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
Nerimys
Character Name
Paladin 7
Class & Level
Soldier
Background
High Elf
Race
Neutral Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
17
17
+
0
(Race)
DEXTERITY
+3
16
14
+
2
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+3
17
16
+
1
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
+2
15
15
+
0
(Race)
ARMOR CLASS
20
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1111
+
0
SPEED
30 ft
HIT POINTS
Max:
47
47
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
6 +6
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
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
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Longsword+51d8+2 slashing5
Shield+1%2%%3%
Dagger+61d4+5 Piercing20ft/60ft
Handaxe+61d6+6 Slashing20/60
Rapier+61d8+55ft
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
5
KNOWN
13
DC
Cast Mod
0
Cantrip:
4
/
1st:
3
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Keen Senses: Proficiency in the Perception skill.

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: know one cantrip of your choice from the wizard spell list.

Extra Language: You know one extra language

Class


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.

Fighting Style, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting: You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Smite: When you hit a creature with a melee weapon 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.

Divine Health: The divine magic flowing through you makes you immune to disease.

Channel Divinity: When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.

Oath of Devotion: Honesty. Courage. Compassion. Honor. Duty.

Channel Divinity: Sacred Weapon (Devotion): As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. 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.

Channel Divinity: Turn the Unholy (Devotion): As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.

Oath Spells (Devotion): 3rd: protection from evil and good, sanctuary. 5th: lesser restoration, zone of truth. 9th: beacon of hope, dispel magic. 13th: freedom of movement, guardian of faith. 17th: commune, flame strike

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

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. At 18th level, the range of this aura increases to 30 feet.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Keen Senses:[/b] Proficiency in the Perception skill.

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

[b]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.

[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.

[b]Extra Language:[/b] You know one extra language

[b]Class[/b]


[b]Divine Sense:[/b] 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.

[b]Lay on Hands:[/b] 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.

[b]Fighting Style, Dueling:[/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

[b]Spellcasting:[/b] You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.

[b]Divine Smite:[/b] When you hit a creature with a melee weapon 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.

[b]Divine Health:[/b] The divine magic flowing through you makes you immune to disease.

[b]Channel Divinity:[/b] When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.

[b]Oath of Devotion:[/b] Honesty. Courage. Compassion. Honor. Duty.

[b]Channel Divinity: Sacred Weapon (Devotion):[/b] As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. 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]Channel Divinity: Turn the Unholy (Devotion):[/b] As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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]Oath Spells (Devotion):[/b] 3rd: [spell]protection from evil and good[/spell], [spell]sanctuary[/spell]. 5th: [spell]lesser restoration[/spell], [spell]zone of truth[/spell]. 9th: [spell]beacon of hope[/spell], [spell]dispel magic[/spell]. 13th: [spell]freedom of movement[/spell], [spell]guardian of faith[/spell]. 17th: [spell]commune[/spell], [spell]flame strike[/spell][/table]

[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.

[b]Aura of Protection:[/b] 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. At 18th level, the range of this aura increases to 30 feet.
FEATURES & TRAITS
65
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Longsword
Chainmail
Shield
Holy Symbol
Explorer's Pack
Antitoxin
Bedroll
Book
Common Clothes
1 oz bottle ink
Ink Pen
Little Bag of Sand
Mess Kit
Parchment (1 Sheet)
Playing Card Set
Potion of Endure Elements (Fire)
Hempen Rope 50ft
Scale Mail
Scimitar
Small Knife
Spell Scroll- Cantrip
Tinderbox
Torch x 11
Waterskin
24 Silverware Set
Everburning Candle
3 gems
A nightcap that gives pleasant dreams
Knowledge of the Swords of Leilon
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
474gp
WEALTH
Proficiencies: All armor, shields, simple/martial weapons
Languages: Common, Elvish, Sylvan
PROFICIENCIES & LANGUAGES
I have a crude sense of humor.
I can stare down a hell hound without flinching.
I’m always polite and respectful.
PERSONALITY TRAITS
Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
Responsibility. I do what I must and obey just authority. (Lawful)
IDEALS
Those who fight beside me are those worth dying for.
Her life's work is the Tome of Battle, a treatise related to her theories on combat and experiences in the war.
BONDS
I’d rather eat my armor than admit when I’m wrong.
FLAWS
 
Nerimys was born with her father's beautiful face. Being born in the south, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the south for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way north. By chance she met her sister recently and the two have been together since.


Nerimys Vanim was a soldier, who fought in a war that her side won, but by the time it was over she had had a complete change in moral standing. After what she’d seen in the war, she developed a distaste for needless violence, despite coming from a long line of military. She ends up as a noble’s bodyguard in Oakhurst, among other towns and cities, where she’d travel and provide services when needed, at the same time training and studying to become a paladin.
DESCRIPTION & EXTRA INFO

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