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
skull
Character Name
Sorcerer 3
Class & Level
Sage
Background
skeleton magic fluke
Race
Lawful Evil
Alignment
Experience
none
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-2
6
5
+
1
(Race)
DEXTERITY
+3
17
16
+
1
(Race)
CONSTITUTION
+4
19
18
+
1
(Race)
INTELLIGENCE
+5
20
19
+
1
(Race)
WISDOM
+3
17
16
+
1
(Race)
CHARISMA
+5
21
20
+
1
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1313
+
SPEED
30 ft
HIT POINTS
Max:
30
30
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
-2 -2
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-2 -2
+
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)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
15
DC
Cast Mod
4
Cantrip:
4
/
4
1st:
2
/
2
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
CANTRIP:
mage hand
Fingers of the Necromancer
poison spray
friends

mind sliver

LV1:
inflict wounds
unseen servant O
Lesser Animate Dead

Deathly Servant

LV2:
ray of enfeeblement
Bone Shield

Raise Mount


https://www.dandwiki.com/wiki/Fingers_of_the_Necromancer_(5e_Spell)

https://www.dandwiki.com/wiki/Lesser_Animate_Dead_(5e_Spell)

https://www.dandwiki.com/wiki/Deathly_Servant_(5e_Spell)

https://www.dandwiki.com/wiki/Bone_Shield_(5e_Spell)

https://www.dandwiki.com/wiki/Raise_Mount_(5e_Spell)

CANTRIP:
mage hand
Fingers of the Necromancer
poison spray
friends
mind sliver

LV1:
inflict wounds
unseen servant O
Lesser Animate Dead
Deathly Servant

LV2:
ray of enfeeblement
Bone Shield
Raise Mount


https://www.dandwiki.com/wiki/Fingers_of_the_Necromancer_(5e_Spell)

https://www.dandwiki.com/wiki/Lesser_Animate_Dead_(5e_Spell)

https://www.dandwiki.com/wiki/Deathly_Servant_(5e_Spell)

https://www.dandwiki.com/wiki/Bone_Shield_(5e_Spell)

https://www.dandwiki.com/wiki/Raise_Mount_(5e_Spell)
SPELLCASTING
[+instructions]

race:

Darkvision+. Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Restoring Limbs. You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.

Skeletal Nature. You are immune to disease, being poisoned and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

False Appearance. You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are prone and your speed is 0.

Undead. Your creature type is undead.

Magic Born. If a dispel magic spell is cast on you or you come under a similar anti-magic effect, make a Constitution saving throw against the caster's spell save DC. If you fail, you fall unconscious. You may repeat the saving throw at the end of each of your turns to gain consciousness.

Arcane Knowledge. You gain proficiency in the Arcana skill.

Innate Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast the unseen servant spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the animate dead spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence or Charisma is your spellcasting ability for these spells.


Class

origin: pale master

Undead Cohort
At 1st level, you have an Undead Cohort, the very beginning of your own undead horde. You can choose a Skeleton Cohort or a Zombie Cohort.
Your cohort rolls its own initiative and acts on its own turn. Add your proficiency bonus to your cohort’s AC, attack rolls, and damage rolls. Its hit point maximum equals half its normal maximum or four times your sorcerer level, whichever is higher.
On each of your turns, you can use a bonus action to mentally command your cohort and any other undead creatures under your control, as per the spell animate dead.

You can surgically repair your cohort when you take a long rest, reanimating the remains if it has died, and restoring it to maximum hit points.

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.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

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

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
race:

Darkvision+. Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Restoring Limbs. You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.

Skeletal Nature. You are immune to disease, being poisoned and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

False Appearance. You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are prone and your speed is 0.

Undead. Your creature type is undead.

Magic Born. If a dispel magic spell is cast on you or you come under a similar anti-magic effect, make a Constitution saving throw against the caster's spell save DC. If you fail, you fall unconscious. You may repeat the saving throw at the end of each of your turns to gain consciousness.

Arcane Knowledge. You gain proficiency in the Arcana skill.

Innate Magic. You know the mage hand cantrip. When you reach 3rd level, you can cast the unseen servant spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the animate dead spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence or Charisma is your spellcasting ability for these spells.


[b]Class[/b]

origin: pale master

Undead Cohort
At 1st level, you have an Undead Cohort, the very beginning of your own undead horde. You can choose a Skeleton Cohort or a Zombie Cohort.
Your cohort rolls its own initiative and acts on its own turn. Add your proficiency bonus to your cohort’s AC, attack rolls, and damage rolls. Its hit point maximum equals half its normal maximum or four times your sorcerer level, whichever is higher.
On each of your turns, you can use a bonus action to mentally command your cohort and any other undead creatures under your control, as per the spell animate dead.
You can surgically repair your cohort when you take a long rest, reanimating the remains if it has died, and restoring it to maximum hit points.

[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.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

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

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
FEATURES & TRAITS
3D6
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Total: 0 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
Languages: Common, Dwarven
PROFICIENCIES & LANGUAGES
(COHORT STATBLOCK)[orc blade of ilneval]
hp-12
ac-20(chainmail and shield)
speed-30ft
str-10
dex-14
con-15
int-6
wis-8
chr-5
vulnerable-blunt
immune-poison
dark vision 60
actions-1 at
longsword-+4 to hit 1D8+2 slashing
PERSONALITY TRAITS
[SKELETON ARMY LIST]
the duke
aarokokra apprenticeX2
IDEALS
BONDS
FLAWS
 
when asked about its past or any past he always comes up with the same answer of it doesn't remember. you do believe it seems to be suffering from memory issues however you also get the funny feeling that if it did remember it wouldn't reveal any information unless there was some benefit gained for itself in the process.
DESCRIPTION & EXTRA INFO

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