Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Octane
Character Name
Rogue 1
Class & Level
Knight of the Order
Background
Wood Elf
Race
Chaotic Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
14
14
+
0
(Race)
DEXTERITY
+4
19
19
+
0
(Race)
CONSTITUTION
+0
11
11
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+3
16
14
+
2
(Race)
CHARISMA
+1
13
13
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1717
+
SPEED
35 ft
HIT POINTS
Max:
8
8
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
2 +2
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
2
Athletics (Str)
+
2
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
4
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
2
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
2
* Stealth (Dex)
+
Survival (Wis)
+
2
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
11
DC
Cast Mod
1d6
Sneak Attack
4
/
3
Unarmed Strike
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses: You have proficiency in the Perception skill.

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot: Your base walking speed increases to 35 feet.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured.

Class

Expertise: Investigation and stealth.

Sneak Attack: Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

Thieves' Cant: a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.

[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]Keen Senses:[/b] You have proficiency in the Perception skill.

[b]Trance:[/b] Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

[b]Elf Weapon Training:[/b] You have proficiency with the longsword, shortsword, shortbow, and longbow.

[b]Fleet of Foot:[/b] Your base walking speed increases to 35 feet.

[b]Mask of the Wild:[/b] You can attempt to hide even when you are only lightly obscured.

[b]Class[/b]

[b]Expertise:[/b] Investigation and stealth.

[b]Sneak Attack:[/b] Once per turn add [1d6] damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.

[b]Thieves' Cant:[/b] a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Common Clothes
3
1
Shortbow
2
2
Dagger
2
1
Crowbar
5
20
Arrows
1
1
Thieves Tools
1
1
Explorers Pack
59
1
Shortsword
2
1
Leather Armor [11+Dex]
10
Total: 106 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, longbows, shortswords, thieves' tools
Languages: Common, Elvish, Thieves' Cant
PROFICIENCIES & LANGUAGES
I always have a plan for what to do when things go wrong.
The best way to get me to do something is to tell me I can’t do it.
PERSONALITY TRAITS
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Charity. I steal from the wealthy so that I can help people in need. (Good)
IDEALS
I will become the greatest thief that ever lived.
BONDS
I turn tail and run when things look bad.
FLAWS
 
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
DESCRIPTION & EXTRA INFO

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