Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Jonny
Character Name
Sorcerer 1
Class & Level
Sage-Professor
Background
Drow Elf
Race
Chaotic
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
11
+
0
(Race)
DEXTERITY
+2
14
12
+
2
(Race)
CONSTITUTION
+2
15
15
+
0
(Race)
INTELLIGENCE
+2
14
14
+
0
(Race)
WISDOM
+0
11
11
+
0
(Race)
CHARISMA
+4
18
17
+
1
(Race)
ARMOR CLASS
12
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
SPEED
30 ft
HIT POINTS
Max:
10
10
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
0 +0
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
Perception (Wis)
+
0
Performance (Cha)
+
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
[+] Name Bonus Damage / Type Range
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
14
DC
Cast Mod
5
Cantrip:
2
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
[b]Cantrips[/b]

[spell]dancing lights[/spell]

[spell]ray of frost[/spell]

[spell]thunderclap[/spell]

[spell]blade ward[/spell]

[spell]poison spray[/spell]


[b]Level 1[/b]

[spell]chaos bolt[/spell]

[spell]false life[/spell]
SPELLCASTING
[+instructions]

-Darkvision 120 ft

-Spellcasting Focus: Arcane focus

-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.

-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.

-Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

-Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

-Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

-Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

-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.
-Darkvision 120 ft

-Spellcasting Focus: Arcane focus

-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.

-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.

-Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

-Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

-Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

-Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

-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.
FEATURES & TRAITS
1d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Common Clothes

Arcane Focus (Staff)

Letter from a dead colleague posing a question that you have yet to be able to answer

Bottle of ink and quill

Dungeoneer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
70gp
WEALTH
Proficiencies:rapiers, shortswords, hand crossbows, daggers, darts, slings, quarterstaff, light crossbow

Languages: Common, Dwarven, Primordial, Elvish
PROFICIENCIES & LANGUAGES
There’s nothing I like more than a good mystery
PERSONALITY TRAITS
No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
IDEALS
I’ve been searching my whole life for the answer to a certain question.
BONDS
I am easily distracted by the promise of information.
FLAWS
 
While Jonny is Drow, they were not raised in Drow society. They were discovered as a young child abandoned in a mineshaft near the UnderDark. The Mountain Dwarf who discovered them took them back and they were raised by the community of Dwarves, which is why they have no last name. Their favorite place to spend time was the library, reading the day away.
DESCRIPTION & EXTRA INFO

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