Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Naill Ilphelkiir
Character Name
Wizard 20
Class & Level
Cloistered Scholar
Background
Aasimar
Race
Neutral Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+5
20
18
+
2
(Race)
DEXTERITY
+5
20
18
+
2
(Race)
CONSTITUTION
+5
20
18
+
2
(Race)
INTELLIGENCE
+5
20
18
+
2
(Race)
WISDOM
+5
20
18
+
2
(Race)
CHARISMA
+5
20
18
+
2
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
10
6
+
4
PERCEPTION
2525
+
0
SPEED
50 ft
HIT POINTS
Max:
120
120
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
7 +7
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+2
+
2
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
5
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Spell Attack+11X+5 X%3%
Quarterstaff+61d6+0 bludgeoning%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
22
KNOWN
23
DC
Cast Mod
20
Cantrip:
4
/
1st:
3
/
2nd:
3
/
3rd:
3
/
4th:
3
/
5th:
2
/
6th:
2
/
7th:
1
/
8th:
1
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Keen Senses: Proficiency in the Perception skill.

Fey Ancestry: 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.

Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: know one cantrip of your choice from the wizard spell list.

Extra Language: You know one extra language

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.

Evocation Savant: The gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells (Evocation): When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip (Evocation): When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation: You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel (Evocation): When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Spell Mastery: Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Keen Senses:[/b] Proficiency in the Perception skill.

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

[b]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.

[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.

[b]Extra Language:[/b] You know one extra language

[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]Evocation Savant:[/b] The gold and time you must spend to copy an evocation spell into your spellbook is halved.

[b]Sculpt Spells (Evocation):[/b] When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

[b]Potent Cantrip (Evocation):[/b] When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

[b]Empowered Evocation:[/b] You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

[b]Overchannel (Evocation):[/b] When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

[b]Spell Mastery:[/b] Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
FEATURES & TRAITS
d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Quarterstaff
Component Pouch
Explorer's Pack
Spellbook
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
2500000000000000000gp
WEALTH
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
Languages: Common, Elvish, Sylvan
PROFICIENCIES & LANGUAGES
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
PERSONALITY TRAITS
Self-Knowledge. If you know yourself, there're nothing left to know. (Any)
IDEALS
Everything I do is for the common people.
BONDS
The tyrant who rules my land will stop at nothing to see me killed.
FLAWS
 
Naill was born with his mother's beautiful face. His family was turned out during the war. He and his family wandered south to less war torn lands. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature axe.
DESCRIPTION & EXTRA INFO

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