Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Nora Frostbeard
Character Name
Cleric 20
Class & Level
Noble
Background
Human
Race
Chaotic Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+4
19
18
+
1
(Race)
DEXTERITY
+1
13
12
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
-1
9
8
+
1
(Race)
WISDOM
+5
20
19
+
1
(Race)
CHARISMA
+0
11
10
+
1
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
6
6
+
0
PERCEPTION
1515
+
0
SPEED
30 ft
HIT POINTS
Max:
124
124
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
4 +4
+
0
Strength
+
0
Dexterity
+
0
Constitution
-1 -1
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
-1 -1
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-1 -1
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
-1 -1
+
0
Investigation (Int)
+
0
Medicine (Wis)
-1 -1
+
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
Mace+101d6+4 bludgeoning5
Hand Axe+101d6+4 slashing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
22
KNOWN
19
DC
Cast Mod
5
Cantrip:
4
/
1st:
3
/
2nd:
3
/
3rd:
3
/
4th:
3
/
5th:
2
/
6th:
2
/
7th:
1
/
8th:
1
/
9th:
SPELLCASTING
[+instructions]

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 Life (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: Preserve Life (Life): As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: 5th level destroys 1/2 CR or lower, 8th level destroys 1 CR or lower, 11th level destroys 2 CR or lower, 14th level destroys 3 CR or lower, 17th level destroys 4 CR or lower.

Blessed Healer (Life): When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Strike (Life): 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Intervention: Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

Supreme Healing (Life): When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

[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 Life (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: Preserve Life (Life):[/b] As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

[b]Destroy Undead:[/b] When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: 5th level destroys 1/2 CR or lower, 8th level destroys 1 CR or lower, 11th level destroys 2 CR or lower, 14th level destroys 3 CR or lower, 17th level destroys 4 CR or lower.

[b]Blessed Healer (Life):[/b] When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

[b]Divine Strike (Life):[/b] 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

[b]Divine Intervention:[/b] Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

[b]Supreme Healing (Life):[/b] When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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, Dwarven
PROFICIENCIES & LANGUAGES
I eat like a pig and have bad manners.
PERSONALITY TRAITS
Responsibility. I do what I must and obey just authority. (Lawful)
IDEALS
I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
BONDS
I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
FLAWS
 
His parents moved while she was still in utero so she is the first generation to be born here. Her spouse left her for another, whom she beat to an almost bloody pulp. She did not win them back, but she came to a realization. To get what you want from life, you must take it. She has became unsatisfied with her lot in life, and decided to take up adventuring.
DESCRIPTION & EXTRA INFO

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