Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Izuna
Character Name
Warlock 4
Class & Level
Born of the far realm
Background
yokai ookami
Race
Neutral Good
Alignment
2700
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
12
+
1
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+2
14
14
+
0
(Race)
WISDOM
+2
14
12
+
2
(Race)
CHARISMA
+3
17
17
+
0
(Race)
ARMOR CLASS
15(+5)
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30 ft
HIT POINTS
Max:
27
27
TEMP HP
0
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)
+
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
[+] Name Bonus Damage / Type Range
katana+51D10+3 slashing5ft
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
5
KNOWN
13
DC
Cast Mod
3
Cantrip:
0
/
1st:
2
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

cantrips

true strike:advantage to next attack

minor illusion

mind sliver:The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

lv1 spells

shieldreaction +5ac

wrathful smiteyour attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell

hexYou place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

lv2 spells

blur disadvantage on attacks made to you

branding smiteThe attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

misty step 30ft teleport

invisibility

mind spikeThe target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one.

mind thrustYou thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

[b]cantrips[/b]

[b]true strike[/b]:advantage to next attack

[b]minor illusion[/b]

[b]mind sliver[/b]:The target must succeed on an Intelligence saving throw or take [1d6] psychic damage and subtract [1d4] from the next saving throw it makes before the end of your next turn.

[b]lv1 spells[/b]

[b]shield[/b]reaction +5ac

[b]wrathful smite[/b]your attack deals an extra [1d6] psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell

[b]hex[/b]You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra [1d6] necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

[b]lv2 spells[/b]

[b]blur[/b] disadvantage on attacks made to you

[b]branding smite[/b]The attack deals an extra [2d6] radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

[b]misty step[/b] 30ft teleport

[b]invisibility[/b]

[b]mind spike[/b]The target must make a Wisdom saving throw, taking [3d8] psychic damage on a failed save, or half as much damage on a successful one.

[b]mind thrust[/b]You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes [3d6] psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

SPELLCASTING
[+instructions]

race

darkvision: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't discern color in darkness, only shades of gray.

smell hunter:You have advantage in Wisdom (Perception) checks using your sense of smell.

chase:You can't afford to let prey go easy. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.


background

unknownNo one has heard of you. You gain an advantage on checks to convince someone of your past.


Class

hexblade's curse(hexblade): As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Hex warrior(hexblade)Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

packed 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.

armor of shadows13+dex ac

rebuke of the talismanWhen 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.

izuna lv4 lv8 lv12 lv16

dharma summonssummons a Dharma to fight for the caster recahrge long rest

Deutzia for 1 minute caster is invisable unable to dash using this abbility. recharge on a short rest

celestial chrysanthemum disperses a projectile 30 ft raidus enhances allies by giving them a to hit, damage, and ac boost = to profincincy bonus for one minute. recharge long rest

plastic pomegranate 30 ft radius dispels allied negative effects and dispels traps and summoned minions recharge long rest

[b]race[/b]

[b]darkvision[/b]: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't discern color in darkness, only shades of gray.

[b]smell hunter[/b]:You have advantage in Wisdom (Perception) checks using your sense of smell.

[b]chase[/b]:You can't afford to let prey go easy. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.


[b]background[/b]

[b]unknown[/b]No one has heard of you. You gain an advantage on checks to convince someone of your past.


[b]Class[/b]

[b]hexblade's curse(hexblade)[/b]: As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the [d20].
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

[b]Hex warrior(hexblade)[/b]Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

[b]packed of the talisman[/b] 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.

[b]armor of shadows[/b]13+dex ac

[b]rebuke of the talisman[/b]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.

[b]izuna[/b] lv4 lv8 lv12 lv16

[b]dharma summons[/b]summons a Dharma to fight for the caster recahrge long rest

[b]Deutzia[/b] for 1 minute caster is invisable unable to dash using this abbility. recharge on a short rest

[b]celestial chrysanthemum[/b] disperses a projectile 30 ft raidus enhances allies by giving them a to hit, damage, and ac boost = to profincincy bonus for one minute. recharge long rest

[b]plastic pomegranate[/b] 30 ft radius dispels allied negative effects and dispels traps and summoned minions recharge long rest
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
large white cloak
katana
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
0gp
WEALTH
Proficiencies: light armor, simple weapons, martial weapons, medium armor

Languages: Common, Deep speach, Gear,
PROFICIENCIES & LANGUAGES
has the motto "go with the flow" and is quite relaxed and aloof most of the time
PERSONALITY TRAITS
travling and eating fried tofu, comparing the tastes of each region, traditional Japanese folk songs.
IDEALS
everything will work itself out in the end
BONDS
jokes around even in a serious situation
FLAWS
 
he resides in a plane of existence called the backyard with a bunch of friends who are gears.
DESCRIPTION & EXTRA INFO

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