Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Bartram Haroldson
Character Name
Cleric 5
Class & Level
Acolyte
Background
Half-Elf
Race
Lawful Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
12
12
+
0
(Race)
DEXTERITY
+1
12
12
+
0
(Race)
CONSTITUTION
+3
16
16
+
0
(Race)
INTELLIGENCE
+0
11
11
+
0
(Race)
WISDOM
+4
18
16
+
2
(Race)
CHARISMA
+1
13
13
+
0
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1414
+
0
SPEED
30 ft
HIT POINTS
Max:
45
29
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
Crook+4 / +71d6+1 / 1d8+4%3%
Sickle+41d4+1%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
8
KNOWN
15
DC
Cast Mod
4
Cantrip:
4
/
1st:
3
/
2nd:
2
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
[b]Cantrips:[/b] [spell]Guidance[/spell], [spell]Light[/spell], [spell]Mending[/spell], [spell]Resistance[/spell], [spell]Shillelagh[/spell]

[b]1st Level Spells:[/b] [spell]Animal Friendship[/spell], [spell]Bless[/spell], [spell]Create or Destroy Water[/spell], [spell]Cure Wounds[/spell], [spell]Guiding Bolt[/spell], [spell]Inflict Wounds[/spell], [spell]Speak with Animals[/spell]

[b]2nd Level Spells:[/b] [spell]Barkskin[/spell], [spell]Calm Emotions[/spell], [spell]Prayer of Healing[/spell], [spell]Spike Growth[/spell]

[b]3rd Level Spells:[/b] [spell]Create Food and Water[/spell], [spell]Plant Growth[/spell], [spell]Spirit Guardians[/spell], [spell]Wind Wall[/spell]
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: Proficiency in two skills.

Class


Ritual Casting: You can cast cleric spells as rituals.

Spellcasting Focus: Holy symbol

Divine Domain: Choose one domain related to your deity. Your choice grants you domain spells and other features.

Domain Spells: Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Channel Divinity: When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead: 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. It 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.

Life Domain Spells: 1st: bless, cure wounds. 3rd: lesser restoration, spiritual weapon. 5th: beacon of hope, revivify. 7th: death ward, guardian of faith. 9th: mass cure wounds, raise dead

Bonus Proficiency (Life): You gain proficiency with heavy armor.

Disciple of Nature(Life): Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Charm Animals and Plants (Nature): Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Skill Versatility:[/b] Proficiency in two skills.

[b]Class[/b]


[b]Ritual Casting:[/b] You can cast cleric spells as rituals.

[b]Spellcasting Focus:[/b] Holy symbol

[b]Divine Domain:[/b] Choose one domain related to your deity. Your choice grants you domain spells and other features.

[b]Domain Spells:[/b] Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

[b]Channel Divinity:[/b] When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

[b]Channel Divinity: Turn Undead:[/b] 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. It 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.

[b]Life Domain Spells[/b]: 1st: [spell]bless[/spell], [spell]cure wounds[/spell]. 3rd: [spell]lesser restoration[/spell], [spell]spiritual weapon[/spell]. 5th: [spell]beacon of hope[/spell], [spell]revivify[/spell]. 7th: [spell]death ward[/spell], [spell]guardian of faith[/spell]. 9th: [spell]mass cure wounds[/spell], [spell]raise dead[/spell]

[b]Bonus Proficiency (Life):[/b] You gain proficiency with heavy armor.

[b]Disciple of Nature(Life):[/b] Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

[b]Channel Divinity: Charm Animals and Plants (Nature):[/b] Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Mace
Hand Axe
Scale Mail
Shield
Explorer's Pack
Holy Symbol
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons
Languages: Common, Elvish, Draconic
PROFICIENCIES & LANGUAGES
I like to squeeze into small places where no one else can get to me.
PERSONALITY TRAITS
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
IDEALS
I worked the land, I love the land, and I will protect the land.
BONDS
Gold seems like a lot of money to me, and I'll do just about anything for more of it.
FLAWS
 
She was always a brilliant, if unscrupulous mind. Her mother was very strict, and drilled into her lessons on being the perfect lady. She hasn't been sleeping well lately.
DESCRIPTION & EXTRA INFO

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