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5th Edition Character Sheet

Create and save a character sheet for 5e D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see. 2024 Edition Here.

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Attacks | Spells | Features & HD | |
[+]
Generate Character
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Campaign Manager
Rosa
Character Name
Cleric 6
Class & Level
Entertainer
Background
Human
Race
Neutral Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
16
15
+
1
(Race)
DEXTERITY
+0
10
10
+
0
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+4
18
15
+
3
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
23
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
1717
+
SPEED
30 ft
HIT POINTS
Max:
44
44
TEMP HP
POINT BUY
27
Picture URL:
Token URL:
https://i.imgur.com/ezaDkmR.png
3 +3
+
Strength
+
2
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
9
KNOWN
15
DC
Cast Mod
4
Cantrip:
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
Buffs


Racial

Human (+1 two attributes)

Shield Master: Bonus action to shove when attacking. +2 to Dex saves against effects only targeting me. Reaction on successful Dex save to take no damage instead of half.

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.

Bonus Proficiency:

I gain proficiency with heavy armor and smith's tools

Blessing of the Forge: At the end of a long rest, I can imbue magic into a nonmagical weapon or armor. It becomes magical: +1 AC if armor, or +1 to attack and damage rolls if a weapon. This lasts until the end of my next long rest or until I die. Uses: 1/long rest

Forge Domain Spells: identify, searing smite, heat metal, magic weapon, elemental weapon, protection from energy, fabricate, wall of fire, animate objects, creation

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.

Channel Divinity: Artisan's Blessing: With an hour-long ritual, I can craft a nonmagical item that is at least part metal. Including: suit of armor, simple or martial weapon, set of tools, 10 pieces of ammunition. The creation can be worth up to 100 gp, and I must expend metals of equal value to it. The metals irretrievably coalesce into the new item, forming even nonmetal parts of it. The item can be an exact duplicate of a nonmagical item if I possess the original. The item comes into existence at the end of the hour in an unoccupied space within 5 ft.

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.

Soul of the Forge:
I gain resistance to fire damage and +1 to AC while wearing medium or heavy armor
[b]Buffs[/b]



[b]Racial[/b]

Human (+1 two attributes)

[b]Shield Master:[/b] Bonus action to shove when attacking. [+2] to Dex saves against effects only targeting me. Reaction on successful Dex save to take no damage instead of half.

[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]Bonus Proficiency[/b]:
I gain proficiency with heavy armor and smith's tools

[b]Blessing of the Forge[/b]: At the end of a long rest, I can imbue magic into a nonmagical weapon or armor. It becomes magical: [+1] AC if armor, or [+1] to attack and damage rolls if a weapon. This lasts until the end of my next long rest or until I die. [b]Uses[/b]: 1/long rest

[b]Forge Domain Spells[/b]: [spell]identify[/spell], [spell]searing smite[/spell], [spell]heat metal[/spell], [spell]magic weapon[/spell], [spell]elemental weapon[/spell], [spell]protection from energy[/spell], [spell]fabricate[/spell], [spell]wall of fire[/spell], [spell]animate objects[/spell], [spell]creation[/spell]

[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]Channel Divinity: Artisan's Blessing[/b]: With an hour-long ritual, I can craft a nonmagical item that is at least part metal. Including: suit of armor, simple or martial weapon, set of tools, 10 pieces of ammunition. The creation can be worth up to 100 gp, and I must expend metals of equal value to it. The metals irretrievably coalesce into the new item, forming even nonmetal parts of it. The item can be an exact duplicate of a nonmagical item if I possess the original. The item comes into existence at the end of the hour in an unoccupied space within 5 ft.

[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]Soul of the Forge[/b]:
I gain resistance to fire damage and +1 to AC while wearing medium or heavy armor
FEATURES & TRAITS
d8
HIT DICE
USED
5
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Mace
4
1
Hand Axe
2
1
Plate Armor [18]
65
1
Shield +1 [3]
6
1
Explorers Pack
59
1
Holy Symbol
0
1
Javelin of Lightning
2
1
Wand of Magic Missiles
1
2
Potion of Healing
0.5
1
Exalting Book (4 Bless)
1
1
Bag of Holding
-485
1
Potion of Supreme Healing
0.5
Total: -280.54 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
3148
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons
Languages: Common, Celestial
PROFICIENCIES & LANGUAGES
Nothing can shake my optimistic attitude.
PERSONALITY TRAITS
Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
IDEALS
I was cheated of my fair share of the profits, and I want to get my due.
BONDS
I'm quick to assume that someone is trying to cheat me.
FLAWS
 
Fargrim was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He has gone from town to town till he finds a spot where he can set up a sustainable business.
DESCRIPTION & EXTRA INFO
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