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Kalyssa Morrison in Dungeons & Dragons 5e

Kalyssa Morrison

4 Level (0/6500 XP for level-up) Noble Background Changeling Race / Species / Heritage Neutral Good Alignment
Fighter
Level 4
Hit Dice: 4/4
1d10+2 Class 1

STR 16

+3

DEX 14

+2

CON 14

+2

INT 10

+0

WIS 8

-1

CHA 14

+2

50
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+4 Deception CHA
+2 History INT
-1 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
-1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Gravemaker of a Thousand Echoes +5 STR 3D8+12+3 Slashing
 Additional 3D8 Necrotic Damage Per Soul Contract Established
Light Crossbow +5 STR 1D8+3+3 Piercing
 Range (80/320)
Javelin +5 STR 1D6+3+3 Piercing
 Range (30/120)
Unarmed Strike +5 STR 4+3 Bludgeoning
Attacks
Features & Traits-

Class Features-
Great Weapon Fighting Style- When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Second Wind- You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.

Action Surge- You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Tactical Mind- You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.

Manifest Echo- You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the echo in the following ways:
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Unleashed Incarnation- You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Feats-

Tough- Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

Racial Traits-
Shape Changer- As an action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another playable species, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn't change your clothing and equipment.
While shape-shifted with this trait, you have Advantage on Charisma checks.
You stay in the new form until you take an action to revert to your true form.

Changeling Instinct- Thanks to your connection to the fey realm, you gain proficiency in two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Position of Privilege- Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Features & Traits
Equipment-
Chain Mail Armor
Gravemaker of a Thousand Echoes
Light Crossbow
Javelins (x5)
Backpack
Bedroll
Mess kit
Tinderbox
10 Torches
10 Days of Rations
Waterskin
50 Feet of Hempen Rope

Fine Clothes
Signet Ring
Necklace
Scroll of Pedigree
Purse

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages-
Common
Elvish
Celestial
Infernal

Proficiencies-
Light, Medium, Heavy Armor, and Shield
Unarmed Strike
All Simple Weapons
All Martial Weapons
Dice Gaming Set
Athletics
Deception
History
Intimidation
Perception
Persuasion

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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