Kid Kane: Character Level, Race, & Class Experience
Kid Kane: Character Level, Race, & Class Experience
Kid Kane: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
✘
-1
+3 Dexterity
Fighting Style.
✘ +4 Constitution ARMOR CLASS Archery. You gain a +2 bonus to attack rolls you
DEXTERITY
+0 Intelligence
make with ranged weapons.
MAXIMUM HIT DICE TEMPORARY
16 +2 Wisdom
+1 Charisma
12 1d10 Second Wind (Bonus Action—1/Short Rest). You
regain 1d10+1 hp.
CONDITIONAL
+3
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
✘
RT
EXPE
-1 Athletics (Str)
INTELLIGENCE +1 Deception (Cha)
10 +0 History (Int)
+2 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+2 Medicine (Wis)
WISDOM +0 Nature (Int)
14 ✘ +4 Perception (Wis)
+1 Performance (Cha)
+1 Persuasion (Cha)
+2 +0 Religion (Int)
12 ✘ +4 Survival (Wis)
SKILLS
+1 14 PASSIVE PERCEPTION
ADVANTAGE
Crossbow, Light 80/320 +7 vs AC 1d8+3 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading, Two-Handed
Heavy Armor, Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business
when the green dragon’s forces spilled out of the sewers and assailed your home. Many of Phlan’s citizens, young and
old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured.
My patience knows no bounds, so long as my goal is But, either with the help of adventurers or through your own wits and sheer determination, you escaped.
in sight.
Time is a precious resource that I must spend wisely. Rather than flee the region, you’ve chosen to stay and fight. Finding refuge outside the town and the deadly thicket
surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You’ve learned to survive in
dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You’ve grown
accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost
PERSONALITY TRAITS
within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.
IDEAL
BOND
Guerilla
You’ve come to know the surrounding forests,
streams, caves, and other natural features in which
you can take refuge or set up ambushes. You can
quickly survey your environment for advantageous
features. Additionally, you can scavenge around your
natural surroundings to cobble together simple
supplies (such as improvised torches, rope, patches
of fabric, etc.) that are consumed after use.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
Tinker’s Tools 1 10
[Studded Leather] 1 13
Rapier 1 2
Crossbow Bolt 20 1
[Crossbow, Light] 1 5
Caltrops (bag of 20) 1 2
Healer’s Kit 1 3
Clothes, Common 1 3
0 0 0 0 0
49 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Explorer’s Pack Tinker’s Tools Studded Leather
Equipment Packs Tools Armor
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 A set of tinker’s tools is designed to enable you to repair Made from tough but flexible leather, studded leather is
torches, 10 days of rations, and a waterskin. The pack also many mundane objects. Though you can’t manufacture much reinforced with close-set rivets or spikes.
has 50 feet of hempen rope strapped to the side of it. with tinker’s tools, you can mend torn clothes, sharpen a
worn sword, and patch a tattered suit of chain mail.
Components. Tinker’s tools include a variety of hand tools,
thread, needles, a Whetstone, scraps of cloth and leather,
and a small pot of glue.
History. You can determine the age and origin of objects,
even if you have only a few pieces remaining from the
original.
Investigation. When you inspect a damaged object, you
gain knowledge of how it was damaged and how long ago.
Repair. You can restore 10 hit points to a damaged object
for each hour of work. For any object, you need access to the
raw materials required to repair it. For metal objects, you
need access to an open flame hot enough to make the metal
pliable.
TINKER’S TOOLS
Activity DC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise a temporary item using scraps 20
2 lb. Player’s Handbook 1/20 lb. Player’s Handbook 5 lb. Player’s Handbook
As an action, you can spread a bag of caltrops to cover a This kit is a leather pouch containing bandages, salves, and
square area that is 5 feet on a side. Any creature that splints. The kit has ten uses. As an action, you can expend
enters the area must succeed on a DC 15 Dexterity saving one use of the kit to stabilize a creature that has 0 hit
throw or stop moving this turn and take 1 piercing damage. points, without needing to make a Wisdom (Medicine)
Taking this damage reduces the creature’s walking speed check.
by 10 feet until the creature regains at least 1 hit point. A
creature moving through the area at half speed doesn’t
need to make the save.