Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Ophelia
Character Name
Rogue 2
Bard 2
Class & Level
Entertainer
Background
Satyr
Race
Chaotic Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+3
16
14
+
2
(Race)
ARMOR CLASS
14
INITIATIVE
+
+1
PROFICIENCY
+
2
2
+
PERCEPTION
1417
+
3
SPEED
35 ft
HIT POINTS
Max:
41
41
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
1
Animal Handling (Wis)
+
1
Arcana (Int)
+
Athletics (Str)
+
2
Deception (Cha)
+
1
History (Int)
+
2
Insight (Wis)
+
1
Intimidation (Cha)
+
1
Investigation (Int)
+
1
Medicine (Wis)
+
1
Nature (Int)
+
2
Perception (Wis)
+
Performance (Cha)
+
2
Persuasion (Cha)
+
1
Religion (Int)
+
Sleight of Hand (Dex)
+
2
* Stealth (Dex)
+
1
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
5
KNOWN
13
DC
Cast Mod
5
Cantrip:
2
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial


Creature Type: You are a Fey.

Size: You are Medium.

Magic Resistance: You have advantage on saving throws against spells.


Reveler: You have proficiency in Performance and Persuasion and proficiency with one musical instrument of your choice.

Mirthful Leaps: When you make a long or high jump, you can roll a d8 and add the result to the number of feet you cover. This extra distance costs movement as normal.


Ram: You can use your head and horns to make unarmed strikes. When you hit with them, you deal 1d6-1 bludgeoning damage.


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.


Sneak Attack1d6: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


Thieves’ Cant: You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.


Cunning Action: You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.


[b]Racial[/b]


[b]Creature Type: [/b]You are a Fey.

[b]Size: [/b]You are Medium.

[b]Magic Resistance:[/b] You have advantage on saving throws against spells.


[b]Reveler: [/b]You have proficiency in Performance and Persuasion and proficiency with one musical instrument of your choice.

[b]Mirthful Leaps:[/b] When you make a long or high jump, you can roll a [d8] and add the result to the number of feet you cover. This extra distance costs movement as normal.


[b]Ram: [/b]You can use your head and horns to make unarmed strikes. When you hit with them, you deal [1d6]-1 bludgeoning damage.


[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]Sneak Attack[1d6]: [/b]Once per turn, you can deal an extra [1d6] damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


[b]Thieves’ Cant: [/b]You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.


[b]Cunning Action: [/b]You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.


[b] [/b]
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
Birdpipes
0
1
Entertainers Pack
38
1
Thieves' Tools
1
1
Disguise Kit
3
1
Dice Set
0
1
Playing Card Set
0
1
Shortbow
2
1
Silk Rope (50 feet)
5
2
Rations (1 day)
2
1
Hooded Lantern
2
1
Oil (flask)
1
1
Candle
0
1
Piton
0.25
1
Tinderbox
1
25
Arrow
0.05
1
Costume Clothes
4
1
Lock
1
1
Waterskin
5
Total: 81.9 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
20
PP
0
WEALTH
Proficiencies: Light Armor, Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons, Birdpipes, Disguise Kit, Lyre, Thieves' Tools, Viol
Languages: Common, Sylvan, Thieves Cant'
PROFICIENCIES & LANGUAGES
Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
I love a good insult, even one directed at me.
PERSONALITY TRAITS
People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
IDEALS
I would do anything for the other members of my old troupe.
BONDS
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
FLAWS
 
Traits:

Een faun die meer op hert dan geit lijkt. Heeft panfluit handig aan belt vast. Lang genoeg om te gebruiken en los te laten aan touwtje die zichzelf weer oprolt. Ze heeft een rok aan waar kleine dingen in verstopt kunnen worden. Een dwarsfluit zit in de rokken, evenals Thieves tools, dice, playing cards en dergelijke dingen.

Satyrs zijn Fey, dus Charm(?)/Hold person kan niet tegen ze gebruikt worden.

Backstory:

Ophelia was born into a nomadic troupe that traveled the land entertaining people with their music and acrobatics. From a young age, Ophelia showed a natural talent for playing the flute and the violin, quickly becoming the star performer of the troupe.

As she grew older, Ophelia began to experiment with fire-eating and being an acrobat. This unique combining of talents set her apart from the other members of the troupe and earned her the nickname " " among her fellow performers.

Ophelia also honed her skills as a rogue, using her agility and stealth to outwit opponents, steal from rich patrons and protect her troupe from danger. To protect heer friends better, she began to train in the art of swashbuckling, honing her skills as a rogue and mastering the art of deception and stealth. She became known for her quick wit, charm, and ability to talk her way out of any situation, and she reveled in the applause and adoration of the audience.

But Ophelia was not content to simply entertain. Despite her success and popularity within the troupe, Ophelia as a free spirit harbored a deep curiosity about the world beyond their travels. She longed to explore new lands, meet new people, and experience new adventures. Eventually, Ophelia made the difficult decision to leave her troupe behind in search of her own path. She longed for excitement and danger, craving the thrill of the unknown.

Now, as a wandering bard rogue, Ophelia uses her unique set of skills to entertain and protect those she meets on her travels. With her flute and rapier in hand, and a mischievous smile on her face. She dances through life with a fearless spirit and a devil-may-care attitude, always ready for the next thrilling escapade that awaits her.
DESCRIPTION & EXTRA INFO

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