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
solair of astora
Character Name
Paladin 6
Class & Level
gargoyal boss
Background
Human
Race
Lawful Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+4
18
17
+
1
(Race)
DEXTERITY
+1
13
12
+
1
(Race)
CONSTITUTION
+3
16
15
+
1
(Race)
INTELLIGENCE
-1
9
8
+
1
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
+4
18
17
+
1
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
0
PERCEPTION
1212
+
0
SPEED
30 ft
HIT POINTS
Max:
78
78
TEMP HP
playerX10 max hp added
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
4 +4
+
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
lightning spear+7 to hit5D6 lightning120 ft
sunlight straight sword +8 to hit1D10+4 piercing5 ft
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
7
KNOWN
15
DC
Cast Mod
0
Cantrip:
4
/
1st:
2
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

1lv spells:

cure wounds
shield of faith
thunderous smite
compelled duel
protection from evil and good

sanctuary

lv2 spells :

lesser restoration
aid
zone of truth

branding smite

miracles: sunlight talisman(use chr mod instead of wis)

lightning spear X10

You utter the first miracle, said to have originated with the Lord of the Sun, Gwyn. The caster hurls a bolt of lightning at a creature within range. On a hit, the creature takes 4d6 lightning damage.


At Higher Levels: When you cast this spell and your a caster of 2nd level or higher, the spear deals an additional 1d6 lightning damage for each level above 1st.

great heal X10

8D10+ spellcasting modifier on single target

1lv spells:

cure wounds
shield of faith
thunderous smite
compelled duel
protection from evil and good
sanctuary

lv2 spells :

lesser restoration
aid
zone of truth
branding smite

miracles: sunlight talisman(use chr mod instead of wis)

lightning spear X10

You utter the first miracle, said to have originated with the Lord of the Sun, Gwyn. The caster hurls a bolt of lightning at a creature within range. On a hit, the creature takes [4d6] lightning damage.


At Higher Levels: When you cast this spell and your a caster of 2nd level or higher, the spear deals an additional [1d6] lightning damage for each level above 1st.

great heal X10

8D10+ spellcasting modifier on single target

SPELLCASTING
[+instructions]

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 5 per long rest.

Lay on Hands: Pool of health 30 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,Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Divine Smite:

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.


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.


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

Harness Divine Power (Optional)

Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Aura of Protection
Starting at 6th level, 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.
[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 5 per long rest.

[b]Lay on Hands:[/b] Pool of health 30 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,Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by [1d10] + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


[b]Divine Smite:[/b]

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

Harness Divine Power (Optional)
Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Aura of Protection
Starting at 6th level, 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.
FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
sunlight straight sword- +1 to hit 1D10 piercing damage

sunlight shield- allows of casting without having a free hand and has a painted holy symbol on it

iron armor set- medium armor 14 10%crit resistance

sunlight talisman-allows chr casting for meiricales

twin humanity(drops if killed)

orange charred ring- immune to lava damage


Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
WEALTH
Proficiencies: All armor, shields, simple/martial weapons
Languages: Common,
PROFICIENCIES & LANGUAGES
A quick joke or even a flirtatious comment is a great way to ingratiate yourself to a stranger.
PERSONALITY TRAITS
Friendship. A friend is the best ally, and we need as many allies as we can get in this world. (Good)
IDEALS
I seek my own sun, even if it takes me to every corner of Lordran.
BONDS

I’ll never give up on my quest for my own sun, even if it drives me completely insane.
FLAWS
 
Adamantine Spirit
Prerequisites: Constitution 13 or higher
With great fortitude of body and experience in battle, you have learned to emulate adamantine both offensively and defensively. You gain the following benefits:

Weapons you wield are treated as adamantine. Your unarmed strikes are similarly treated as adamantine weapons.
When an attack roll made against you would score a critical hit, you may use your reaction to negate the critical hit, causing the attack to instead be treated as a normal hit. Once you use this ability you must finish a long rest before using it again.


warcaster

DESCRIPTION & EXTRA INFO

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