Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Lop
Character Name
Monk 1
Class & Level
Failed Merchant
Background
Harengon
Race
Neutral Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
10
+
2
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+1
12
12
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+0
10
10
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
2
PROFICIENCY
+
2
2
+
PERCEPTION
1414
+
SPEED
30 ft
HIT POINTS
Max:
8
8
TEMP HP
POINT BUY
24
Picture URL:
Token URL:
3 +3
+
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)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
12
DC
Cast Mod
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
Martial arts:

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored defense:

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Hare-Trigger.

You can add your proficiency bonus to your initiative rolls.

Leporine Senses.

You have proficiency in the Perception skill.

Lucky Footwork.

When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop.
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Martial arts:
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a [d4] in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored defense:
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Hare-Trigger.
You can add your proficiency bonus to your initiative rolls.

Leporine Senses.
You have proficiency in the Perception skill.

Lucky Footwork.
When you fail a Dexterity saving throw, you can use your reaction to roll a [d4] and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

Rabbit Hop.
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
FEATURES & TRAITS
1d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Quarterstaff
4
1
Common Clothes
3
2
Rations (1 day)
2
1
Potion of Healing
0.5
1
Alchemist's Supplies
8
1
Waterskin
5
10
Dart
0.25
1
Backpack
5
2
Torch
1
1
Tinderbox
1
1
Hempen Rope (50 feet)
10
1
Mess Kit
1
1
Bedroll
7
Total: 53.2 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
10
PP
0
WEALTH
Languages: Common, elvish
Weapons: Simple weapons, shortswords
Tools: Alchemists supplies
PROFICIENCIES & LANGUAGES
I’m willing to listen to every side of an argument before I make my own judgment.
PERSONALITY TRAITS
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
IDEALS
I’ve been searching my whole life for the answer to a certain question.
BONDS
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
FLAWS
 
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