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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Vashana Suthodra
Character Name
Sorcerer 3
Class & Level
Inheritor
Background
Kalashtar
Race
Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+0
10
10
+
0
(Race)
CONSTITUTION
+3
16
16
+
0
(Race)
INTELLIGENCE
+3
16
16
+
0
(Race)
WISDOM
+3
16
14
+
2
(Race)
CHARISMA
+3
16
15
+
1
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1515
+
SPEED
30 ft
HIT POINTS
Max:
9
9
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
2
* Stealth (Dex)
+
Survival (Wis)
+
2
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrips
/
4
1st level
/
2
Second level
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]

Racial

Dual Mind You have advantage on all Wisdom saving throws.

Mental Discipline: You have resistance to psychic damage.

Mind Link: You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. 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.

- When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.


Psychic Glamour: Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.

Severed From Dreams: Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.


Background

Rune Style: You engrave runes onto glass beads and thread them onto necklaces and bracelets.

Feature: Rune Carver's Apprentice
- Runes:

- You learn the Comprehend Languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

You know two runes of your choice from the Rune Spells table. Whenever you finish a long rest, you can mark one nonmagical weapon, armor, piece of clothing, or other object you touch with a rune you know. You temporarily learn one 1st-level spell based on the rune you inscribed, as specified in the Rune Spells table, and you know the spell until you finish a long rest, when the rune fades.

- While you are wearing or carrying the rune-marked object, you can cast the spell associated with the chosen rune once without using a spell slot or material components, and you can also cast the spell using any spell slots you have.

Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Each time you gain a level, you can replace one of the runes you know with a different one from the Rune Spells table.

Class

Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

- Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

- Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

- Transmuted Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

- Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.



Lunar Magic:
- Lunar Embodiment: Full Moon

- Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

- Moon Fire: Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

[b]Racial[/b]

[b]Dual Mind[/b] You have advantage on all Wisdom saving throws.

[b]Mental Discipline:[/b] You have resistance to psychic damage.

[b]Mind Link:[/b] You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. 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.
- When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.


[b]Psychic Glamour:[/b] Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill.

[b]Severed From Dreams:[/b] Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the [i]Dream spell[/i], but not to spells and effects that put you to sleep, like the [i]Sleep[/i] spell.


[b]Background[/b]

[b]Rune Style:[/b] You engrave runes onto glass beads and thread them onto necklaces and bracelets.

[b]Feature:[/b] Rune Carver's Apprentice
- Runes:
- You learn the [i]Comprehend Languages [/i] spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

You know two runes of your choice from the Rune Spells table. Whenever you finish a long rest, you can mark one nonmagical weapon, armor, piece of clothing, or other object you touch with a rune you know. You temporarily learn one 1st-level spell based on the rune you inscribed, as specified in the Rune Spells table, and you know the spell until you finish a long rest, when the rune fades.
- While you are wearing or carrying the rune-marked object, you can cast the spell associated with the chosen rune once without using a spell slot or material components, and you can also cast the spell using any spell slots you have.

Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Each time you gain a level, you can replace one of the runes you know with a different one from the Rune Spells table.

[b]Class[/b]

[b]Font of Magic:[/b] At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

- [b]Sorcery Points[/b]. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

- [b]Flexible Casting[/b]. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- [b] Creating Spell Slots[/b]. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

[b]Metamagic:[/b] At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
- [b] Transmuted Spell [/b] When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

- [b] Subtle Spell [/b] When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.



[b]Lunar Magic:[/b]
- [b]Lunar Embodiment:[/b] Full Moon
- Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

- [b]Moon Fire:[/b] Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
FEATURES & TRAITS
d6
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Dungeoneer's Pack
61.5
1
Light Crossbow
5
2
Dagger
2
1
Component Pouch
2
1
Crossbow Bolts (20)
1.5
1
Small Knife
1
Whetstone
1
1
Common Clothes
3
1
Belt Pouch
Total: 78.2 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
10
PP
0
WEALTH
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbow
Languages: Common, Quori, Elvish, Giant, Dwarvish
Tools: Jeweler's Tools
PROFICIENCIES & LANGUAGES
I have a strong sense of fair play and always try to find the most equitable solution to arguments.
PERSONALITY TRAITS
Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
IDEALS
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
BONDS
I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
FLAWS
 
Born the oldest of a large religious western family, she was no stranger to responsibility. Her mother was supposedly a charlatan fortune teller, but she insists her mother was legitimate. She now travels the world, in search of power and loot.
DESCRIPTION & EXTRA INFO
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