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
Jin roe
Character Name
Cleric 1
Class & Level
Acolyte
Background
Human
Race
Lawful Good
Alignment
850
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
9
8
+
1
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+0
11
10
+
1
(Race)
INTELLIGENCE
+2
14
13
+
1
(Race)
WISDOM
+1
13
12
+
1
(Race)
CHARISMA
+3
16
15
+
1
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1111
+
0
SPEED
30 ft
HIT POINTS
Max:
8
8
TEMP HP
0
POINT BUY
Standard
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)
-1 -1
+
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
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Spell Attack+5X+3 X%3%
maceproficiently 1d4 blunt%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
Mending


Transmutation cantrip

Casting Time: 1 action
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.



Thaumaturgy


Transmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

• Your voice booms up to three times as loud as normal for 1 minute.

• You cause flames to flicker, brighten, dim, or change color for 1 minute.

• You cause harmless tremors in the ground for 1 minute.

• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

• You instantaneously cause an unlocked door or window to fly open or slam shut.

• You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.



Sacred Flame


Evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).







lvl 1~~~~~~


Command


1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

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.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Healing Word

1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.


Guiding Bolt


1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
KNOWN
11
DC
Cast Mod
3
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. 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

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

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.

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life
Also starting at 1st level, your healing spells are more effective. 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
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

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.
SPELLCASTING
[+instructions]

• Age. Humans reach adulthood in their late teens and live less than a century.

• Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

• Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

• Speed. Your base walking speed is 30 feet.

• Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

• Age. Humans reach adulthood in their late teens and live less than a century.

• Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

• Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

• Speed. Your base walking speed is 30 feet.

• Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
mace
holy symbol
priest kit


Long Sword
mystery deep vial


Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
30gp
WEALTH
Proficiencies: Light armor, simple weapons, heavy armor
Languages: Common, Infernal
PROFICIENCIES & LANGUAGES
I watch over my friends as if they were a litter of newborn pups.
PERSONALITY TRAITS
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
IDEALS
trust - davril
respect - swooosh
amused - denmark
BONDS
I'm convinced that no one could ever fool me in the way I fool others.
FLAWS
 
she grew up
DESCRIPTION & EXTRA INFO

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