Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
William Belle
Character Name
Fighter 5
Class & Level
Haunted One
Background
Human
Race
Chaotic Neutral
Alignment
N/A
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
15
+
1
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
-1
9
8
+
1
(Race)
WISDOM
+2
14
12
+
2
(Race)
CHARISMA
+0
11
10
+
1
(Race)
ARMOR CLASS
17
INITIATIVE
+
PROFICIENCY
+
3
3
+
PERCEPTION
1515
+
SPEED
30 ft
HIT POINTS
Max:
34
34
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
6 +6
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
-1 -1
+
Religion (Int)
+
Sleight of Hand (Dex)
+
DIS
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
2
KNOWN
13
DC
Cast Mod
2
Cantrips
3
/
3
1st
0
/
0
2nd
0
/
0
3rd
0
/
0
4th
0
/
0
5th
0
/
0
6th
0
/
0
7th
0
/
0
8th
0
/
0
9th


Magical Items


Glitter Bomb (x3)
- If thrown on the ground, objects and affected creatures sparkle with dim shimmers. -effectively giving light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
- If thrown at an enemy, (targeting eyes) it’s a ranged attack (+dex+proficiency modifier). If it hits, it gives the target the Blinded effect until the bomb throwers next turn.

If the affected creature is a Plasmoid or other particle-weak race, they take 2d4 radiant damage.

+ Blinded Condition Effects:
- A blinded creature can’t see and automatically fails any ability check that requires sight.

- Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.


All Or Nothing Coin
-Once per day, instead of rolling a d20, you can flip a coin.
Heads (Highs) = Critical hit; Tails (Lows) = Critical Fail

(CURRENTLY HELD BY FITZ)


Stolen cookies (x2)
- +1d4 healing


Wisp's Info:


- AC 16

- Same base stats as Will

- Wisp is the force inside of Will that allows for their magic abilities. When ordered to, he will echo Will's attacks. Even though he can interact with the world physically, if given the choice he specializes in spellcasting. (please god let him have an attacking spell)




Wisp's Spells:



Thunderclap: (1 Action, Self, Instantaneous)
You create a burst of thunderous sound.
- This can be heard 100 feet away.

- Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.


Shape Water: (1 Action, 30ft, Instantaneous/1hr)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. interesting concept to make "poisoned water" (pitch black)

- You freeze the water in a cube or unique shape, provided that there are no creatures in it. The water unfreezes in 1 hour.


Create or Destroy Water: (x1/day) (1 Action, 30ft, Instantaneous)
You either create or destroy water.
Create Water:
-You create up to 10 gallons of clean water within range in an open container.
-Alternatively, the water falls as rain in a ≤ 30-foot cloud within range, capable of extinguishing exposed flames in the area.
Destroy Water:
- You destroy up to 10 gallons of water in an open container within range.

- Alternatively, you destroy fog in a 30-foot cube within range.


Invisibility: (x1/day) (1 Action, Touch, Concentration/1hr)
- A creature or object you touch becomes invisible until the spell ends.
- Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

- The spell ends for a target that attacks or casts a spell.

+Invisible Condition Effects:
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. - The creature’s location can be detected by any noise it makes or any tracks it leaves.

- Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.


Cause Fear: (x1/day)(1 Action, 60ft/Eyesight, Lasts 1min/6 turns)
You awaken the sense of mortality in one creature you can see within range.
- A construct or an undead is immune to this effect.
- The target must succeed on a Wisdom saving throw (DC 12) or become frightened of you until the spell ends.

- The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

+Frightened Condition Effects:
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can’t willingly move closer to the source of its fear.
---
[b]Magical Items[/b]
---

[b] Glitter Bomb[/b] (x3)
- If thrown on the ground, objects and affected creatures sparkle with dim shimmers. -effectively giving light in a 10-foot radius.
[b]Any attack roll against an affected creature or object has advantage[/b] if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
- If thrown at an enemy, [b](targeting eyes) [/b] it’s a ranged attack (+dex+proficiency modifier). If it hits, it gives the target the [b]Blinded[/b] effect until the bomb throwers next turn.
If the affected creature is a [b]Plasmoid[/b] or other particle-weak race, they take [b][2d4] radiant damage.[/b]

+ Blinded Condition Effects:
- A blinded creature can’t see and [b]automatically fails any ability check that requires sight.[/b]
- Attack rolls [b]against the creature have advantage,[/b] and [b]the creature’s attack rolls have disadvantage.[/b]


[b]All Or Nothing Coin[/b]
-Once per day, instead of rolling a [d20], you can flip a coin.
Heads (Highs) = Critical hit; Tails (Lows) = Critical Fail
(CURRENTLY HELD BY FITZ)


[b]Stolen cookies[/b] (x2)
- +1d4 healing
---

[b]Wisp's Info:[/b]
---
- AC 16
- Same base stats as Will

- Wisp is the force inside of Will that allows for their magic abilities. When ordered to, he will echo Will's attacks. Even though he can interact with the world physically, if given the choice he specializes in spellcasting. (please god let him have an attacking spell)


---
[b]Wisp's Spells:[/b]

---
[b]Thunderclap:[/b] (1 Action, Self, Instantaneous)
You create a burst of thunderous sound.
- This can be heard 100 feet away.
- Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes [1d6] thunder damage.


