Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Nora Reedfellow
Character Name
Druid 10
Class & Level
Knight of the Order
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
14
+
2
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+4
19
19
+
0
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
4
4
+
0
PERCEPTION
1414
+
0
SPEED
25 ft
HIT POINTS
Max:
54
54
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
-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)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Scimitar+71d6+3 slashing5
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
14
KNOWN
16
DC
Cast Mod
4
Cantrip:
4
/
1st:
3
/
2nd:
3
/
3rd:
3
/
4th:
2
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Evards Black Tentacles
Casting Time: Action
Range: 90 feet
Components: VSM
Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20 foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Polymorph
Casting Time: Action
Range: 60 feet
Components: VSM
Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Speak with plants
Casting Time: Action
Range: Self
Components: VS
Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.

Fireball
3rd level Evocation (Sorcerer Wizard )
Casting Time: Action
Range: 150 feet
Components: VSM
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels.When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Create Food and Water
3rd level Conjuration (Paladin Cleric )
Casting Time: Action
Range: 30 feet
Components: VS
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Invisibility
2nd level Illusion (Sorcerer Warlock Wizard Bard )
Casting Time: Action
Range: Touch
Components: VSM
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
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.
Evards Black Tentacles
Casting Time: Action
Range: 90 feet
Components: VSM
Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20 foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take [3d6] bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes [3d6] bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Polymorph
Casting Time: Action
Range: 60 feet
Components: VSM
Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Speak with plants
Casting Time: Action
Range: Self
Components: VS
Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.

Fireball
3rd level Evocation (Sorcerer Wizard )
Casting Time: Action
Range: 150 feet
Components: VSM
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes [8d6] fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels.When you cast this spell using a spell slot of 4th level or higher, the damage increases by [1d6] for each slot level above 3rd.

Create Food and Water
3rd level Conjuration (Paladin Cleric )
Casting Time: Action
Range: 30 feet
Components: VS
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Invisibility
2nd level Illusion (Sorcerer Warlock Wizard Bard )
Casting Time: Action
Range: Touch
Components: VSM
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
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.
SPELLCASTING
[+instructions]

Racial

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.

Class
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.

Spellcasting Focus: Druidic focus

Wild Shape: You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. Giant eagle.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Bonus Cantrip (Land): You learn one additional druid cantrip of your choice.

Natural Recovery (Land): During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

Circle Spells (Land): At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Land's Stride (Life): Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

[b]Racial[/b]

[b]Lucky:[/b] 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.

[b]Brave:[/b] Advantage on saving throws against being frightened.

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

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

[b]Class[/b]
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic focus

[b]Wild Shape:[/b] You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. Giant eagle.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

[b]Bonus Cantrip (Land)[/b]: You learn one additional druid cantrip of your choice.

[b]Natural Recovery (Land):[/b] During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

[b]Circle Spells (Land):[/b] At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

[b]Land's Stride (Life):[/b] Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Scimitar
Wooden Shield
Leather Armor
Druidic Focus
Explorer's Pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light/medium armor, non-metal shields, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, herbalism kit
Languages: Common, Halfling
PROFICIENCIES & LANGUAGES
Nothing can shake my optimistic attitude.
PERSONALITY TRAITS
Community. We have to take care of each other, because no one else is going to do it. (Lawful)
IDEALS
I owe my guild a great debt for forging me into the person I am today.
BONDS
I'd rather kill someone in their sleep than fight fair.
FLAWS
 
The child of eastern immigrants she idolized her mother. Nora was born on a far eastern plains where she grew up under the tutelage of her mother, an expert Miller. When her spouse passed she lost her only source of income but claims to her daughters to still be retired.
DESCRIPTION & EXTRA INFO

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