Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Morgan Sharpeyes 2
Character Name
Wizard 3
Class & Level
Sage
Background
Owlin
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
15
15
+
0
(Race)
CONSTITUTION
+2
15
14
+
1
(Race)
INTELLIGENCE
+3
17
15
+
2
(Race)
WISDOM
-1
8
8
+
0
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
12
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
99
+
SPEED
30 ft
HIT POINTS
Max:
9
9
TEMP HP
POINT BUY
25
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
-1 -1
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
-1 -1
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
-1 -1
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
-1 -1
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
10
KNOWN
13
DC
Cast Mod
3
Cantrip:
4
/
4
1st:
3
/
23
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial (Owlin)

Darkvision: You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Flight: Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Silent Feathers: You have proficiency in the Stealth skill.

Background (Sage)

Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Class (Wizard)

Spellbook: Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.


Cantrip Formulas: You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ritual Casting: You can cast wizard spells as rituals.

Spellcasting Focus: Arcane Focus

Arcane Recovery: Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Arcane School: Divination

Divination Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook or to create a spell scroll of a Divination spell is halved. Additionally, whenever you finish a short rest, you can unprepared one of your prepared spells in order to prepare a Divination spell in your spellbook.

Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can use your reaction to replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 60 feet of you with one of these foretelling rolls. You must choose to do so before the roll. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination (The Cascade): Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

Third Eye: Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a short or long rest.

Darkvision. You gain darkvision out to a range of 60 feet and blindsight out to a range of 10 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Additionally, you can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Observing. You can read any language and you can add your Intelligence modifier to any Perception check you make.

[b]Racial (Owlin)[/b]

[b]Darkvision:[/b] You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

[b]Flight:[/b] Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

[b]Silent Feathers:[/b] You have proficiency in the Stealth skill.

[b]Background (Sage)[/b]

[b]Researcher:[/b] When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

[b]Class (Wizard)[/b]

[b]Spellbook:[/b] Your spellbook is the repository of the wizard spells you know. It takes 2 hours and costs 50 gp per level of the spell to add it to your book.


[b]Cantrip Formulas:[/b] You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

[b]Ritual Casting:[/b] You can cast wizard spells as rituals.

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

[b]Arcane Recovery:[/b] Once per day after a short rest, you can choose expended spell slots to recover. The combined level of spell slots must be equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

[b]Arcane School: Divination[/b]

[b]Divination Savant:[/b] Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook or to create a spell scroll of a Divination spell is halved. Additionally, whenever you finish a short rest, you can unprepared one of your prepared spells in order to prepare a Divination spell in your spellbook.

[b]Portent:[/b] Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two [d20]s and record the numbers rolled. You can use your reaction to replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 60 feet of you with one of these foretelling rolls. You must choose to do so before the roll. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

[b]Expert Divination (The Cascade):[/b] Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

[b]Third Eye:[/b] Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a short or long rest.

[i]Darkvision.[/i] You gain darkvision out to a range of 60 feet and blindsight out to a range of 10 feet.

[i]Ethereal Sight.[/i] You can see into the Ethereal Plane within 60 feet of you. Additionally, you can see invisible creatures and objects within 10 feet of you that are within line of sight.

[i]Greater Observing.[/i] You can read any language and you can add your Intelligence modifier to any Perception check you make.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
2
Dagger
1
1
Healer's Kit
3
Total: 5.2 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
10
PP
0
WEALTH
Weapon Proficiencies: dagger, dart, light crossbow, quarterstaff, sling


Languages: Common, Elvish, Gnomish, Sylvan
PROFICIENCIES & LANGUAGES
I use polysyllabic words that convey the impression of great eriudition.

I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
PERSONALITY TRAITS
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
IDEALS
I've been searching my whole life for the answer to a certain question.
BONDS
I speak without really thinking through my words, invariably insulting others.
FLAWS
 
Jaxi lived on a farm with her father, near the main road leading to a nearby town. Her first spouse was a Baker, they had one daughter, but her spouse won total custody. Without her spouse to temper her she grew out of control. She has gone from town to town till she finds a spot where she can set up a sustainable business.
DESCRIPTION & EXTRA INFO

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