Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Clahel
Kennyrurdrenn
Character Name
Cleric 1
Class & Level
Far Traveler
Background
Half-Elf
Race
Neutral Evil
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+3
16
15
+
1
(Race)
INTELLIGENCE
+2
14
14
+
0
(Race)
WISDOM
+4
18
17
+
1
(Race)
CHARISMA
+2
14
12
+
2
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1616
+
0
SPEED
30 ft
HIT POINTS
Max:
26
26
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
0 +0
+
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)
+
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
Mace21d6/Bludgeoning%3%
Dagger21d4 /Piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
8
KNOWN
14
DC
Cast Mod
4
Cantrip:
4
/
1st:
3
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
[b]Cantrip:[/b]

[spell]Word of Radiance[/spell]

[spell]Sacred Flame[/spell]

[spell]Spare the Dying[/spell]

[spell]Toll the Dead[/spell]

[spell]Guidance[/spell]


[b]1st Level Spells:[/b]

[spell]Healing Word[/spell]

[spell]Inflict Wounds[/spell]

[spell]Ceremony[/spell]

[spell]Guiding Bolt[/spell]


[b]2nd Level Spells:[/b]
[spell]Aid[/spell]

[spell]Prayer of Healing[/spell]

[spell]Spiritual Weapon[/spell]

[spell]Blindness/Deafness[/spell]
SPELLCASTING
[+instructions]

Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. 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 can't discern colour in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Cleric:

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

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.

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.

Grave Domain

Grave Domain Spells:
1st Bane, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Death Ward

9th Antilife Shell, Raise Dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. 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 can't discern colour in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Cleric:[/b]

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

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.

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.

[b]Grave Domain[/b]

Grave Domain Spells:
1st Bane, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Revivify, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Raise Dead

Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
FEATURES & TRAITS
4d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
• A mace
• Leather Armour
• A Dagger
• An explorer's pack
• A shield and a holy symbol
• One set of traveller's clothes,
• A Deck of Playing Card
• Poorly wrought maps
• A small piece of jewellery worth 10 gold pieces
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
5 Gold Pieces
WEALTH
Proficiencies: Light Armour, Medium Armour, Shield, Simple Weapons, Longsword, Deck of Cards
Languages: Common, Elvish, Halfling, Dwarvish
PROFICIENCIES & LANGUAGES
Clahel is extremely cynical and pessimistic about life. If something can go wrong, you can count on Clahel to say something on it. He believes himself to be inferior to his mother which, along with his hand in his Mother's death, has caused him to hate himself.
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
There was once a great elven healer named Amathal (“Beautiful Healer”). Despite most elves being arrogant and prideful, Amathal was kind and often travelled the many villages offering her healing services to those that needed it. When she visited one of these villages she fell in love with a human man. This eventually led to her being pregnant with what would be Clahel. The human man left her when he found she was pregnant, causing Amathal to become heartbroken. When the child was born she named it Ruathal (“Healing Star”) in hopes that he would help heal her broken heart. She also gave him his father’s surname, Fallsword. Ruathal Fallsword.
Ruathal would eventually go on to become a cleric in hopes of making his mother proud. Of course he wasn’t very good at it. This caused Ruathal to develop a inferiority complex towards his mother, believing that he would never be as good as her and that he could never make her proud.
Ruathal would come to make some sort of decision (not sure what yet, this part of his backstory is very much still in the mind forge) that’ll cause his mother to be killed. As he is grieving on the floor with his mother’s body in front of him, she comes back as an undead. So Ruathal has to put his mother to rest with nothing but a dagger while crying his eyes out. When he finally put her to rest, he dropped to his knees and tempted to stab himself in the chest. But the dagger stopped millimetres away from his body as a thick mist began to wraps itself around Ruathal. The mist begins to form a female figure (his future patron goddess) as it continued to hold Ruathal and the dagger. Ruathal dropped the dagger and began sob. He cried for two days straight with this strange mist figure holding him and comforting him.
When Ruathal came to his senses the mist figure took him in and made him a Grave Cleric. She also changed his first name from Ruathal to Clahel (“Rose of Tears”) and the new Clahel picked up the surname of Kennyrurdrenn (“Sworn to the Light”). Clahel then set forth, to eradicate the undead and to finally find his own peace
DESCRIPTION & EXTRA INFO

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