Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Lucien
Character Name
Ranger 5
Class & Level
Soldier
Background
Warforged
Race
Chaotic lawful
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
10
+
2
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+2
14
12
+
2
(Race)
INTELLIGENCE
-1
9
9
+
0
(Race)
WISDOM
+2
14
12
+
2
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
19
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1515
+
0
SPEED
30 ft
HIT POINTS
Max:
44
TEMP HP
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
4 +4
+
0
Strength
+
0
Dexterity
+
0
Constitution
-1 -1
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
-1 -1
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-1 -1
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
-1 -1
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
-1 -1
+
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
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
10
DC
Cast Mod
0
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Goodberry
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)

Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


Primeval Awareness
Beginning at 3rd level, you can use your action and
expend one ranger spell slot to focus your awareness on
the region around you. For 1 minute per level of the spell
slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This feature doesn’t reveal the creatures’

location or number.


Hunter's Mark

1st-level divination

Casting Time: 1 bonus action
Range: 90 feet
Components: V

Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Darkvision

Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)

Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.


Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Goodberry
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


Primeval Awareness
Beginning at 3rd level, you can use your action and
expend one ranger spell slot to focus your awareness on
the region around you. For 1 minute per level of the spell
slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This feature doesn’t reveal the creatures’
location or number.


Hunter's Mark
1st-level divination

Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Darkvision

Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
SPELLCASTING
[+instructions]

• Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.

- You don't need to sleep, and magic can't put you to sleep.

• Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

• Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

- While you live, your armor can't be removed from your body against your will.

• Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

• F a v o r e d E n e m y (orcs/liches)
- Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type of enemy.
You have advantage on Wisdom (Survival) checks to
track your favored enemies, as well as on Intelligence
checks to recall information about them.
When you gain this feature, you also learn onelanguage of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as
an associated language, at 6th and 14th level. As you
gain levels, your choices should reflect the types of

monsters you have encountered on your adventures.

• Dueling fighting style

- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

• Colossus Slayer.
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this
extra damage only once per turn.

• Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.

• Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

• Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.

• Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

• F a v o r e d E n e m y (orcs/liches)
- Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type of enemy.
You have advantage on Wisdom (Survival) checks to
track your favored enemies, as well as on Intelligence
checks to recall information about them.
When you gain this feature, you also learn onelanguage of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as
an associated language, at 6th and 14th level. As you
gain levels, your choices should reflect the types of
monsters you have encountered on your adventures.

• Dueling fighting style
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

• Colossus Slayer.
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this
extra damage only once per turn.
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Longbow
2 Shortswords
1 silver shortsword
Trophy dagger
Rat dagger
Shield
Javelins
Gaston Glock

Scalemail

20 Arrows

dungeoneer's Pack- (backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. 50 feet of hempen rope), deck of cards, Lieutenant insignia, healing kit
Skin Cloak
skull pipe

Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
175 gold coins, 10 ep, 12 silver bitch, 9 cops
WEALTH
Proficiencies: light/medium armor, shields, simple/martial weapons, thieves tools.
Languages: Common, Orc
PROFICIENCIES & LANGUAGES
Loyalty and honor above all, would sooner fall on his own sword to protect those under his charge.
He feels shame for what he was forced to do in the name of his kingdom. wears a mask to hide his race.
Open and kind to combat veterans. especially those with wounds.
Gruff, non-talkative to others. Kind, but not friendly.
Lucien is a simple man. He has no head for magic. He knows what is in front of him, and how to use it.
PERSONALITY TRAITS
Having been led to the slaughter by his kingdom, abandoned and left to die, he is very anti-establishment. When available he will wreak havoc with the government.
His loyalty to those who fight beside him has been cemented and baptized in blood.
(chaotic/lawful)
IDEALS
His bonds are to his creed and his men alone. Anything else is secondary.
BONDS
Racist against orcs (favored target). Will go out of his way to slaughter them, especially raiding parties. Even if it is not is fight, or even a fight he could win.

Loyal to a fault, and overly cautious when in command as to not endanger his men. Extremely reckless with himself.

Huge self worth issues, and shame. huge martyr complex, and a drive to be a revolutionary.

Pretty stubborn.
FLAWS
 
Hunter subclass

Light weapons can attack twice (short swords)


longsword +4 1d8+2 slashing
shortswords +5 1d6+2 (silver)
Longbow +5 1d8+2
dagger +5 1d4 piercing
javelins +4 1d6 piercing
Gaston Glock +4 1d6 piercing, (silver)


you can hit twice, retard
DESCRIPTION & EXTRA INFO

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