[b]Shape Water:[/b] (1 Action, 30ft, Instantaneous/1hr)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. [b]interesting concept to make "poisoned water" (pitch black)[/b]
- You freeze the water in a cube or unique shape, provided that there are no creatures in it. The water unfreezes in 1 hour.


[b]Create or Destroy Water: (x1/day)[/b] (1 Action, 30ft, Instantaneous)
You either create or destroy water.
[b]Create Water:[/b]
-You create up to 10 gallons of clean water within range in an open container.
-Alternatively, the water falls as rain in a ≤ 30-foot cloud within range, capable of extinguishing exposed flames in the area.
[b]Destroy Water:[/b]
- You destroy up to 10 gallons of water in an open container within range.
- Alternatively, you destroy fog in a 30-foot cube within range.


[b]Invisibility: (x1/day)[/b] (1 Action, Touch, Concentration/1hr)
- A creature or object you touch becomes invisible until the spell ends.
- [b]Anything the target is wearing or carrying is invisible[/b] as long as it is on the target’s person.
- The spell ends for a target that attacks or casts a spell.

+Invisible Condition Effects:
- An invisible creature is [b]impossible to see without the aid of magic[/b] or a special sense. For the purpose of hiding, the creature is heavily obscured. - The creature’s location [b]can be detected by any noise it makes or any tracks it leaves.[/b]
- [b]Attack rolls against the creature have disadvantage,[/b] and [b]the creature’s attack rolls have advantage.[/b]


[b]Cause Fear: (x1/day)[/b](1 Action, 60ft/Eyesight, Lasts 1min/6 turns)
You awaken the sense of mortality in one creature you can see within range.
- A construct or an undead is [b]immune[/b] to this effect.
- [b]The target must succeed on a Wisdom saving throw (DC 12) or become frightened of you until the spell ends.[/b]
- The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

+Frightened Condition Effects:
- [b]A frightened creature has disadvantage on ability checks and attack rolls[/b] while the source of its fear is within line of sight.
- The creature [b]can’t willingly move closer to the source of its fear.[/b]
SPELLCASTING
[+instructions]
Race:
Human
- +1 to all stats
- 30ft movement
- Gain feat at lvl 1


Feats:

Shadow Touched:
-Increase your Intelligence, Wisdom, or Charisma score by 1.
-You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. No spell slot requirements, both spells are single use per day

Invisibility, Cause Fear

Magic Initiate:
-Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
-In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Thunderclap, Shape Water, Create/Destroy Water


Fighter: (Class)


Fighting Style: Defense
(+1 AC from normal 16 chain meal)

-Chain meal (Will's Bell) gives disadvantage on stealth rolls.

Second Wind:

-You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. (1d10+3)

-Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge:

-Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.


Echo Knight (Subclass)

At 3rd level, 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. (16 AC) If it has to make a saving throw, it uses your saving throw bonus for the roll.

-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.

-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Race:[/b]
Human
- [+1] to all stats
- 30ft movement
- Gain feat at lvl 1
---

[b]Feats:[/b]

[b]Shadow Touched:[/b]
-Increase your Intelligence, [b]Wisdom,[/b] or Charisma score by 1.
-You learn the [b]Invisibility[/b] spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. No spell slot requirements,[b] both spells are single use per day
Invisibility, Cause Fear[/b]

[b]Magic Initiate:[/b]
-Choose a class: bard, cleric, [b]druid[/b], sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
-In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
[b]Thunderclap, Shape Water, Create/Destroy Water[/b]
---

[b]Fighter:[/b] (Class)


[b] Fighting Style: Defense
(+1 AC from normal 16 chain meal) [/b]
-Chain meal (Will's Bell) gives [b]disadvantage[/b] on stealth rolls.

[b]Second Wind:[/b]
-You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a [b]bonus action to regain hit points equal to [1d10] + your fighter level. ([1d10+3])[/b]

-Once you use this feature, you must finish a short or long rest before you can use it again.

[b]Action Surge:[/b]
-Starting at 2nd level, you can push yourself beyond your normal limits for a moment. [b]On your turn, you can take one additional action.[/b]

---

[b]Echo Knight[/b] (Subclass)

At 3rd level, you can use a [b]bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you.[/b] 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 [b]incapacitated.[/b]

[b]-Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. (16 AC)[/b] If it has to make a saving throw, it uses your saving throw bonus for the roll.

-As a [b]bonus action, you can teleport,[/b] magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.

-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
FEATURES & TRAITS
d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Metal Blade (great sword)
1
Fitz’ mothers plate (shattered)
1
Benny’s plate
2
Cookies
3
Glitter Bombs
1
Cursed Emerald Ring
Total: 0.78 lbs
EQUIPMENT
CP
0
SP
13
EP
0
GP
26
PP
0
WEALTH
Proficiencies: All armor, shields, all simple+martial weapons
Languages: Common, Thieves Cant, Sign
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
notes:

5’3 hello kitty boy
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