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5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Longsword | +11 | 1d8+5 slashing | 5 | |
Hand axe | +11 | 1d6+5 slashing | 20/60 | |
Whip | +11 | 1d4+5 slashing | 30 |
Class
Fighting Style (Protection): Reaction to grant disadvantage on attacks within 5ft against allies.
Second Wind: Bonus to regain [d10+]lvl 1/rest
Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Improved Critical (Champion): Your weapon attacks score a critical hit on a roll of 19 or 20.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Remarkable Athlete (Champion): You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Indomitable: You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Whip Master:: You have mastered the art of the whip and can perform maneuvers most others cannot. You gain the following benefits:+You can make a grapple check against an opponent using your whip provided they are within the reach of your whip.
++A whip can only grapple a single creature at a time.
++A creature grappled by your whip is restrained until the grapple ends.
+Reel In: You can use a bonus action to drag a creature grappled by your whip towards you. To do so, make an additional grapple check. If you succeed the creature is dragged 5 feet towards you.
+Trip: You can use a bonus action to use your whip to trip up a creature within your reach. To do so, make a grapple check. If you succeed, the creature is knocked prone.
Fighting Style, Dueling (Champion): When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Superior Critical (Champion): Your weapon attacks score a critical hit on a roll of 18–20.
Survivor (Champion): At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.Legendary Actions: Father Pierre gets 3 legendary actions per turn
Searing Burst: (Costs 2 Actions) The creature emits magical, divine energy. Each target of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Sleep: : The user is able to cast Sleep at a 9th level at will.
This spell sends creatures into a magical slumber. Roll 21d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
Heal: The user is able to cast Heal at ninth level at will.
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 100 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
Dominate Person: You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Binding: https://www.d20srd.org/srd/spells/binding.htm
[b]Fighting Style (Protection):[/b] Reaction to grant disadvantage on attacks within 5ft against allies.
[b]Second Wind:[/b] Bonus to regain [d10+]lvl 1/rest
[b]Action Surge:[/b] On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
[b]Improved Critical (Champion):[/b] Your weapon attacks score a critical hit on a roll of 19 or 20.
[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
[b]Remarkable Athlete (Champion):[/b] You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
[b]Indomitable:[/b] You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
[b]Whip Master:[/b]: You have mastered the art of the whip and can perform maneuvers most others cannot. You gain the following benefits:
+You can make a grapple check against an opponent using your whip provided they are within the reach of your whip.
++A whip can only grapple a single creature at a time.
++A creature grappled by your whip is restrained until the grapple ends.
+Reel In: You can use a bonus action to drag a creature grappled by your whip towards you. To do so, make an additional grapple check. If you succeed the creature is dragged 5 feet towards you.
+Trip: You can use a bonus action to use your whip to trip up a creature within your reach. To do so, make a grapple check. If you succeed, the creature is knocked prone.
[b]Fighting Style, Dueling (Champion):[/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a [+2] bonus to damage rolls with that weapon.
[b]Superior Critical (Champion):[/b] Your weapon attacks score a critical hit on a roll of 18–20.
[b]Survivor (Champion):[/b] At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
[b][i]Legendary Actions:[/i][/b] Father Pierre gets 3 legendary actions per turn
[b]Searing Burst:[/b] (Costs 2 Actions) The creature emits magical, divine energy. Each target of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 ([4d6]) fire damage plus 14 ([4d6]) radiant damage on a failed save, or half as much damage on a successful one.
[b]Sleep: [/b]: The user is able to cast Sleep at a 9th level at will.
This spell sends creatures into a magical slumber. Roll [21d8]; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
[b]Heal:[/b] The user is able to cast Heal at ninth level at will.
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 100 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
[b]Dominate Person:[/b] You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
[b]Binding:[/b] https://www.[d20]srd.org/srd/spells/binding.htm
Longsword
Shield
2 Handaxes
Explorer's Pack
Languages: All Languages
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