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  1. Notes

Cassius Character Sheet Example

Character Sheet

Ability Scores

Strength Score Dexterity Score Constitution Score Intelligence Score Wisdom Score Charisma Score
9 16 14 10 10 10
-1 +3 +2 +0 +0 +0
Strength Saving Throw
Dexterity Saving Throw
Constitution Saving Throw
Intelligence Saving Throw
Wisdom Saving Throw
Charisma Saving Throw
Proficient? (* for proficiency)
  *
  *    
+0
+5
+2
+2
+0
+0

 

AC Initiative
Walking Speed
Temporary HP Max HP Hit Dice and Size Proficiency Bonus
14 +8 13m 0 10 1d8 +2

 

Skills

Proficient?

Other Bonuses? Highest Total Modifier
Skill Used With
Untrained?
* Expertise +7 Acrobatics Dexterity Yes
    +0 Animal Handling Wisdom or Charisma Yes
    - Arcana Intelligence No
    -1 Athletics Strength or Constitution Yes
    - Craft (X) Intelligence No
    +0 Deception Intelligence or Charisma Yes
    - Divina Intelligence or Wisdom No
    +0 Insight Wisdom Yes
    +0 Intimidation Charisma Yes
    +0 Investigation Intelligence Yes
    - Alchemy (Knowledge) Intelligence No
    - Engineering (Knowledge) Intelligence No
    +0 Geography (Knowledge) Intelligence Yes
    +0 History (Knowledge) Intelligence Yes
    +0 Legend (Knowledge) Intelligence Yes
    +0 Medicine (Knowledge) Intelligence Yes
    +0 Nature (Knowledge) Intelligence Yes
*   +2 Nobility (Knowledge) Intelligence No
    - Planes (Knowledge) Intelligence No
    +0 Religion (Knowledge) Intelligence Yes
*   +2 Martial Intelligence or Wisdom Yes
*   +2 Perception Wisdom Yes
    +3 Performance Strength, Dexterity, or Charisma Yes
    +0 Persuasion Charisma Yes
    - Prima Wisdom No
*   +5 Sleight of Hand Dexterity Yes
* Expertise +7 Stealth Dexterity Yes
*   +2 Survival Intelligence or Wisdom Yes
    +0 Vehicles, Land Wisdom Yes
    +0 Vehicles, Sea Wisdom No

 

Other Proficiencies

Name Benefit
Thieve's Tools Can add proficiency bonus to thieve's tools checks

 

Languages

Language Fluency
East Midlander Full
High Pressian 1/2
South Midlander 1/2

 

Attunement Slots

In Use Maximum
  1

 

Inventory

Name Amount
Currency
Mundane Items
A rapier, shortbow, quiver of 20 arrows, explorer's pack, 2 daggers, thieve's tools
Magical Items
 
Equipped Items
Leather armor

 

Culture Abilities & Boons

Culture: Clavish
Ability Name Ability Description
Steady You have advantage resisting being Overrun, Shoved, and Tripped
Unyielding Resolve You can reroll one Wisdom saving throw you make. You may do this after you make the roll, but before you determine the results. Once you use this ability, you can't do so again until you finish a short or long rest.

 

Class Abilities & Boons

Class/Level: Ability Name Ability Description
Rogue 1: Light Armor Proficiency Gain proficiency in light armor
Rogue 1: Skill Proficiency x5 Gain proficiency with 5 skills
Rogue 1: Weapon Proficiency x2 Gain proficiency with the rapier, shortbow, and dagger
Rogue 1: Expertise x2 Gain expertise in Acrobatics and Stealth
Rogue 1: Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within reach of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Rogue 1: Thieve's Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

 

Other Boons

Boon Points Remaining = 5
Boon Point Maximum = 5
Boon Name: Cost Benefit
Soldier: 0 Gain proficiency in Martial and Survival
Ability Score Improvement: 2 Constitution +1, 13-> 14
Fleet: 1 Walking Speed +2 meters
Battle Ready: 2 +5 to initiative rolls

 

Spellcasting

Cantrips
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Spells Known/Prepared
                   
Spell Slots
- - - - - - - - - -

 

Other Notes and Features