Class & Level
Outlander
Background
Human
Race
Neutral
Alignment
8,500
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
15
+
1
(Race)
DEXTERITY
+1
12
11
+
1
(Race)
CONSTITUTION
+4
18
17
+
1
(Race)
INTELLIGENCE
+0
11
10
+
1
(Race)
WISDOM
+0
11
10
+
1
(Race)
CHARISMA
+0
11
10
+
1
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
76
76
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
6 +6
+
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)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
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)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Pitchfork61d10+3 Piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
11
DC
Cast Mod
0
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

OUT-ENDURE THEM

You might not be the heaviest hitter or the burliest fighter out there but toiling away in the fields all day has taught you a thing or two about endurance. At 1st level, you gain Endurance Dice, seen in the chart above.

As a bonus action, you can expend any number of Endurance Dice, you then gain 1d6 + your Constitution modifier worth of temporary hit points per die for 4 hours. You regain all expended Endurance Dice after completing a Long Rest.

The die increases to 1d8 at 6th level, 1d10 at 10th level, 1d12 at 15th level and 2d12 at 20th level.

In addition, you can use your bonus action to expend Endurance die to suppress the effect of one level of exhaustion indefinitely. The cost is one Endurance die per suppressed level of exhaustion you already have plus one. However, you still die if you have 6 levels of exhaustion you just don't suffer the other effects from the exhaustion condition.

REAP WHAT YOU SOW

Some features will ask for a bleed save which is a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier


You know life’s not all about getting what you want right away; all things take time and dedication. This mindset shows through your fighting style. At 2nd level, when you make a successful attack against a creature they must make a bleed save. If they fail the save, then at the beginning of each of their turns they take half your level (rounded down) in necrotic (bleeding) damage. At the end of their turn, they may reroll the save to end the effect.

Creatures cannot be affected by this feature if they have no blood in their bodies (E.G Skeleton), or they are already under its effect, meaning that this feature does not stack. If an affected creature regains hit points then the effect ends.

You must be using a pitchfork or sickle to use this feature.

FIELD-HAND

From working away endlessly in the fields all day, you’ve become a pretty sturdy individual who can endure quite a lot. Those that face you know they’re in for a long and grueling fight.

Sturdy Build

You’ve withstood a lot of toil, so it takes quite a bit to take you down. At 3rd level, you become resistant to non magical Slashing, Bludgeoning, and Piercing damage.

At 9th level you are also resistant to cold and poison damage and at 15th level you are also resistant to fire and acid damage. At 20th level, you are resistant to all damage.

Hardworking Kinsmanship

Your humble profession and clear hardworking ethic makes you easily relate to your fellow common man. At 6th level, any Persuasion (Charisma) checks you make when talking to a fellow commoner/peasant are done with advantage. Furthermore, if you spend at least a day assisting them with their own farm work, they will normally reward you with at least 1d6 rations or equivalent and lodgings.

Sheer Determination

There aren’t as many who are quite so devoted and motivated as you are to completing a task. At 10th level, you can spend one Endurance die to add your Constitution modifier to a skill check, attack roll, or saving throw, after you roll but before you know the results.

Death Defying Stubbornness

You’re already so used to taking a beating from your typical profession; no way are you going to let someone knock you down so easily. At 14th level, when you drop to zero hit points, you can spend an Endurance die without using an action and regain hit points instead of temporary hit points. You can use this feature once, regaining the use after completing a short or long rest.

As Strong As An Ox

There are a scant few who can match you when it comes to stamina and Endurance, either in combat or out. At 20th level, whenever you are gaining hit points or temporary hit points you gain the maximum possible (e.g. instead of rolling 1d12, you just get 12). Furthermore, when you spend a Endurance die to add to a skill check, saving throw, or attack roll, you can add your proficiency bonus if you do not already.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

BEAST FOE

You’ve had to deal with your fair share of beasts, and it shows. At 5th level, Intimidation checks made against beasts are done with advantage. Attack and damage rolls you make against beasts gain a +1 bonus, and you can use your action to force a beast within 30ft to make a Wisdom save against 8 + your proficiency bonus + your Charisma modifier. If they fail the save they use their reaction to move their speed away from you and are frightened of you for 1 minute, at the end of their turns they can reroll the save to end the effect, when they succeed a save, they have advantage on saves against this feature for 24 hours.


