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5th Edition Character Sheet

Create and save a character sheet for 5e D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see. 2024 Edition Here.

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Alexandre Sheldon
Character Name
Sorcerer 3
Class & Level
Pirate
Background
Rock Gnome
Race
Neutral Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+1
12
11
+
1
(Race)
INTELLIGENCE
+3
16
14
+
2
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1010
+
0
SPEED
25 ft
HIT POINTS
Max:
21
21
TEMP HP
0
POINT BUY
26
Picture URL:
0
Token URL:
-1 -1
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
-1 -1
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Light Crossbow+41d8+2 piercing80/320
Dagger+41d4+2 piercing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
12
DC
Cast Mod
4
Cantrip:
4
/
1st:
2
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Gnome Cunning: Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

(2 Würfel, der gößere Wert zählt)

Artificer's Lore: 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.

Tinker: Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).

Class


Spellcasting Focus: Arcane Focus

Dragon Ancestor, Gold: Fire damage type. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience: At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Cost: 2 points, 1st. 3 points, 2nd. 5 points, 3rd. 6 points, 4th. 7 points, 5th.

Cantrips:

Acid Splash

Casting Time: Action
Range: 60 feet
Components: VS
Duration: Instantaneous

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

Mage Hand

Casting Time: Action
Range: 30 feet
Components: VS
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.


Mending

Casting Time: 1 minute
Range: Touch
Components: VSM
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Shocking Grasp

Casting Time: Action
Range: Touch
Components: VS
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spells

Lv1

Charm Person
Casting Time: Action
Range: 30 feet
Components: VS
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.


Thunderwave

Casting Time: Action
Range: Self
Components: VS
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Lv 2

Blindness/Deafness

Casting Time: Action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Scorching Ray

Casting Time: Action
Range: 120 feet
Components: VS
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.


[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Gnome Cunning:[/b] Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
(2 Würfel, der gößere Wert zählt)

[b]Artificer's Lore:[/b] 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.

[b]Tinker:[/b] Proficiency with artisan's tools (tinker's tools). Spend 1 hour and 10 gp to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function if you dismantle it or after 24 hours unless you spend an hour repairing it. You can reclaim the materials used to create it. You can have up to three such devices active at a time. Can be a Clockwork Toy (moves randomly with sounds), Fire Starter (light flames), or Music Box (play music).

[b]Class[/b]


[b]Spellcasting Focus:[/b] Arcane Focus

[b]Dragon Ancestor, Gold:[/b] Fire damage type. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

[b]Draconic Resilience:[/b] At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

[b]Sorcery Points:[/b] You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

[b]Flexible Casting:[/b] You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Cost: 2 points, 1st. 3 points, 2nd. 5 points, 3rd. 6 points, 4th. 7 points, 5th.

[b]Cantrips:

Acid Splash[/b]

Casting Time: Action
Range: 60 feet
Components: VS
Duration: Instantaneous

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take [1d6] acid damage.

[b]Mage Hand[/b]

Casting Time: Action
Range: 30 feet
Components: VS
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.


[b]Mending[/b]

Casting Time: 1 minute
Range: Touch
Components: VSM
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

[b]Shocking Grasp[/b]

Casting Time: Action
Range: Touch
Components: VS
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes [1d8] lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by [1d8] when you reach 5th level ([2d8]), 11th level ([3d8]), and 17th level ([4d8]).


[b]Spells

Lv1 [/b]

Charm Person
Casting Time: Action
Range: 30 feet
Components: VS
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.


[b]Thunderwave[/b]

Casting Time: Action
Range: Self
Components: VS
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes [2d8] thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [1d8] for each slot level above 1st.



[b]Lv 2

Blindness/Deafness[/b]

Casting Time: Action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


[b]Scorching Ray[/b]

Casting Time: Action
Range: 120 feet
Components: VS
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes [2d6] fire damage.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.


FEATURES & TRAITS
d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Light Crossbow
2 Daggers
20 Bolts
Component Pouch
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
Languages: Common, Gnomish
PROFICIENCIES & LANGUAGES
When I set my mind to something, I follow through no matter what gets in my way.
PERSONALITY TRAITS
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
IDEALS
Nothing is more important than the other members of my hermitage, order, or association.
BONDS
I turn tail and run when things go bad.
FLAWS
 
His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. A gifted student he started as a Sellsword, but he got bored and became a Weaver. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature scimitar.
DESCRIPTION & EXTRA INFO
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