Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Silgre Stanford
Character Name
Cleric 7
Class & Level
Acolyte
Background
Hill Dwarf
Race
Neutral Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
14
14
+
0
(Race)
DEXTERITY
+1
12
12
+
0
(Race)
CONSTITUTION
+2
15
13
+
2
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+4
18
17
+
1
(Race)
CHARISMA
+0
10
10
+
0
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
1414
+
SPEED
25 ft
HIT POINTS
Max:
53
53
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
2 +2
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Mace+51d6+2 bludgeoning5
Hand Axe+51d6+2 slashing20/60
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
10
KNOWN
15
DC
Cast Mod
4
Cantrip:
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
1
/
1
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Racial

Darkvision 60ft

Dwarven Resilience: Advantage on poison saves and poison resistance.

Stonecunning: 2x proficiency on history (stonework) checks.

Dwarven Toughness: Your hit point maximum increases by 1 every level.

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.

Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: 5th level destroys 1/2 CR or lower, 8th level destroys 1 CR or lower, 11th level destroys 2 CR or lower, 14th level destroys 3 CR or lower, 17th level destroys 4 CR or lower.

Blessed Healer (Life): When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

[b]Racial[/b]

[b]Darkvision[/b] 60ft

[b]Dwarven Resilience:[/b] Advantage on poison saves and poison resistance.

[b]Stonecunning:[/b] 2x proficiency on history (stonework) checks.

[b]Dwarven Toughness:[/b] Your hit point maximum increases by 1 every level.

[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.

[b]Destroy Undead:[/b] When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold: 5th level destroys 1/2 CR or lower, 8th level destroys 1 CR or lower, 11th level destroys 2 CR or lower, 14th level destroys 3 CR or lower, 17th level destroys 4 CR or lower.

[b]Blessed Healer (Life):[/b] When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Mace
4
1
Hand Axe
2
1
Scale Mail
45
1
Shield
6
1
Explorers Pack
59
1
Holy Symbol
0
Total: 116.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
25
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons
Languages: Common, Dwarven
PROFICIENCIES & LANGUAGES
I like to talk at length about my profession.
PERSONALITY TRAITS
Greater Good. Our lot is to lay down our lives in defense of others. (Good)
IDEALS
I would do anything for the other members of my old troupe.
BONDS
Once I start drinking, it's hard for me to stop.
FLAWS
 
The child of a Barkeep, who enjoyed hunting, Silgre was taken on many hunting expeditions. Silgre 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 was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
DESCRIPTION & EXTRA INFO

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