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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Lumber
Character Name
Monk 3
Class & Level
Outlander
Background
Wildhunt Shifter
Race
Neutral Good
Alignment
900
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+3
16
14
+
2
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1515
+
SPEED
40 ft
HIT POINTS
Max:
24
24
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
3 +3
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
-1 -1
+
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
KNOWN
13
DC
Cast Mod
/
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Class

Unarmored Defense: While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

Martial Arts: When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll d4 for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

Ki: Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement: Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Implements of Mercy: You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.


Hand of Healing: Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Hand of Harm: You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.

Once you shift, you can't do so again until you finish a short or long rest.

Shifting Feature: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

Darkvision: 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.

[b]Class[/b]

[b]Unarmored Defense:[/b] While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

[b]Martial Arts:[/b] When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll [d4] for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.

[b]Ki:[/b] Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

[b]Flurry of Blows:[/b] Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

[b]Patient Defense:[/b] You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

[b]Step of the Wind:[/b] You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

[b]Unarmored Movement:[/b] Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

[b]Deflect Missiles:[/b] You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [1d10] + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

[b]Implements of Mercy:[/b] You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.


[b]Hand of Healing:[/b] Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

[b]Hand of Harm:[/b] You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

[b]Shifting:[/b] As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.

Once you shift, you can't do so again until you finish a short or long rest.

[b]Shifting Feature:[/b] While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

[b]Darkvision:[/b] 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.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Spear
3
1
Shortsword
2
10
Dart
0.25
1
Explorers Pack
59
1
Traveler's Clothes
4
1
Pouch
1
1
Necklace of bear claws
0.8
1
Cartographer's Tools
6
1
Painter's Supplies
5
1
Herbalism Kit
3
Total: 86.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
10
PP
0
WEALTH
Proficiencies: Simple Weapons, Shortswords, Painter's Supplies, Cartographer's Tools, Herbalsim kit
Languages: Common, Elvish, Hafling
PROFICIENCIES & LANGUAGES
I notice every small detail — painting has taught me that.
I empathise with the pain of others as if it were my own, so I protect them without hesitation.
My instincts are my compass, guiding me to pursue the call of adventure wherever it may be.
PERSONALITY TRAITS
The oppressed and the weakest must be helped, regardless of their suffering or their tormentors.
IDEALS
Reunite with my native tribe and protect its members.
BONDS
I can be cold, angry or unreasonable due to what I have been through.
FLAWS
 
Lumber is a 14 year old deer shifter and a slim, agile young man. He measure 4'10'' and weight 96 pounds. His tanned skin contrasts with his green eyes and his meduim-length coppery hair. His face is hidden behind a white theatrical mask. The mask is smooth bearing a finely druidic symbol on the forehead in the form of a pattern reminiscent of the antlers of a sacred stag.

Lumber is a young shifter. Before his life was turned upside down by tragic events, he lived peacefully with a forest tribe, where he discovered his passion for woodworking and cartography. As a trapper, he explored the wilderness, marking trails and secret places on his maps.

When he was eight, his tribe was attacked by bandits. Separated from his family in the chaos, he was rescued by a group of monks — the Brotherhood of Wandering Healers. These wise healers took him under their wing, teaching him the art of compassion and healing and encouraging him to push himself beyond his limits.

For four years, he travelled with his master monks, sharing their adventures and absorbing their teachings. During these travels, he witnessed much suffering in the wilderness and in the communities they visited. These formative experiences had a deep effect on Lumber, who found refuge and inspiration in painting, using it to express the beauty and serenity he had discovered despite the hardships he had seen.

Now, Lumber travels alone, applying the lessons of his masters and seeking to bring healing and hope to places of suffering.
DESCRIPTION & EXTRA INFO
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