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2024 Edition Character Sheet

Create and save a character sheet for 2024 D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see.

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Attacks | Spells | Features & HD | |
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Campaign Manager
Naivara Galanodel
Character Name
Wizard 1
Class & Level
Merchant
Background
Elf
Race
Chaotic Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+3
16
15
+
1
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
12
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1313
+
SPEED
30 ft
HIT POINTS
Max:
8
8
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
0 +0
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
-1 -1
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
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
13
DC
Cast Mod
3
Cantrip:
2
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
#
Name
Wt.
1
Arcane Focus Quarterstaff
4
2
Dagger
1
1
Robe
4
1
Scholar's Pack
22
1
Spellbook
3
Total: 34 lbs
EQUIPMENT
d6
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Simple weapons
PROFICIENCIES & LANGUAGES

Racial

Darkvision 60ft

Elven Lineage: Choose one of the below and delete the other 2:
Drow: 120ft Darkvision, and you gain Dancing Lights cantrip. At level 3, you gain Faerie Fire. At level 5, you gain Darkness. You can cast each once per Long Rest without a spell slot. Choose Int/Wis/Cha as spellcasting ability.
High Elf: You gain a Wizard cantrip and can change it each Long Rest. At level 3, you gain Detect Magic. At level 5, you gain Misty Step. You can cast each once per Long Rest without a spell slot. Choose Int/Wis/Cha as spellcasting ability.

Wood Elf: Your Speed is 35ft, and you gain Druidcraft cantrip. At level 3, you gain Longstrider. At level 5, you gain Misty Step. You can cast each once per Long Rest without a spell slot. Choose Int/Wis/Cha as spellcasting ability.

Fey Ancestry: Advantage on saving throws against being charmed.

Keen Senses: Choose 1 skill proficiency: Insight, Perception, or Survival.

Trance: You don't need to sleep and are immune to sleep effects. Instead, you meditate deeply, remaining conscious, for 4 hours a day to Long Rest.

Class

Spellcasting: As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Elven Lineage:[/b] Choose one of the below and delete the other 2:
[b]Drow[/b]: 120ft Darkvision, and you gain [spell]Dancing Lights[/spell] cantrip. At level 3, you gain [spell]Faerie Fire[/spell]. At level 5, you gain [spell]Darkness[/spell]. You can cast each once per Long Rest without a spell slot. Choose Int/Wis/Cha as spellcasting ability.
[b]High Elf[/b]: You gain a Wizard cantrip and can change it each Long Rest. At level 3, you gain [spell]Detect Magic[/spell]. At level 5, you gain [spell]Misty Step[/spell]. You can cast each once per Long Rest without a spell slot. Choose Int/Wis/Cha as spellcasting ability.
[b]Wood Elf[/b]: Your Speed is 35ft, and you gain [spell]Druidcraft[/spell] cantrip. At level 3, you gain [spell]Longstrider[/spell]. At level 5, you gain [spell]Misty Step[/spell]. You can cast each once per Long Rest without a spell slot. Choose Int/Wis/Cha as spellcasting ability.

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed.

[b]Keen Senses[/b]: Choose 1 skill proficiency: Insight, Perception, or Survival.

[b]Trance:[/b] You don't need to sleep and are immune to sleep effects. Instead, you meditate deeply, remaining conscious, for 4 hours a day to Long Rest.

[b]Class[/b]

[b]Spellcasting:[/b] As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class's description.
Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.
Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.
Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Wizard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.
FEATURES & TRAITS
 
Born the oldest of a large religious southern family, she was no stranger to responsibility. When she came of age, she joined a caravan that would eventually take her to the capital. She would practice along the way and, when she arrived, be apprenticed to a Slave Trader. She spent several years traveling with her friend, before both settled down to enjoy the fruits of their adventures.
DESCRIPTION & EXTRA INFO
Suggested Traits:
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