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
gilfrid
Character Name
Paladin 4
Class & Level
Worshipped One
Background
Aasimar
Race
Lawful Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
17
17
+
0
(Race)
DEXTERITY
-3
5
5
+
0
(Race)
CONSTITUTION
+5
20
20
+
0
(Race)
INTELLIGENCE
-3
5
5
+
0
(Race)
WISDOM
-3
5
5
+
0
(Race)
CHARISMA
+5
20
18
+
2
(Race)
ARMOR CLASS
21
INITIATIVE
-3 -3
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
77
+
0
SPEED
30 ft
HIT POINTS
Max:
48
48
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
3 +3
+
0
Strength
-3 -3
+
0
Dexterity
+
0
Constitution
-3 -3
+
0
Intelligence
-1 -1
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
-3 -3
+
0
Acrobatics (Dex)
-3 -3
+
0
Animal Handling (Wis)
-3 -3
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
-3 -3
+
0
History (Int)
-3 -3
+
0
Insight (Wis)
+
2
Intimidation (Cha)
-3 -3
+
0
Investigation (Int)
-3 -3
+
0
Medicine (Wis)
-3 -3
+
0
Nature (Int)
-3 -3
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
-1 -1
+
0
Religion (Int)
-3 -3
+
0
Sleight of Hand (Dex)
-3 -3
+
0
* Stealth (Dex)
-3 -3
+
0
Survival (Wis)
-3 -3
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
longsword+61D8+45ft
Javelin+61D6+430/120
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
3
KNOWN
15
DC
Cast Mod
0
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Cantrips:

Booming blade


Lv1:

Shield

ceremony

command

searing smite

thunderous smite

shield of faith

divine favor

Purify food and drink
Cantrips:
Booming blade


Lv1:

Shield
ceremony

command

searing smite

thunderous smite

shield of faith

divine favor

Purify food and drink
SPELLCASTING
[+instructions]

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Class


Divine Sense: Action to sense location of any celestial, fiend, or undead within 60 ft not behind total cover. Also any place or object that has been consecrated or desecrated. Usable a number of times equal to 1 + your Charisma modifier per long rest.

Lay on Hands: Pool of health equal to paladin level x 5. Action touch a creature to transfer health from that pool to restore them. Alternatively expend 5 hit points from pool to cure one disease or poison. Unusable on undead or constructs.

Fighting Style,Defense. While you are wearing armor, you gain a +1 bonus to AC.

Spellcasting: You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Smite: When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Harness Divine Power (Optional)

Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

subclass... oath of storms (wiki)-

Storm Smite

When you take this subclass at 3rd level, your radiant damage may be replaced by thunder, lightning, or cold damage (your choice). Any Fiend or Undead type enemies with resistance to these damage types take full damage instead.

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Eye of the storm: As a bonus action, you can use your Channel Divinity to take on the swiftness of lightning. Attack rolls against you have disadvantage for the next minute.

Thunder Leap: As an action, you can choose to jump up to your movement speed in any direction. When you do this, you can choose to have lightning explode around you when you land, forcing all creatures in a 5 foot radius to make a Dexterity saving throw. On failure, they take damage equal to 2d6 + your Charisma modifier and are knocked back 10 feet or half as much on a success.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and roll a number of [d4]s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
[b]Class[/b]


[b]Divine Sense:[/b] Action to sense location of any celestial, fiend, or undead within 60 ft not behind total cover. Also any place or object that has been consecrated or desecrated. Usable a number of times equal to 1 + your Charisma modifier per long rest.

[b]Lay on Hands:[/b] Pool of health equal to paladin level x 5. Action touch a creature to transfer health from that pool to restore them. Alternatively expend 5 hit points from pool to cure one disease or poison. Unusable on undead or constructs.

[b]Fighting Style,Defense. While you are wearing armor, you gain a [+1] bonus to AC.

[b]Spellcasting:[/b] You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.

[b]Divine Smite:[/b] When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is [2d8] for a 1st-level spell slot, plus [1d8] for each spell level higher than 1st, to a maximum of [5d8]. The damage increases by [1d8] if the target is an undead or a fiend, to a maximum of [6d8].

Harness Divine Power (Optional)
Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

subclass... oath of storms (wiki)-

Storm Smite
When you take this subclass at 3rd level, your radiant damage may be replaced by thunder, lightning, or cold damage (your choice). Any Fiend or Undead type enemies with resistance to these damage types take full damage instead.

Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Eye of the storm: As a bonus action, you can use your Channel Divinity to take on the swiftness of lightning. Attack rolls against you have disadvantage for the next minute.

Thunder Leap: As an action, you can choose to jump up to your movement speed in any direction. When you do this, you can choose to have lightning explode around you when you land, forcing all creatures in a 5 foot radius to make a Dexterity saving throw. On failure, they take damage equal to [2d6] + your Charisma modifier and are knocked back 10 feet or half as much on a success.
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Longsword
5 Javelins
Chainmail
Shield
Holy Symbol
Explorer's Pack
andimantine fullplate
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
20gp
WEALTH
Proficiencies: All armor, shields, simple/martial weapons
Languages: Common, celestial draconic
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO

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