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
Korradon Korrodon
Character Name
Cleric 3
Class & Level
Gladiator
Background
Dragonborn
Race
Chaotic Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
14
+
1
(Race)
DEXTERITY
+1
12
12
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+2
15
15
+
0
(Race)
CHARISMA
+1
12
10
+
2
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30 ft
HIT POINTS
Max:
19
19
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)
+
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
Mace+41d6+2 bludgeoning5
Hand Axe+41d6+2 slashing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
6
KNOWN
12
DC
Cast Mod
3
Cantrip:
4
/
1st:
2
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
SPELLCASTING
[+instructions]

Racial

Draconic Ancestry: Your breath weapon and damage resistance are determined by the dragon type you choose.

Breath Weapon: 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.

Class


Ritual Casting: You can cast cleric spells as rituals.

Spellcasting Focus: Holy symbol

Divine Domain: Choose one domain related to your deity. Your choice grants you domain spells and other features.

Domain Spells: Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Channel Divinity: 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. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

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.

Life Domain Spells: 1st: bless, cure wounds. 3rd: lesser restoration, spiritual weapon. 5th: beacon of hope, revivify. 7th: death ward, guardian of faith. 9th: mass cure wounds, raise dead

Bonus Proficiency (Life): You gain proficiency with heavy armor.

Disciple of Life (Life): 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 (Life): 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.

[b]Racial[/b]

[b]Draconic Ancestry:[/b] Your breath weapon and damage resistance are determined by the dragon type you choose.

[b]Breath Weapon:[/b] 1/rest Action to exhale destructive energy, shape and saving throw determined by ancestry. DC is 8+Con mod+proficiency. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.

[b]Class[/b]


[b]Ritual Casting:[/b] You can cast cleric spells as rituals.

[b]Spellcasting Focus:[/b] Holy symbol

[b]Divine Domain:[/b] Choose one domain related to your deity. Your choice grants you domain spells and other features.

[b]Domain Spells:[/b] Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

[b]Channel Divinity:[/b] 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. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

[b]Channel Divinity: Turn Undead:[/b] 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]Life Domain Spells[/b]: 1st: [spell]bless[/spell], [spell]cure wounds[/spell]. 3rd: [spell]lesser restoration[/spell], [spell]spiritual weapon[/spell]. 5th: [spell]beacon of hope[/spell], [spell]revivify[/spell]. 7th: [spell]death ward[/spell], [spell]guardian of faith[/spell]. 9th: [spell]mass cure wounds[/spell], [spell]raise dead[/spell]

[b]Bonus Proficiency (Life):[/b] You gain proficiency with heavy armor.

[b]Disciple of Life (Life):[/b] 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.

[b]Channel Divinity: Preserve Life (Life):[/b] 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.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Mace
Hand Axe
Scale Mail
Shield
Explorer's Pack
Holy Symbol
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
25gp
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons
Languages: Common, Draconic
PROFICIENCIES & LANGUAGES
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
PERSONALITY TRAITS
Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
IDEALS
The ship is most important--crewmates and captains come and go.
BONDS
Despite my best efforts, I am unreliable to my friends.
FLAWS
 
Born in a small village she learned the ways of the warrior from her mother. Smoking liked to wander the woods near her home when she was young, something she still likes to do at least once a week. She never liked modest clothing or shoes, so she would wander the woods barefoot and lightly dressed, and she developed a good sense of balance and learned how to climb and swim well. She has made many enemies by not giving into corruption and outing many instances of it.
DESCRIPTION & EXTRA INFO

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