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
Eric (Black) Ribborten
Character Name
Wizard 5
Class & Level
Prince
Background
Frog
Race
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
10
+
1
(Race)
DEXTERITY
+3
16
13
+
3
(Race)
CONSTITUTION
+0
11
8
+
3
(Race)
INTELLIGENCE
+5
20
15
+
5
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+0
10
9
+
1
(Race)
ARMOR CLASS
12
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1515
+
0
SPEED
30 ft
HIT POINTS
Max:
52
28
TEMP HP
0
POINT BUY
24
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)
+
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)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Quarterstaff+31d6+0 bludgeoning5
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
11
KNOWN
16
DC
Cast Mod
4
Cantrip:
4
/
1st:
3
/
2nd:
2
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

Cantrips:

Chill Touch: (120 feet)

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

11th level (3d8), and 17th level (4d8).

Mending:

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Poison Spray: (10 feet)

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 2d12 poison damage.

11th level (3d12), and 17th level (4d12).

True Strike: (30 feet)

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.


Spells:

Healing Word: lv 1

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Inflict Wounds: lv 1 (Touch)

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Puppet: lv 1 (120 feet):

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Mind Thrust: lv 2 (bonus action) (60 feet)

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them

Ray of Enfeeblement: lv 2

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Major Image: lv 3 (120 feet)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

LATER: Bestow Curse: lv 3

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Cantrips:

Chill Touch: (120 feet)

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes [2d8] necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

11th level ([3d8]), and 17th level ([4d8]).

Mending:

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Poison Spray: (10 feet)

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take [2d12] poison damage.

11th level ([3d12]), and 17th level ([4d12]).

True Strike: (30 feet)

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.


Spells:

Healing Word: lv 1

A creature of your choice that you can see within range regains hit points equal to [1d4] + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by [1d4] for each slot level above 1st.

Inflict Wounds: lv 1 (Touch)

Make a melee spell attack against a creature you can reach. On a hit, the target takes [3d10] necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [1d10] for each slot level above 1st.

Puppet: lv 1 (120 feet):

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Mind Thrust: lv 2 (bonus action) (60 feet)

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes [3d6] psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them

Ray of Enfeeblement: lv 2

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Major Image: lv 3 (120 feet)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

LATER: Bestow Curse: lv 3

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra [1d8] necrotic damage to the target.

A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.
SPELLCASTING
[+instructions]

Race

Darkvision: You can see in dim light within 60 feet, only shades of gray.

Swimmer: swimming speed of 30 feet.

Amphibious: You can breathe in both air and water.

Powerful Legs: Your jump height has an additional 10 feet.

Poison Touch: Your skin harbors deadly venom. When you hit a creature with your unarmed strike, the target must make a Constitution saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is poisoned for 1 minute or until they make a successful save against your poison. The creature can repeat its saving throw at the end of each of its turns. You must finish a long rest before you can use this trait again.


Class

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.

[b]Race[/b]

[b]Darkvision:[/b] You can see in dim light within 60 feet, only shades of gray.

[b]Swimmer:[/b] swimming speed of 30 feet.

[b]Amphibious:[/b] You can breathe in both air and water.

[b]Powerful Legs:[/b] Your jump height has an additional 10 feet.

[b]Poison Touch:[/b] Your skin harbors deadly venom. When you hit a creature with your unarmed strike, the target must make a Constitution saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is poisoned for 1 minute or until they make a successful save against your poison. The creature can repeat its saving throw at the end of each of its turns. You must finish a long rest before you can use this trait again.


[b]Class[/b]

[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.
FEATURES & TRAITS
d6
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Quarterstaff
Component Pouch (infinitiv)

Archivist Spectacles:
• advantage to arcana and history knowledge checks
• can read books three times faster
• comprehend languages (reading only)

Explorer's Pack:
• a Backpack
• a Bedroll
• a Mess kit
• a Tinderbox
• 10 torches
• 10 days of Rations
• a Waterskin
• 50 feet of Hempen rope

Spellbook
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
320gp
WEALTH
Proficiencies:
daggers,
darts,
slings,
quarterstaffs,
light crossbows

Languages: Common, Cat, Frog, Fairy
PROFICIENCIES & LANGUAGES
Emo kid, but kind.

Sherlock Holmes: You use your superior intellect to become an incredible detective and have find hidden clues. You could play this as a more non-combat focused, or you could use your knowledge of human anatomy and ability to predict your foes' attacks to take your enemies apart.
PERSONALITY TRAITS
Want to live with his pet in peace and no worries.
IDEALS
I will live my life with no one to love me.
BONDS
Doesn't care about others to an extend (use them)
FLAWS
 
Comes from Ribton and is the first prince. He has a pet Greg axelotel. Is very knowledgeable due to liking books. Hates it when people damage books. Like the cres, but dislikes physical touch, because his siblings were touchy and destroyed a lot of his things.
DESCRIPTION & EXTRA INFO

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