5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| Scimitar | 0 | 1d6 | 5 feet | |
| Scimitar | 0 | 1d6 | 5 feet |
Burning hands
False Life
Inflict wounds
cause fear
Burning hands
False Life
Inflict wounds
cause fear
Racial
Human determinationOnce when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.
Steady mindYou can add your proficiency bonus to any initiative roll you make. Once when you are surprised while you are conscious, you can choose to act normally on your turn, and must finish a long rest before you can do so again.
Towering gazeYou have advantage on Wisdom (Perception) checks relying on sight.
Class
Ardent SoulYour soul flares with a passion unlike the common man, which manifests occasionally as a disposition towards elemental forces: Burning Passion, Caustic Spite, Cold Indifference, Fulminating Glee, Mindful Insight, Radiant Superiority or Venomous Duality, all detailed at the end of the class description.
Your choice grants you features at 1st level, and then again at 3rd, 7th, 15th and 20th level.
Rallying PresenceAt 1st level, your strong personality inspires allies on the battlefield, allowing them to catch their breath and have a second wind.
You have a pool of inspiring energy equal to five times your savant level. As an action, you can touch a willing creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.
Alternatively, you can expend 5 of these hit points to help the ally snap out of a stupor. The ally can immediately make a saving throw to remove one effect that has it charmed or frightened. You can aid it in removing several of these effects at once, expending hit points for each effect.
CreativityAt 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).Ardent Smite: Burning PassionAt 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).
Fiery SoulBeginning when you unlock this ardent soul at 1st level, you gain resistance to fire damage and can tolerate temperatures as high as 200 degrees without additional protection. Additionally, you gain the produce flame trick.
Manifest soul As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to fire damage.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Soul Burn As an action, your flames burns bright to banish despair. Each creature of your choice within 30 feet gains 2d6 + your savant level in temporary hit points, and while a creature has these temporary hit points, it has advantage on saving throws against being frightened.
[b]Human determination[/b]Once when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.
[b]Steady mind[/b]You can add your proficiency bonus to any initiative roll you make. Once when you are surprised while you are conscious, you can choose to act normally on your turn, and must finish a long rest before you can do so again.
[b]Towering gaze[/b]You have advantage on Wisdom (Perception) checks relying on sight.
[b]Class[/b]
[b]Ardent Soul[/b]Your soul flares with a passion unlike the common man, which manifests occasionally as a disposition towards elemental forces: Burning Passion, Caustic Spite, Cold Indifference, Fulminating Glee, Mindful Insight, Radiant Superiority or Venomous Duality, all detailed at the end of the class description.
Your choice grants you features at 1st level, and then again at 3rd, 7th, 15th and 20th level.
[b]Rallying Presence[/b]At 1st level, your strong personality inspires allies on the battlefield, allowing them to catch their breath and have a second wind.
You have a pool of inspiring energy equal to five times your savant level. As an action, you can touch a willing creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.
Alternatively, you can expend 5 of these hit points to help the ally snap out of a stupor. The ally can immediately make a saving throw to remove one effect that has it charmed or frightened. You can aid it in removing several of these effects at once, expending hit points for each effect.
[b]Creativity[/b]At 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).
[b]Ardent Smite: Burning Passion[/b]At 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).
[b]Fiery Soul[/b]Beginning when you unlock this ardent soul at 1st level, you gain resistance to fire damage and can tolerate temperatures as high as 200 degrees without additional protection. Additionally, you gain the produce flame trick.
[b]Manifest soul[/b] As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to fire damage.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
[b]Soul Burn[/b] As an action, your flames burns bright to banish despair. Each creature of your choice within 30 feet gains [2d6] + your savant level in temporary hit points, and while a creature has these temporary hit points, it has advantage on saving throws against being frightened.
100 000 beri
A set of common clothes
Languages: Common
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