Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Morwenna Starkast
Character Name
Bard 9
Class & Level
Entertainer
Background
Triton
Race
Neutral Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
9
+
1
(Race)
DEXTERITY
+0
11
11
+
0
(Race)
CONSTITUTION
+0
11
10
+
1
(Race)
INTELLIGENCE
-1
9
9
+
0
(Race)
WISDOM
-1
9
9
+
0
(Race)
CHARISMA
+5
20
19
+
1
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
99
+
SPEED
30 ft
HIT POINTS
Max:
40
40
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
0 +0
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
-1 -1
+
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)
-1 -1
+
Perception (Wis)
+
3
Performance (Cha)
+
3
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+1
+
1
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
12
KNOWN
16
DC
Cast Mod
3
Cantrip:
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
3
/
3
4th:
1
/
1
5th:
/
6th:
/
7th:
/
8th:
/
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.

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.

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).

[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]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]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).
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Rapier
2
1
Leather Armor [11+Dex]
10
1
Dagger
1
1
Lute
2
1
Entertainers Pack
30
Total: 45.3 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
15
PP
0
WEALTH
Proficiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, and three musical instruments
Languages: Common, Aquan, Elvish
PROFICIENCIES & LANGUAGES
Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
PERSONALITY TRAITS
Creativity. The world is in need of new ideas and bold action. (Chaotic)
IDEALS
My instrument is my most treasured possession, and it reminds me of someone I love.
BONDS
I’m a sucker for a pretty face.
FLAWS
 
Darrien Starkast, Morwenna's biological father, had always been a man of few words but with a deep love for the sea and a passion for botany. As a trader and botanist, he spent his days at the docks, immersed in the lively atmosphere of the coastal town. He had an extensive knowledge of local plants, and Morwenna inherited his love for nature. Darrien enjoyed taking Morwenna to the docks, teaching her about different plants, and sharing stories about the wonders of the underwater world.

Darrien's first marriage was to Vanya Aldaviel, a triton with whom he had three children. However, the marriage crumbled when Vanya cheated on Darrien, manipulating the situation to paint him as the villain. The fallout from this betrayal caused Darrien to leave, leading to a strained relationship with his children from that marriage.

Following the end of his first marriage, Darrien found love again with Adriel Ferreyra, a sea elf sorceress. Adriel, with her mesmerizing cobalt eyes and a scent reminiscent of rain, brought a touch of magic and chaos into Darrien's life. They had a daughter together, Morwenna, who quickly became the center of their world.

Despite the initial happiness in their new family, Adriel's behavior began to change over time. She developed a mysterious and erratic side that Darrien couldn't comprehend. Darrien, fearing for Morwenna's safety and well-being, made the difficult decision to step away from the relationship.

The reasons behind Adriel's descent into chaos and the strange behavior that led to Darrien leaving remain shrouded in mystery. Some speculate that Adriel's devotion to her gods, might have influenced her temperament. Others believe that there might be a darker force at play, a hidden evil that slowly corrupted her mind.

After Adriel and Darrien parted ways and Darrien found love once more with a woman named Lillie, things seemed normal, happy. Lillie raised Morwenna like her own but unfortunately, Lillie fell ill with an incurable illness. The Blue Rose of Saint Cearul kissed her. Morwenna became her caretaker while her father worked, dropping out of school temporarily in the process. After Lillie eventually passed, and Morwenna found herself living with her step-grandmother, Helena Cromwell. Her father had mysteriously vanished after her step-mothers death, causing confusion and anger in her. Despite this, Morwenna, determined to continue living by her stepmothers last wishes, (“Sail on, dear Morwenna, with love as your compass and adventure as your guiding star.") pursued her dreams of music and sought adventure. She set out on a journey to live a life full of wonder, all while searching for the truth about her father's disappearance and struggling to cope with the loss of the woman who loved her so much.

Darrien left behind a leather-bound journal: Morwenna's father left behind a worn leather-bound journal filled with cryptic notes, sketches, and seemingly unrelated symbols. The journal appeared to be a compilation of his thoughts and observations, hinting at a hidden aspect of his life.

Coded Letters: Morwenna stumbled upon a series of letters written in a complex code or language that her father seemed to have created. Deciphering them became a personal mission, as she believed they held vital information about his sudden departure.
DESCRIPTION & EXTRA INFO

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