Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Laedya Sylris
Character Name
Ranger 3
Class & Level
Noble
Background
Half-Elf
Race
Lawful Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+2
15
15
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+0
10
8
+
2
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
30 ft
HIT POINTS
Max:
23
23
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
1 +1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
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)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
3
KNOWN
12
DC
Cast Mod
3
/
3
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
/
/
/
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Keen Senses: Proficiency in the Perception skill.

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

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: know one cantrip of your choice from the wizard spell list.

Extra Language: You know one extra language

Class

Favored Enemy, Monstrosities: Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy.

Natural Explorer: 2x proficiency when using an Intelligence or Wisdom check with a skill you're proficient in while navigating your favored terrain. When traveling in favored terrain, ignore difficult terrain, cannot become lost (except by magic), remain alert to danger when doing other activities, can move stealthily alone at a normal pace, find twice as much forage, learn exact number/size/time they passed when tracking.

Fighting Style, Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting: Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. You regain all expended spell slots when you finish a long rest.

Primeval Awareness: 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.

Ranger's Companion: You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Keen Senses:[/b] Proficiency in the Perception skill.

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

[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

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

[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.

[b]Extra Language:[/b] You know one extra language

[b]Class[/b]

[b]Favored Enemy, Monstrosities:[/b] Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy.

[b]Natural Explorer:[/b] 2x proficiency when using an Intelligence or Wisdom check with a skill you're proficient in while navigating your favored terrain. When traveling in favored terrain, ignore difficult terrain, cannot become lost (except by magic), remain alert to danger when doing other activities, can move stealthily alone at a normal pace, find twice as much forage, learn exact number/size/time they passed when tracking.

[b]Fighting Style, Archery:[/b] You gain a [+2] bonus to attack rolls you make with ranged weapons.

[b]Spellcasting:[/b] Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. You regain all expended spell slots when you finish a long rest.

[b]Primeval Awareness:[/b] 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.

[b]Ranger's Companion:[/b] You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
FEATURES & TRAITS
d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Longbow
2
2
Shortsword
2
1
Scale Mail [14+Dex(2)]
45
1
Arrows (20)
1
1
Explorers Pack
59
Total: 111 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: light/medium armor, shields, simple/martial weapons
Languages: Common, Elvish, Sylvan
PROFICIENCIES & LANGUAGES
ESFJ - The Consul: Extraordinarily caring, social and popular people, always eager to help.
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
A Complex family history. Was raised by Her sister, who is actually her mom. Banished from the Kingdom of Caz'ki for being though of as the daughter of the Queen and an unknown soldier, instead of the daughter of wedlock that she is. her strange birth circumstances makes it impossible for her to hold any true political power. so she was granted dutchess from her true father as a guise to appease he new bride, and giving refuge to the Queens baby sister.
DESCRIPTION & EXTRA INFO

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