Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Orchid Glaucus
Character Name
Wizard 16
Class & Level
Hermit
Background
Human
Race
Neutral Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
10
+
1
(Race)
DEXTERITY
+5
20
14
+
6
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+5
20
17
+
3
(Race)
WISDOM
+1
13
12
+
1
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
5
5
+
PERCEPTION
1111
+
SPEED
30 ft
HIT POINTS
Max:
65
65
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
0 +0
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
21
KNOWN
18
DC
Cast Mod
5
Cantrip:
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
3
/
3
4th:
2
/
2
5th:
1
/
1
6th:
1
/
1
7th:
1
/
1
8th:
/
9th:
SPELLCASTING
[+instructions]

Class

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.

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.

Conjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

Minor Conjuration: Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Benign Transportation: Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration: Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Durable Summons: Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

Ability Score Improvement: 2 to int, 4 to dex

Lightly Armoured: You have trained to master the use of light armor, gaining the following benefits.

Increased Dexterity score by 1

You gain proficiency with light armor.
[b]Class[/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]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]Conjuration Savant:[/b] Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

[b]Minor Conjuration:[/b] Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

[b]Benign Transportation:[/b] Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

[b]Focused Conjuration:[/b] Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

[b]Durable Summons:[/b] Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

[b]Ability Score Improvement:[/b] 2 to int, 4 to dex

[b]Lightly Armoured:[/b] You have trained to master the use of light armor, gaining the following benefits.

Increased Dexterity score by 1

You gain proficiency with light armor.
FEATURES & TRAITS
d6
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Quarterstaff
4
1
Component Pouch
2
1
Scholar's Pack
10
1
Spellbook
3
1
An urn containing the ashes of her hero
0
Total: 29 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
500
PP
0
WEALTH
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows, light armor
Languages: Common, Dwarven
PROFICIENCIES & LANGUAGES
I am utterly serene, even in the face of disaster. After all, I have nothing to live for, and the entities might come save me anyway.
PERSONALITY TRAITS
Responsibility. It is my duty to help those, as I have been helped.
IDEALS
I've learned so much of the world through my teacher, and through having a traveling companion in my skull.
BONDS
I don't force my way in life, I let life happen to me more often than not.
FLAWS
 
She was once a young pupil to a well trained teacher. Her master had primarily trained on the land rather than in a school, teaching her pupil some odd but effective methods of survival and magic. Though one day while traveling together they came across an unnaturally large giant centipede. Her master always hated those things even when they were small, let alone giant, or in this case, super giant. "Too many legs, it gives me the ick" she used to say. She took it down but it took her as well. So the young pupil would go on to have a small urn of her teacher wherever she would go. Then came the day something else truly wondorous would happen. THEY visited her. Beings so strange and alien to her, with slimy tentacles. They tattooed the back of her neck, as they had several others around her. The first step. Later you would see these same people not acting as themselves as they had done before. She learned soon though, that this was after the second step. Her day came for that step, as well as for her brother. She at this point felt as though she had nothing to lose, except for the small urn she kept close. So she agreed willingly to go through with the second step, as had her brother, but with the condition that it happens with each of them in a coffin and with the urn around her neck forever. The entities agreed, surprised that a human would ever agree so willingly to giving up their body and consciousness forever. This was an easy deal to make since it would not matter soon and the victim would go without protest.

So the pupil climbed into the coffin and they put what appeared to be a Blue Sea Dragon slug onto each of them before it climbed into their eyes. That was it, everything went dark, until she stood up. She wasn't in control, her body moved on it's on but why was she still conscious? Wasn't she supposed to lose that? Did it take time for the process to finish? Was she lied to, was her conscious still needed for the slug to control her body? No, she was able to lift her own hands, take her own steps. Whenever she stopped controlling though, her body would start moving on it's own. This was weird and not what was expected. Everything seemed normal, the tattoo on her neck changed when the slug entered her, but she shouldn't still be there, yet here she was. The slug obviously told the entities it only had partial control which fascinated them to no end. It was decided she would remain with some control of the body, as a form of experiment. It was either this or dissection, and there was still plenty of time for dissection later. This way, they could learn as much as they could while the test subject was alive. How much magic could they learn? Would this wear out the mind quicker? Will she eventually lose control? All they had to do was wait and study, no matter where she was, they would be watching.

Without knowing what truly became of her brother, and nothing else better to do. She eventually found herself practicing magic at an academy and becoming a teacher to younger minds. She could at least do something good with her life beyond this point and help out others who needed it. She of course, told no one of the little "friend" in her skull, people would look at her a little different after that. So she kept the tattoo mostly covered up and began shaping the minds of the future.

Important notes:

She casts Nystul's Magic Aura almost every morning to hide the "friend" inside her head.

Is used to camping in the wild, albeit with using magic now to make towers, huts, and the like.

She has a demiplane with a clone of herself at about the age of 21 in a very nice coffin and 2 sapphires linked to her urn necklace and grimoire, thanks to Drawmij's Instant Summons. She was taught to do this by the entities as another experiment. She is unsure if the slug will resurrect with her if she dies. She is unsure if the entities know either. She also views this as the furthering of her own studies as to not lose somebody the way she had before. It could be the ultimate defense if it works.

She has focused a lot on conjuration, with supplementary spells like counterspell being taught to her by the other teachers at the academy.

The slug has preferred spells such as chill touch, while Orchid prefers spells such as ray of frost.

She trained to use light armor with her teacher in the wilderness.
DESCRIPTION & EXTRA INFO

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