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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Cronwier Whitecloak
Character Name
Sorcerer 1
Class & Level
Doctor (Faith Healer)
Background
Aasimar
Race
Chaotic Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
15
+
0
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+3
16
16
+
0
(Race)
INTELLIGENCE
+2
15
15
+
0
(Race)
WISDOM
+3
16
16
+
0
(Race)
CHARISMA
+5
20
18
+
2
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
25 ft
HIT POINTS
Max:
9
9
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
2 +2
+
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
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
15
DC
Cast Mod
4
Cantrip:
2
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Ability Score Increase. Your Charisma score increases by 2.

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size. Aasimar have the same range of height and weight as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.


Housecalls
As a doctor, you are likely to find many opportunities to ply your trade as you go about your adventures. In particular, as you journey, you are likely to come upon populated villages, towns, cities, encampments, or even isolated hermitages.These congregations are almost always in need of a doctor’s attention, especially the isolated or overpopulated ones.
People get sick and hurt; it is inevitable. So with no shortage of aches, pains, maladies, illnesses, and injuries, there is virtually always a demand for the services of a doctor wherever people dwell. If people are aware that you are an experienced doctor, they may try to convince you to help them. This convincing may simply involve mundane persuasion or coercion, but it may also come in the form of offered payments. Payments, of course, could mean money, special items, information, or any number of other useful/ valuable (or not) things. In certain places, some might even attempt to commandeer your services with varying degrees of guilt and/or force, so it may not always be a good idea to advertise your profession.
Ability Score Increase. Your Charisma score increases by 2.

Age. Aasimar mature at the same rate as humans, but they can live up to 160 years.

Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size. Aasimar have the same range of height and weight as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.


Housecalls
As a doctor, you are likely to find many opportunities to ply your trade as you go about your adventures. In particular, as you journey, you are likely to come upon populated villages, towns, cities, encampments, or even isolated hermitages.These congregations are almost always in need of a doctor’s attention, especially the isolated or overpopulated ones.
People get sick and hurt; it is inevitable. So with no shortage of aches, pains, maladies, illnesses, and injuries, there is virtually always a demand for the services of a doctor wherever people dwell. If people are aware that you are an experienced doctor, they may try to convince you to help them. This convincing may simply involve mundane persuasion or coercion, but it may also come in the form of offered payments. Payments, of course, could mean money, special items, information, or any number of other useful/ valuable (or not) things. In certain places, some might even attempt to commandeer your services with varying degrees of guilt and/or force, so it may not always be a good idea to advertise your profession.
FEATURES & TRAITS
d6
HIT DICE
USED
d6
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
a small knife or scalpel
a notebook and pencils
a set of common clothes
a pouch
a component pouch

Explorer's Pack:
backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
waterskin

50 feet of hempen rope strapped to the side of it.
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
5Gp
WEALTH
Doctor Backgroud
Skill Proficiencies: Medicine and Religion
Tool Proficiencies: Kit, healer's
Languages: One of your choice -- Elvish


Sorcerer
Class Features
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Insight and Persuasion

Languages. You can speak, read, and write Common Celestial and Elvish.
PROFICIENCIES & LANGUAGES
I am polite to everyone I meet, especially my enemies.

Laughter is the best medicine, and I am a doctor.
PERSONALITY TRAITS
Aid. I use my skills to help everyone I can. (Good)
IDEALS
I am more comfortable studying medicine than I am with actual people.
BONDS
I tend to say the first thing that comes to mind, for better or worse.
FLAWS
 
Age: 21 Sex: Male Height: 6Ft 2 In Weight: 210 Hair: Black Eyes: Violet

Cronwier appears mostly human except that his hair shines with a dark black luster and soft sliver highlights. His eyes sparkle with a jewel-toned violet hue. His skin is a lustrous dark cinnamon. Cronwier has a muscular build granted from a lifetime of martial activity and hard labor as a youth.
DESCRIPTION & EXTRA INFO
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