Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
WITCH BEATRICE
Character Name
Warlock 8
Class & Level
witch
Background
Human
Race
Chaotic Neutral
Alignment
moonlight butterfly
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
9
8
+
1
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+1
12
11
+
1
(Race)
INTELLIGENCE
+4
19
18
+
1
(Race)
WISDOM
+4
18
17
+
1
(Race)
CHARISMA
+5
20
19
+
1
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1414
+
0
SPEED
30 ft
HIT POINTS
Max:
72
72
TEMP HP
D8Xparty
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
-1 -1
+
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)
-1 -1
+
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
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
9
KNOWN
16
DC
Cast Mod
3
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
2
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

c:
eldritch blast
true strike
resistance

mind sliver


spells:

Dissonant Whispers
Tasha's Hideous Laughter
Detect Thoughts
Phantasmal Force
Clairvoyance
Sending
Dominate Beast
Evard's Black Tentacles
elemental bain
Raulothim's Psychic Lance
phyonic blast
invisibility
mirror image
hex
witch bolt
helish rebuke
mind thrust

c:
eldritch blast
true strike
resistance
mind sliver


spells:

Dissonant Whispers
Tasha's Hideous Laughter
Detect Thoughts
Phantasmal Force
Clairvoyance
Sending
Dominate Beast
Evard's Black Tentacles
elemental bain
Raulothim's Psychic Lance
phyonic blast
invisibility
mirror image
hex
witch bolt
helish rebuke
mind thrust
SPELLCASTING
[+instructions]
Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.


Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.


Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a [d4] to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
beatreses talisman (chr for sorceries)

cracked round shirld+1- 3ac

witch outfit
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
WEALTH
Proficiencies: light armor, simple weapons
Languages: Common,
PROFICIENCIES & LANGUAGES
Armor of Shadows
Source: Player's Handbook

You can cast mage armor on yourself at will, without expending a spell slot or material components.
PERSONALITY TRAITS
Protection of the Talisman
Source: Tasha's Cauldron of Everything
Prerequisite: 7th level, Pact of the Talisman feature

When the wearer of your talisman fails a saving throw, they can add a [d4] to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
IDEALS
Eldritch Mind
Source: Tasha's Cauldron of Everything
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
BONDS
Rebuke of the Talisman
Source: Tasha's Cauldron of Everything
Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
FLAWS
 
Spell Expertise
Prerequisites: the ability to cast spells
You have practiced casting a few spells until you are the best in the world at casting them. You gain the following benefits with one spell of 5th level or lower you can cast:


You can cast the spell with your highest spell slot without expending a spell slot or any components once per short or long rest.
If the spell has a casting time of 1 action you can cast it as a bonus action.
You have advantage on spell attack rolls and creatures have disadvantage on saves vs. your spell.

Shield Training (UA)
Source: Unearthed Arcana 73 - Feats

You’ve trained in the effective use of shields. You gain the following benefits:

Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
You gain proficiency with shields.
In combat, you can don or doff a shield as the free object interaction on your turn.
If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.



Spell Sniper
Source: Player's Handbook

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
DESCRIPTION & EXTRA INFO

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