Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Zeke Zorander
Character Name
Sorcerer 15
Class & Level
Entertainer
Background
Human
Race
Chaotic Neutral
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
10
+
1
(Race)
DEXTERITY
+2
14
13
+
1
(Race)
CONSTITUTION
+4
19
18
+
1
(Race)
INTELLIGENCE
+2
15
14
+
1
(Race)
WISDOM
+3
17
16
+
1
(Race)
CHARISMA
+4
19
18
+
1
(Race)
ARMOR CLASS
12 (17)
INITIATIVE
+
5
PROFICIENCY
+
5
5
+
PERCEPTION
1313
+
SPEED
HIT POINTS
Max:
180
180
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
0 +0
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
Global Hit Bonus
+
Global Damage Bonus
ATTACKS & SPELLS
14
KNOWN
17
DC
Cast Mod
6
Blade Ward,
Chill Touch,
Mind Sliver,
Fire Bolt, Green-Flame Blade, Minor Illusion
4
/
4
Shield, Magic Missile, False Life, Chaos Bolt
3
/
3
Suggestion, Mirror Image
3
/
3
Enemies Abound, Dispel Magic
3
/
3
Dimension Door, Charm Monster
2
/
2
Wall of Light, Immolation, Animate Objects
1
/
1
Mental Prison
1
/
1
Etherealness,
Delayed Blast Fireball
1
/
1
/
(at Lv17)
Time Stop
SPELLCASTING
[+instructions]

Spellcasting

Spellcast Ability
(Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier)

Tough (Lv 4)

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Actor (Lv 8 Feat)
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Alert (Lv 12 Feat)
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.

Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Sorcerous Origin:

Wild Magic

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

(Check Table elsewhere)

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Font Of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have a max sorcery points equal to your sorcerer level. You can use these points to turn into spell slots, or you can turn spell slots into points as a bonus action.
Lv1 = 2p, Lv2 = 3p, Lv3 = 5p, Lv4 = 6p, Lv5 = 7p

(no higher than level 5 spells)

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell (Lv3)

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.

Twinned Spell (Lv3)

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.

Transmuted Spell (Lv10)
TCE p66

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Magical Guidance (Lv5)

You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.


-Not Applied Yet-

Defensive Duelist (Lv16 Feat)

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

(Lv19 Feat)

+1 Con, +1 Cha

Heightened Spell (Lv17 MetaM)

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.

Spell Bombardment (Wild)

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Feats to consider:
Cruel
You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.

You can roll a cruelty die under any of the following circumstances, with the indicated result:

When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.
When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.
You regain all spent cruelty dice when you finish a long rest.
Spellcasting

Spellcast Ability
(Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier)

Tough (Lv 4)
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Actor (Lv 8 Feat)
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Alert (Lv 12 Feat)
Always on the lookout for danger, you gain the following benefits:
You gain a [+5] bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Sorcerous Origin:
Wild Magic

Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a [d20]. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
(Check Table elsewhere)

Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Font Of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have a max sorcery points equal to your sorcerer level. You can use these points to turn into spell slots, or you can turn spell slots into points as a bonus action.
Lv1 = 2p, Lv2 = 3p, Lv3 = 5p, Lv4 = 6p, Lv5 = 7p
(no higher than level 5 spells)

Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell (Lv3)
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.

Twinned Spell (Lv3)
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.

Transmuted Spell (Lv10)
TCE p66
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Magical Guidance (Lv5)
You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the [d20], and you must use the new roll, potentially turning the failure into a success.

Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll [1d4] and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.


-Not Applied Yet-

Defensive Duelist (Lv16 Feat)
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

(Lv19 Feat)
+1 Con, +1 Cha

Heightened Spell (Lv17 MetaM)
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.

Spell Bombardment (Wild)
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Feats to consider:
Cruel
You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are [d6]s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.
You can roll a cruelty die under any of the following circumstances, with the indicated result:

When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.
When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.
You regain all spent cruelty dice when you finish a long rest.
FEATURES & TRAITS
1d6
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Quarterstaff
1
Explorer's Pack
2
Daggers
-Cloak of Invisibility
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

-Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

-Amulet of Health (1 lb)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

-Boots of Levitation
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

-Brooch of Shielding
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

-Ring of Evasion
This ring has 3 charges, and it regains [1d3] expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

-Ring of Invisibility
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

-Ring of Mind Shielding
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

-Ring of Necrotic Resistance
You have resistance to necrotic damage while wearing this ring. The ring is set with jet.

-Ring of Spell Storing
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains [1d6] - 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
(Storage:

-Robe of Eyes (Not in effect until Cloak of Invisibility is removed)
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

-During Boss Fight-
Corrupt Amulet of Supreme Magic
While wearing this amulet, spells cast as level 1, 2, and 3 spells are treated like cantrips and do not require spell slots. For spells of higher levels, all of your combined spell slots are grouped as one count, and any of your spells can be cast from these slots. However, using a spell of 9th level causes a 60% chance of the amulet possessing the wearer and taking control of their body. Every attuned magical item they are wearing increases this by 5%. (In this case, 5% * 11 items = +55%) While the amulet has control, it will use spells known to the host at random in an attempt to destroy any creature it sees. It will keep hold of its host until it is unable to cast any form of magic or it is removed somehow. Dispell Magic and similar spells can disable it for 24 hours, but mundane objects cannot cause physical damage to it, and it can only be destroyed with Wish, Divine Word, Shatter (at 7th level), Heat Metal (if sustained to melt the amulet), Chaos Bolt, or Chill Touch. When destroyed, an explosion of magic is released, causing 10d4 force damage to all creatures in a 20 ft area.
Total: 1 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
50
PP
0
WEALTH
daggers, darts, slings, quarterstaffs, light crossbows,
Common, Elvish,
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Base Stats: Str (10), Dex (13), Con (18), Int (14), Wis (16), Chr (17)
DESCRIPTION & EXTRA INFO

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