Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Kyle
Character Name
Sorcerer 8
Class & Level
Noble
Background
Human
Race
Lawful Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
14
+
1
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+5
20
18
+
2
(Race)
INTELLIGENCE
+3
17
16
+
1
(Race)
WISDOM
+3
17
16
+
1
(Race)
CHARISMA
+5
20
18
+
2
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
4
3
+
1
PERCEPTION
1316
+
3
SPEED
30 ft
HIT POINTS
Max:
12
33
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
2 +2
+
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)
+
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
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
15
KNOWN
17
DC
Cast Mod
5
Cantrip:
4
/
1st:
3
/
2nd:
3
/
3rd:
3
/
4th:
1
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Sword Burst
Conjuration cantrip
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 2d6 damage

Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Mending
Transmutation cantrip
Casting Time: 1 action
Range: Touch
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.

Booming Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 2d8 thunder damage, and the spell ends.

Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Sword Burst
Conjuration cantrip
Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 2d6 damage

Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Mending
Transmutation cantrip
Casting Time: 1 action
Range: Touch
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.

Booming Blade
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 2d8 thunder damage, and the spell ends.

Fireball
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
SPELLCASTING
[+instructions]
Sorcerer points: 10
Metamagic
• 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.
• Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
• Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Sorcerer points: 10
Metamagic
• 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.
• Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
• Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
FEATURES & TRAITS
d6
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Monster Drink:d6
d1-Blue-The all spells used for 3 rounds chains to a near by enemy.
d2-White-any spell casted in the next 3 rounds slows the target to 10 ft.
d3-Add the haste for 3 rounds
d4-Adds d4 AC for 3 rounds
d5-Adds d8 of fire damage to all spells casted for 3 round
d6-adds a regen for each turn gain 3 health aply over heal
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
100gp
WEALTH
PROFICIENCIES & LANGUAGES
I'll settle for nothing less than perfection.
PERSONALITY TRAITS
Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
IDEALS
I would lay down my life for the people I served with.
BONDS
I put too much trust in those who wield power within my temple's hierarchy.
FLAWS
 
Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame
Starting at 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
• You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
• Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
• Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.

Phoenix Spark
Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.
DESCRIPTION & EXTRA INFO

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