Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Morrissana
Character Name
Monk 1
Class & Level
Haunted One
Background
Kalashtar
Race
Chaotic Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
11
+
0
(Race)
DEXTERITY
+2
14
13
+
1
(Race)
CONSTITUTION
+0
11
11
+
0
(Race)
INTELLIGENCE
-1
9
9
+
0
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
+2
14
13
+
1
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30 ft
HIT POINTS
Max:
8
8
TEMP HP
0
POINT BUY
24
Picture URL:
0
Token URL:
2 +2
+
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)
-1 -1
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
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
Spear+21d6 slashing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
9
DC
Cast Mod
0
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]
Dual Mind: When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
Mental Discipline: You have resistance to psychic damage.
Mind Link: You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
Psychic Glamour: You have advantage on all Insight checks you make with this skill.
Severed from Dreams: Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.
Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts:At 1st level, your practice of martial arts gives you master 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.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

[b]Dual Mind[/b]: When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll's effects occur.
[b]Mental Discipline[/b]: You have resistance to psychic damage.
[b]Mind Link[/b]: You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you.
[b]Psychic Glamour[/b]: You have advantage on all Insight checks you make with this skill.
[b]Severed from Dreams[/b]: Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the [i]Dream[/i] spell, but not to spells and effects that put you to sleep, like the [i]Sleep[/i] spell.
[b]Heart of Darkness[/b]: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
[b]Unarmored Defense[/b]: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
[b]Martial Arts[/b]:At 1st level, your practice of martial arts gives you master 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.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Monster Hunter's Pack
Common clothes
A trinket
Explorer's pack
10 darts
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
WEALTH
Tool Proficiencies: Weaver's Tools
Weapon Proficiencies: Simple weapons, shortswords
Languages: Abyssal, Common, Quori, Sylvan
PROFICIENCIES & LANGUAGES
I put no trust in divine beings. I discuss things out loud with my quori spirit.
PERSONALITY TRAITS
I'll stop any evil that comes to get me or die trying.
IDEALS
I still regret running away that night. I hope to forgive myself via my actions.
BONDS
I assume the worst in people.
FLAWS
 
Never trust the gods. It wasn't a sentiment that I started out believing, but it eventually became one that I believed in. I used to be a monk in a Kalashtaran monastery that gave praise and worship to Ilmater. I had been there since I was a child, for my parents had thought it would be best for me to be a monk just as they had been before me. I felt as though things were fine. Every morning I would wake before sunrise and train myself with them in the ways of the monastery directed to me by Abbot Vishakhad. However, this tranquility would come to an end soon enough. I didn't trust my quori spirit's unease at first, but I should have in retrospect. Never did I think that I'd see this happen. But on that fateful night, it happened.

One of the abbot's advisors, Amkhad, had been hiding a secret from the rest of the monastery. Whereas we were only honing our minds and bodies under the name of Ilmater, Amkhad had decided that the god's suffering was too great. He wanted to end Ilmater's need for suffering, and he thought the best way to do so would be found within the dark arts. He dabbled and made a pact with a devil, promising the souls of us monks in exchange for the power to free Ilmater of his suffering. Slowly in the background, a random monk here or there would "run away" from the monastery, never to be seen again -- or at least that was what we were told. Amkhad had killed them using his dark arts and offered their souls up to his devil in exchange for arcane power.

No one learned of his dealings until my parents had apparently gone missing as well, leaving me behind. Everyone was confused as to why they left when they were one of the most religious people in the monastery, rivaling that of the devotion of Amkhad. I'm not sure if it was instinct or if it was my quori, but something told me to go follow Amkhad because if anyone knew, he would. After all, my parents and him were friends. What I found out though was something I wish I had never learned. Amkhad was in his private chambers, reciting some sort of chant about freeing Ilmater of his suffering as red mist surrounded him. On the ground around him were jars, each one containing the heads of those who had supposedly run away. I saw my parents' heads and gasped, my emotions in a frenzy since I did not know what to feel. I yelled and went to go attack Amkhad in revenge, but my attack missed due to our vast difference in experience. He tossed me to the side and made a gesture with his hands, ready to kill me. Someone must have heard the commotion, however, as Abbot Vishakhad and a few of his retainers had shown up, ready to fight. Amkhad mercilessly killed them, and in the confusion, I ran as hard as I could to my room to hide in the closet for I knew I'd be next.

Instead of finding hiding space, however, I found a black box with a scythe inside. A voice from the scythe promised to protect me from what wished to hurt me as long as I promised to free it from the box. I picked it up and felt power surge through me, ready to go avenge my family and avenge the abbot. But when I left the room, it all was in flame. In his foolish attempt to free Ilmater, Amkhad had set fire to the monastery and burned everyone within. I don't remember much after that. All I remember now is running with my new companion, Elghinn, the scythe. Together, we run far and far as possible from Amkhad, for who knows -- he could still be out there.
DESCRIPTION & EXTRA INFO

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