OUT-ENDURE THEM

You might not be the heaviest hitter or the burliest fighter out there but toiling away in the fields all day has taught you a thing or two about endurance. At 1st level, you gain Endurance Dice, seen in the chart above.

As a bonus action, you can expend any number of Endurance Dice, you then gain 1d6 + your Constitution modifier worth of temporary hit points per die for 4 hours. You regain all expended Endurance Dice after completing a Long Rest.

The die increases to 1d8 at 6th level, 1d10 at 10th level, 1d12 at 15th level and 2d12 at 20th level.

In addition, you can use your bonus action to expend Endurance die to suppress the effect of one level of exhaustion indefinitely. The cost is one Endurance die per suppressed level of exhaustion you already have plus one. However, you still die if you have 6 levels of exhaustion you just don't suffer the other effects from the exhaustion condition.

REAP WHAT YOU SOW

Some features will ask for a bleed save which is a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier


You know life’s not all about getting what you want right away; all things take time and dedication. This mindset shows through your fighting style. At 2nd level, when you make a successful attack against a creature they must make a bleed save. If they fail the save, then at the beginning of each of their turns they take half your level (rounded down) in necrotic (bleeding) damage. At the end of their turn, they may reroll the save to end the effect.

Creatures cannot be affected by this feature if they have no blood in their bodies (E.G Skeleton), or they are already under its effect, meaning that this feature does not stack. If an affected creature regains hit points then the effect ends.

You must be using a pitchfork or sickle to use this feature.

FIELD-HAND

From working away endlessly in the fields all day, you’ve become a pretty sturdy individual who can endure quite a lot. Those that face you know they’re in for a long and grueling fight.

Sturdy Build

You’ve withstood a lot of toil, so it takes quite a bit to take you down. At 3rd level, you become resistant to non magical Slashing, Bludgeoning, and Piercing damage.

At 9th level you are also resistant to cold and poison damage and at 15th level you are also resistant to fire and acid damage. At 20th level, you are resistant to all damage.

Hardworking Kinsmanship

Your humble profession and clear hardworking ethic makes you easily relate to your fellow common man. At 6th level, any Persuasion (Charisma) checks you make when talking to a fellow commoner/peasant are done with advantage. Furthermore, if you spend at least a day assisting them with their own farm work, they will normally reward you with at least 1d6 rations or equivalent and lodgings.

Sheer Determination

There aren’t as many who are quite so devoted and motivated as you are to completing a task. At 10th level, you can spend one Endurance die to add your Constitution modifier to a skill check, attack roll, or saving throw, after you roll but before you know the results.

Death Defying Stubbornness

You’re already so used to taking a beating from your typical profession; no way are you going to let someone knock you down so easily. At 14th level, when you drop to zero hit points, you can spend an Endurance die without using an action and regain hit points instead of temporary hit points. You can use this feature once, regaining the use after completing a short or long rest.

As Strong As An Ox

There are a scant few who can match you when it comes to stamina and Endurance, either in combat or out. At 20th level, whenever you are gaining hit points or temporary hit points you gain the maximum possible (e.g. instead of rolling 1d12, you just get 12). Furthermore, when you spend a Endurance die to add to a skill check, saving throw, or attack roll, you can add your proficiency bonus if you do not already.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

BEAST FOE

You’ve had to deal with your fair share of beasts, and it shows. At 5th level, Intimidation checks made against beasts are done with advantage. Attack and damage rolls you make against beasts gain a +1 bonus, and you can use your action to force a beast within 30ft to make a Wisdom save against 8 + your proficiency bonus + your Charisma modifier. If they fail the save they use their reaction to move their speed away from you and are frightened of you for 1 minute, at the end of their turns they can reroll the save to end the effect, when they succeed a save, they have advantage on saves against this feature for 24 hours.


FEATURES & TRAITS
d10javascript:void(0);
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Pitchfork
breastplate
20 Arrows
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO

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