Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Mastema Fear
Character Name
Sorcerer 100
Class & Level
Knight of the Order
Background
Tiefling
Race
Chaotic Good
Alignment
100
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+363
737
394
+
343
(Race)
DEXTERITY
+147
305
19
+
286
(Race)
CONSTITUTION
+273
557
134
+
423
(Race)
INTELLIGENCE
+9248769
18497548
10
+
18497538
(Race)
WISDOM
+607
1225
1223
+
2
(Race)
CHARISMA
+115
241
18
+
223
(Race)
ARMOR CLASS
100
INITIATIVE
+
+342
PROFICIENCY
+
6
6
+
0
PERCEPTION
617617
+
0
SPEED
30 ft
HIT POINTS
Max:
103
103
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
363 +363
+
0
Strength
+
0
Dexterity
+
0
Constitution
9248769 +9248769
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
0
Global Bonus
Saving Throws
147 +147
+
0
Acrobatics (Dex)
607 +607
+
0
Animal Handling (Wis)
9248775 +9248775
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
9248769 +9248769
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
9248769 +9248769
+
0
Investigation (Int)
+
0
Medicine (Wis)
9248769 +9248769
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
9248769 +9248769
+
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+101d8+4 piercing80/320
Dagger+101d4+4 piercing20/60
Demon's Bane+32421d97+382 piercing3888/24324
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
15
KNOWN
129
DC
Cast Mod
6
Cantrip:
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
3
/
3
4th:
3
/
3
5th:
2
/
2
6th:
2
/
2
7th:
1
/
1
8th:
1
/
1
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Hellish Resistance: You have resistance to fire damage.

Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Elemental Affinity (Draconic): When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Dragon Wings: You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Draconic Presence (Draconic): As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Hellish Resistance:[/b] You have resistance to fire damage.

[b]Infernal Legacy:[/b] You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

[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. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

[b]Quickened Spell:[/b] When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

[b]Twinned Spell:[/b] When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

[b]Elemental Affinity (Draconic):[/b] When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

[b]Heightened Spell:[/b] When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

[b]Dragon Wings:[/b] You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

[b]Subtle Spell:[/b] When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

[b]Draconic Presence (Draconic):[/b] As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
FEATURES & TRAITS
d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Demon's Bane
38 Magic Crystals
Light Crossbow
2 Daggers
20 Bolts
Component Pouch
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
39642gp
WEALTH
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows, Demon's Banes
Languages: Common, Infernal
PROFICIENCIES & LANGUAGES
I feel far more comfortable around animals than people.
PERSONALITY TRAITS
Greater Good. Our lot is to lay down our lives in defense of others. (Good)
IDEALS
The workshop where I learned my trade is the most important place in the world to me.
BONDS
I enjoy killing too much
FLAWS
 
From birth he was tutored by a cruel and relentless mentor. He moved from fad to fad and when he turned 15 he discovered poetry. He remains aloof and afraid to be herself due to all the ideals others have placed upon him.
DESCRIPTION & EXTRA INFO

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