Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Hebel
Character Name
Fighter 1
Class & Level
Pirate
Background
Variant Human
Race
Lawful Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
15
+
1
(Race)
DEXTERITY
+2
15
15
+
0
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+1
13
13
+
0
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
PROFICIENCY
+
2
2
+
PERCEPTION
1313
+
SPEED
30
HIT POINTS
Max:
12
12
TEMP HP
0
POINT BUY
30
Picture URL:
0
Token URL:
5 +5
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Unarmed+51d4+3 bludgeoning%3%
Greatsword+52d6+3%3%
Light crossbow+41d8+2%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Martial Adept + Superior Technique

You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You regain your expended superiority dice when you finish a short or long rest.

Maneuvers:
Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to [1d10] + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Martial Adept + Superior Technique

You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
You gain one superiority die, which is a [d6] (this die is added to any superiority dice you have from another source). If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You regain your expended superiority dice when you finish a short or long rest.

Maneuvers:
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
FEATURES & TRAITS
1d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
WEALTH
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO

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