Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Rosa Lavoie
Character Name
Cleric 2
Class & Level
Soldier - Healer
Background
Variant Human
Race
Neutral Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
15
+
1
(Race)
DEXTERITY
-1
8
8
+
0
(Race)
CONSTITUTION
+1
12
12
+
0
(Race)
INTELLIGENCE
+0
11
11
+
0
(Race)
WISDOM
+3
16
15
+
1
(Race)
CHARISMA
+0
10
10
+
0
(Race)
ARMOR CLASS
19*
INITIATIVE
-1 -1
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
15
15
TEMP HP
0
POINT BUY
27
Picture URL:
https://i.imgur.com/B9YwHOd.png
Token URL:
3 +3
+
0
Strength
-1 +1
+
2*
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
-1 -1
+
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)
-1 -1
+
0
Sleight of Hand (Dex)
-1 -1
+
0
* Stealth (Dex)
+
0
Survival (Wis)
-1 -1
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Guiding Bolt+54d6%3%
Mace+5d6+4%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
13
DC
Cast Mod
0
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

-- Cantrips (3) --

<a target="_blank" href="https://www.dnd-spells.com/spell/word-of-radiance">Word of Radiance</a>: vsCON d6 radiant in 5 feet (chosen)
<a target="_blank" href="https://www.dnd-spells.com/spell/toll-the-dead">Toll the Dead</a>: vsWIS d8 necrotic or d12 if dmged

<a target="_blank" href="/dnd/5e/spell-list/Guidance/">Guidance</a>: Touch +d4 skill

-- 1st (5) --

<a target="_blank" href="/dnd/5e/spell-list/Healing Word/">Healing Word</a>: Bonus, +d4+WIS hp
<a target="_blank" href="/dnd/5e/spell-list/Shield of Faith/">Shield of Faith</a>: Bonus, +2 AC for 10min (con)
<a target="_blank" href="/dnd/5e/spell-list/Guiding Bolt/">Guiding Bolt</a>: WIS ATK, 4d6 radiant, adv til next turn
<a target="_blank" href="/dnd/5e/spell-list/Command/">Command</a>: vsWIS or obey command (Flee, Grovel)

<a target="_blank" href="/dnd/5e/spell-list/Cure Wounds/">Cure Wounds</a>: +d8+WIS hp

<a target="_blank" href="https://www.dnd-spells.com/spell/searing-smite">(D) Searing Smite</a>: Bonus, hit +d6 fire dmg, vsCON d6 fire for 1min or save
<a target="_blank" href="/dnd/5e/spell-list/Shield/">(D) Shield</a>: React, +5 AC until turn, immune Magic Missile
-- Cantrips (3) --

<a target="_blank" href="https://www.dnd-spells.com/spell/word-of-radiance">Word of Radiance</a>: vsCON d6 radiant in 5 feet (chosen)
<a target="_blank" href="https://www.dnd-spells.com/spell/toll-the-dead">Toll the Dead</a>: vsWIS d8 necrotic or d12 if dmged
<a target="_blank" href="/dnd/5e/spell-list/Guidance/">Guidance</a>: Touch +d4 skill

-- 1st (5) --

<a target="_blank" href="/dnd/5e/spell-list/Healing Word/">Healing Word</a>: Bonus, +d4+WIS hp
<a target="_blank" href="/dnd/5e/spell-list/Shield of Faith/">Shield of Faith</a>: Bonus, +2 AC for 10min (con)
<a target="_blank" href="/dnd/5e/spell-list/Guiding Bolt/">Guiding Bolt</a>: WIS ATK, 4d6 radiant, adv til next turn
<a target="_blank" href="/dnd/5e/spell-list/Command/">Command</a>: vsWIS or obey command (Flee, Grovel)
<a target="_blank" href="/dnd/5e/spell-list/Cure Wounds/">Cure Wounds</a>: +d8+WIS hp

<a target="_blank" href="https://www.dnd-spells.com/spell/searing-smite">(D) Searing Smite</a>: Bonus, hit +d6 fire dmg, vsCON d6 fire for 1min or save
<a target="_blank" href="/dnd/5e/spell-list/Shield/">(D) Shield</a>: React, +5 AC until turn, immune Magic Missile
SPELLCASTING
[+instructions]

Ritual Casting: You can cast cleric spells as rituals.

