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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
Everbrill Lightcrotch
Character Name
Paladin 6
Class & Level
Perfect Life-form
Background
Half-Elf
Race
Lawful Neutral
Alignment
0
Experience
They
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
14
14
+
0
(Race)
DEXTERITY
+1
12
12
+
0
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+3
17
15
+
2
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1313
+
0
SPEED
30 ft
HIT POINTS
Max:
42
49
TEMP HP
0
POINT BUY
Standard
Picture URL:
0
Token URL:
2 +2
+
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)
-1 -1
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
2
KNOWN
14
DC
Cast Mod
0
Cantrip:
0
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Divine Smite
Starting at 2nd level, when you hit a creature with a 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.

Aid

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

Command: 1 turn
You speak a one-word command to a creature you can see within range.

The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Wrathful Smite:1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.

Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Detect Magic: 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cure Wounds:

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Hunter's Mark (Oath Spell)

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Bane (Oath Spell)

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Aura of Protection:
whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus
Divine Smite
Starting at 2nd level, when you hit a creature with a 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.

Aid
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

Command: 1 turn
You speak a one-word command to a creature you can see within range.
The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Wrathful Smite:1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Detect Magic: 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cure Wounds:
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Hunter's Mark (Oath Spell)
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Bane (Oath Spell)
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Aura of Protection:
whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus
SPELLCASTING
[+instructions]
Grappler DivineHealth

By 3rd level, the divine magic flowing through you makes you immune to disease.

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.

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.

Abjure Enemy

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Grappler DivineHealth
By 3rd level, the divine magic flowing through you makes you immune to disease.

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.

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.

Abjure Enemy
As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Great Sword
Throwing Spear
Chainmail
Shield
Holy Symbol
Explorer's Pack
Cloak of Elvenkind
ring of waterwalking
ring of fire resistance
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: All armor, shields, simple/martial weapons
Languages: Common, Elvish, Draconic
PROFICIENCIES & LANGUAGES
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
PERSONALITY TRAITS
People. I'm committed to the people I care about, not to ideals. (Neutral)
IDEALS
I would die to recover an ancient artifact of my faith that was lost long ago.
BONDS
I judge others harshly, and myself even more severely.
FLAWS
 
Trained by her father for as long as she can remember she had it drilled in her head that it was her duty to serve her country. One day when Arara was young, her father was sewing while trying to overcome the flu, when suddenly her father dropped to the ground dead. Her father had died from a severe disease that was unknown to the village doctor. Arara was heart-stricken from the event, and her mother started working long hours to provde for them. She's also a talented Gardener, but doesn't like to broadcast it.
DESCRIPTION & EXTRA INFO
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