Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Zyn
Character Name
Warlock 4
Class & Level
Soldier
Background
Drow Elf
Race
Chaotic Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+4
18
15
+
3
(Race)
CONSTITUTION
+0
10
10
+
0
(Race)
INTELLIGENCE
-1
9
9
+
0
(Race)
WISDOM
-1
9
9
+
0
(Race)
CHARISMA
+2
14
12
+
2
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1111
+
0
SPEED
30 ft
HIT POINTS
Max:
23
23
TEMP HP
0
POINT BUY
17
Picture URL:
0
Token URL:
-1 -1
+
0
Strength
+
0
Dexterity
+
0
Constitution
-1 -1
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
-1 -1
+
0
Animal Handling (Wis)
-1 -1
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-1 -1
+
0
History (Int)
-1 -1
+
0
Insight (Wis)
+
0
Intimidation (Cha)
-1 -1
+
0
Investigation (Int)
-1 -1
+
0
Medicine (Wis)
-1 -1
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
-1 -1
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
-1 -1
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Longbow+61d8+4%3%
Shortsword+61d6+4 Piercing %3%
Eldritch Blast+41d10%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
12
DC
Cast Mod
0
Cantrip:
0
/
1st:
2
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Eldritch Blast
Control Flames
Message
Minor Illusion
Spare the Dying

Green-Flame Blade

Detect Magic - Ritual
Identify - Ritual
Comprehend Language
Charm Person
Dissonant Whispers

Mage Armor - At Will

Shadow Blade
Phantasmal Force
Eldritch Blast
Control Flames
Message
Minor Illusion
Spare the Dying
Green-Flame Blade

Detect Magic - Ritual
Identify - Ritual
Comprehend Language
Charm Person
Dissonant Whispers
Mage Armor - At Will

Shadow Blade
Phantasmal Force
SPELLCASTING
[+instructions]

Fey Ancestry: The drow has advantage on Saving Throws against being Charmed, and magic can't put the drow to sleep.

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray

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.

The Great Old One: Ghaunadaur

Awakened Mind - Telepathy 30ft line of sight

Pact of the Tome
Eldritch Invocations:
Armor of Shadows - Mage Armor at will
Book of ancient secrets
Fey Ancestry: The drow has advantage on Saving Throws against being Charmed, and magic can't put the drow to sleep.

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray

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.

The Great Old One: Ghaunadaur
Awakened Mind - Telepathy 30ft line of sight

Pact of the Tome
Eldritch Invocations:
Armor of Shadows - Mage Armor at will
Book of ancient secrets
FEATURES & TRAITS
4d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Shortsword
Longbow
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light armor, Longsword, shortsword, longbow
Languages: Common, Elvish, Abyssal
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Growing up to a middle class family with two other siblings they had a relatively sheltered childhood and did not want for much. In their early adult years, seeking adventure and glory they joined the military through a recruiter when a festival was passing through the town. Joining the military, and not being the most physically gifted for front-line combat Zyn was placed in the pathfinder/recon core. During their time in the 3rd pathfinder company their life would change when they discovered an abandoned temple to Ghaunadaur.

After the incident in the temple and the discovery of their new powers from their warlock patron, a series of events unfolded that led to their desertion from the military and have been travelling across the world ever since. The revelation from Ghaundaur showed him things he did not like about his society and the previous time of his life, and convinced him to break from the military and to try and undo some of the suffering caused. In addition to seeking redemption Zyn primarily seeks knowledge and to understand his patron. However, enjoying the newfound strength and knowledge, Zyn fears for what the this patron will ask for in return or what path it might lead him down.
DESCRIPTION & EXTRA INFO

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