Divine Domain: Forge

Domain Spells: 1st: shield, searing smite. 3rd: heat metal, magic weapon. 5th: elemental weapon, protection from energy. 7th: fabricate, wall of fire. 9th: animate objects, creation

Bonus Proficiency: heavy armor and smith’s tools.

Blessing of the Forge: At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bo-nus to attack and damage rolls if it’s a weapon.Once you use this feature, you can’t use it again until you finish a long rest.

Shield Master:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Channel Divinity: Turn Undead (1/short): As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. lt also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Artisan’s Blessing: You conduct an hour-long ritual that crafts a nonmagi-cal item that must include some metal: a simple or mar-tial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magi-cally forming even nonmetal parts of the creation.The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

-- level 6 --

Soul of the Forge: Starting at 6th level, your mastery of the forge grants you special abilities:
•You gain resistance to fire damage.

•While wearing heavy armor, you gain a +1bonus to AC.

-- level 8 --

Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

-- level 17 --

Saint of Forge and Fire: At 17th level, your blessed affinity with fire and metal becomes more powerful:
•You gain immunity to fire damage.
•While wearing heavy armor, you have resistance tobludgeoning, piercing, and slashing damage from non-magical attacks.
Ritual Casting: You can cast cleric spells as rituals.

Divine Domain: Forge

Domain Spells: 1st: shield, searing smite. 3rd: heat metal, magic weapon. 5th: elemental weapon, protection from energy. 7th: fabricate, wall of fire. 9th: animate objects, creation

Bonus Proficiency: heavy armor and smith’s tools.

Blessing of the Forge: At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bo-nus to attack and damage rolls if it’s a weapon.Once you use this feature, you can’t use it again until you finish a long rest.

Shield Master:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Channel Divinity: Turn Undead (1/short): As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. lt also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Artisan’s Blessing: You conduct an hour-long ritual that crafts a nonmagi-cal item that must include some metal: a simple or mar-tial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magi-cally forming even nonmetal parts of the creation.The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

-- level 6 --

Soul of the Forge: Starting at 6th level, your mastery of the forge grants you special abilities:
•You gain resistance to fire damage.
•While wearing heavy armor, you gain a +1bonus to AC.

-- level 8 --

Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

-- level 17 --

Saint of Forge and Fire: At 17th level, your blessed affinity with fire and metal becomes more powerful:
•You gain immunity to fire damage.
•While wearing heavy armor, you have resistance tobludgeoning, piercing, and slashing damage from non-magical attacks.
FEATURES & TRAITS
d8
HIT DICE
USED
1
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Mace
Hand Axe
Chain Mail
Shield
Explorer's Pack
-Backpack
-Bedroll
-Mess kit
-Tinderbox
-10 torches
-10 rations
-Waterskin
-50 feet hemp rope
Holy Symbol
Rank Insignia
Banner Piece
Deck of Cards
Common Clothes
Smith's Tools
[16g, 3s, 2c]
1000 Ball Bearings [1]
Block and tackle [1]
Bucket [5c]
20 Caltrops [1]
Candle [1c]
Chalk [1c]
Crowbar [2]
Grappling Hook [2]
Steel Mirror [5]
3 Oil [1s]
10 Iron Spikes [1]
10-Foot Pole [5c]
Sack [1c]
Shovel [2]
Soap [2c]
Whetstone [1c]
Bag of Sand [1c]
Net [1]
Whistle [5c]
Wooden Stake
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
35gp
WEALTH
Proficiencies: All armor, shields, all simple weapons, smith's tools, gaming set, land vehicles
Languages: Common, Dwarven

Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
PROFICIENCIES & LANGUAGES
I'm willing to listen to every side of an argument before I make my own judgment. (unbigoted, everyone lies)

I'm haunted by memories of war. I can't get the images of violence out of my mind. (PTSD, slight alcoholic, dislike loud noises and being startled)
PERSONALITY TRAITS
I have a soft spot for children. (In my mind, the children at the orphanage are my own)

Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (I'm a fraud, my abilities come from my god to give to others, not from me)
IDEALS
Ilmater

I pursue wealth to take care of my parents and the orphanage I fund back home. (I owe my life to them, they deserve my wealth)

I fight for those who cannot fight for themselves. (I MUST take care of those that depend on me)
BONDS
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. (don't censor, speak thoughts)

The monstrous enemy we faced in battle still leaves me quivering with fear. (PTSD and bigoted towards Shadovar)
FLAWS
 
Cleric of Ilmater, soother of wounds and suffering

Rosa wears long red dress-like robes, both to cover herself and the heavy armor she wears underneath. She typically keeps her hood up, obscuring her long auburn hair and friendly lithe face. While her lips are usually curved in a warm and inviting smile, her eyes betray a weary fearfulness from many years of war and gruelling medical work. Her holy symbol of Ilmater is always displayed prominently over her chest, while her military insignia is displayed up and to the right, a bit less prominent and slightly obscured by her shoulder plates. Her right glove is fingerless, allowing her to directly touch without removing it, and is the hand she always uses to cast Ilmater's miracles through.

Rosa is a professional Doctor by trade and served as a medic in the Cormyr army, which she will often refer to as "the old days" despite still actively practicing medicine. Her years as a doctor and soldier have given her a quick mind and even quicker mouth, making it difficult for her to fit in with polite society. She is never one to turn down a drink, becoming all the more more sarcastic, stubborn, and spunky with every swallowed spirit.

Rosa was born in the east in a poor docking district. She spent her early days working in the same smith shop her father was employed at, doing general labor, learning how to spar, and patching up people just as often as steel. She completed her medical training and worked in the army as a medic during the war. There she adopted an orphanage of children who lost their parents fighting, which she still funds and visits occasionally to this day. She was a general practitioner in the east for years until, disgusted by the horrors and profiteering of war, she deliberately lost a patient under the knife. The man was a member of the nobility who had been influencing the country's young king to keep the war going so his businesses could profit. While the courts found it accidental, rather than risk reprisal from the noble's family she made her way west. She ran away from her former home and has been making her living as a Doctor for the past few years.

She joined the church to become a doctor, and then became a tent follower with the clergy after the war started. She worked as a medic for a couple years, seeing her fair share of battle and destruction. During a hopeless operation on a young child her prayer to Ilmater was answered, giving her miraculous healing powers. She became a cleric ever since, and was eventually called upon to become a Watcher by the church.



What is something the party doesn’t know about your character?
I'm a sarcastic open book who jokes about being worthless because I am worthless. Without my powers I'm nothing, I didn't even earn them like wizards and druids do, and I can't even fight well like fighters or monks. If I don't take care of people they'll realize how much of a fraud I am and will abandon me.

What is something your character regrets?
I regret losing so many patients before gaining my powers, especially citizens and other innocents. In some ways I regret spending so many years studying medicine if the Gods can heal so effortlessly, so I regret studying instead of praying.

What does your character need most?
I need to please my God and live up to the ideals he sets for others. I must help others as He commands and soothe their pain in all its ways, either through healing or swift death.

What makes your character comfortable?
Good booze, good friends, medical emergencies

What makes them uncomfortable?
Orcs, war

What motivates your character?
I want to rid the world of pain and misery so that my children at the orphanage can live in a better world. I must fight in order to keep them safe. I must please my God in order to fight. I must heal in order to keep fighting.
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