Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Myria Smoodeaf
Character Name
Wizard 2
Class & Level
Courtier
Background
Lightfoot Halfling
Race
Lawful Neutral
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+2
15
15
+
0
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
-1
9
9
+
0
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
4
2
+
+2
PERCEPTION
1111
+
0
SPEED
25 ft
HIT POINTS
Max:
11
11
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
Token URL:
0 +0
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
-1 -1
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
-1 -1
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
-1 -1
+
0
Performance (Cha)
-1 -1
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Spell Attack+4X+2 X%3%
Quarterstaff+21d6+0 bludgeoning%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
6
KNOWN
14
DC
Cast Mod
3
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
======Cantrips======
Ray of Frost
Light

Minor Illusion

======1st Level======
Sleep
Find Familiar
Mage Armor
Alarm
======Cantrips======
Ray of Frost
Light
Minor Illusion

======1st Level======
Sleep
Find Familiar
Mage Armor
Alarm
SPELLCASTING
[+instructions]
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: Advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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.

A r c a n e T r a d i t i o n
S c h o o l o f A b j u r a t i o n
A b j u r a t i o n Sa v a n t
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an abjuration

spell into your spellbook is halved.

A r c a n e W a r d
When you cast an abjuration
spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a
number of hit points equal to twice the level of the spell.
O nce you create the ward, you can't create it again
until you finish a long rest.
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: Advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

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.

A r c a n e T r a d i t i o n
S c h o o l o f A b j u r a t i o n
A b j u r a t i o n Sa v a n t
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an abjuration
spell into your spellbook is halved.

A r c a n e W a r d
When you cast an abjuration
spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a
number of hit points equal to twice the level of the spell.
O nce you create the ward, you can't create it again
until you finish a long rest.
FEATURES & TRAITS
d6
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Quarterstaff
Component Pouch
Explorer's Pack
Spellbook
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
Languages: Common, Halfling
PROFICIENCIES & LANGUAGES
Thinking is for other people. I prefer action.
PERSONALITY TRAITS
Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
IDEALS
I will do anything to protect the mage guild where I served.
BONDS
I'd rather eat my spellbook than admit when I'm wrong.
FLAWS
 
Myria was born to in a poor docking district. She spent her early days working in the same smith shop her father was employed at, doing general labor. When money was particularly tight she was walking through alleys when she overheard a Tanner hiring some criminals to sabotage a competitor. She made her way to the other competitor and parlayed her knowledge into become a wizard apprentice. She now travels the world, in search of power and loot.
DESCRIPTION & EXTRA INFO

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