Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Bahman Boroumand
Character Name
Paladin 3
Class & Level
Far Traveler
Background
Human
Race
Neutral Good
Alignment
900
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
17
15
+
2
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+1
12
11
+
1
(Race)
INTELLIGENCE
-1
9
9
+
0
(Race)
WISDOM
-1
8
8
+
0
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
99
+
0
SPEED
30 ft
HIT POINTS
Max:
25
25
TEMP HP
0
POINT BUY
27
Picture URL:
https://s3.amazonaws.com/files.[d20].io/images/262549287/-2nDh2-2RSdf2k7Gpdnewg/med.jpg?1641039874
Token URL:
3 +3
+
0
Strength
+
0
Dexterity
+
0
Constitution
-1 -1
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
-1 -1
+
0
Animal Handling (Wis)
-1 -1
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-1 -1
+
0
History (Int)
-1 -1
+
0
Insight (Wis)
+
0
Intimidation (Cha)
-1 -1
+
0
Investigation (Int)
-1 -1
+
0
Medicine (Wis)
-1 -1
+
0
Nature (Int)
-1 -1
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
-1 -1
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
-1 -1
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Scimitar01d65 feet
Scimitar01d65 feet
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
5
KNOWN
12
DC
Cast Mod
0
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Hellish rebuke
Burning hands
False Life
Inflict wounds
cause fear
Hellish rebuke
Burning hands
False Life
Inflict wounds
cause fear
SPELLCASTING
[+instructions]

Racial

Human determinationOnce when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.

Steady mindYou can add your proficiency bonus to any initiative roll you make. Once when you are surprised while you are conscious, you can choose to act normally on your turn, and must finish a long rest before you can do so again.

Towering gazeYou have advantage on Wisdom (Perception) checks relying on sight.


Class

Ardent SoulYour soul flares with a passion unlike the common man, which manifests occasionally as a disposition towards elemental forces: Burning Passion, Caustic Spite, Cold Indifference, Fulminating Glee, Mindful Insight, Radiant Superiority or Venomous Duality, all detailed at the end of the class description.

Your choice grants you features at 1st level, and then again at 3rd, 7th, 15th and 20th level.

Rallying PresenceAt 1st level, your strong personality inspires allies on the battlefield, allowing them to catch their breath and have a second wind.

You have a pool of inspiring energy equal to five times your savant level. As an action, you can touch a willing creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.

Alternatively, you can expend 5 of these hit points to help the ally snap out of a stupor. The ally can immediately make a saving throw to remove one effect that has it charmed or frightened. You can aid it in removing several of these effects at once, expending hit points for each effect.

CreativityAt 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

Ardent Smite: Burning PassionAt 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

Fiery SoulBeginning when you unlock this ardent soul at 1st level, you gain resistance to fire damage and can tolerate temperatures as high as 200 degrees without additional protection. Additionally, you gain the produce flame trick.


Manifest soul As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to fire damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


Soul Burn As an action, your flames burns bright to banish despair. Each creature of your choice within 30 feet gains 2d6 + your savant level in temporary hit points, and while a creature has these temporary hit points, it has advantage on saving throws against being frightened.
[b]Racial[/b]

[b]Human determination[/b]Once when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.

[b]Steady mind[/b]You can add your proficiency bonus to any initiative roll you make. Once when you are surprised while you are conscious, you can choose to act normally on your turn, and must finish a long rest before you can do so again.

[b]Towering gaze[/b]You have advantage on Wisdom (Perception) checks relying on sight.


[b]Class[/b]

[b]Ardent Soul[/b]Your soul flares with a passion unlike the common man, which manifests occasionally as a disposition towards elemental forces: Burning Passion, Caustic Spite, Cold Indifference, Fulminating Glee, Mindful Insight, Radiant Superiority or Venomous Duality, all detailed at the end of the class description.

Your choice grants you features at 1st level, and then again at 3rd, 7th, 15th and 20th level.

[b]Rallying Presence[/b]At 1st level, your strong personality inspires allies on the battlefield, allowing them to catch their breath and have a second wind.

You have a pool of inspiring energy equal to five times your savant level. As an action, you can touch a willing creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.

Alternatively, you can expend 5 of these hit points to help the ally snap out of a stupor. The ally can immediately make a saving throw to remove one effect that has it charmed or frightened. You can aid it in removing several of these effects at once, expending hit points for each effect.

[b]Creativity[/b]At 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

[b]Ardent Smite: Burning Passion[/b]At 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

[b]Fiery Soul[/b]Beginning when you unlock this ardent soul at 1st level, you gain resistance to fire damage and can tolerate temperatures as high as 200 degrees without additional protection. Additionally, you gain the produce flame trick.


[b]Manifest soul[/b] As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to fire damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


[b]Soul Burn[/b] As an action, your flames burns bright to banish despair. Each creature of your choice within 30 feet gains [2d6] + your savant level in temporary hit points, and while a creature has these temporary hit points, it has advantage on saving throws against being frightened.
FEATURES & TRAITS
3d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Scimitar x2
100 000 beri
A set of common clothes
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons
Languages: Common
PROFICIENCIES & LANGUAGES
Thinking is for other people. I prefer action.
PERSONALITY TRAITS
I have learned of a secret technique noone has ever mastered. I will be the first one to do so.
IDEALS
I have a family, but I have no idea where they are. One day, I hope to see them again.
BONDS
I harbor dark bloodthirsty thoughts that my isolation failed to quell.
FLAWS
 
He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Sellsword arts, while his father instructed him in etiquette, music and courtly manner. His mother took him hunting and taught him how to get in the mind of other creatures. He is searching for what he claims is his rightful reward.
DESCRIPTION & EXTRA INFO

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