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5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Unarmed | +4 | 1d4+2 bludgeoning | 5 | |
Darts | +4 | 1d4+2 piercing | 20/60 | |
Sickle | +8 | 1d4+4 slashing | 5 | |
Scythe | +8 | 1d8+4 slashing | 5 |
Racial
Darkvision 120ft
Unseen Guise: Stealth checks are rolled with advantage when standing in dim light or darkness and not incapacitated.
Shadow's Call: You can cast the darkness spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Monk Class
Unarmored Defense: While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.
Martial Arts: When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll d4 for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.
Ki:
You can spend Ki Points to fuel ki features. You have 6 points per short rest and your Ki save DC is 15.
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
[blockquote]Ki Points: (No Action)Uses: 6 / Short Rest
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
[/blockquote]
Unarmored Movement: Your speed increases by 15 feet while you are not wearing armor or wielding a shield.
Deflect Missiles: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +10. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.Deflect Missiles: 1 Reaction
Deflect Missiles Attack: 1 Reaction
Hands of Healing: At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
Hands of Harm: At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
Implements of Mercy: When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
Slow Fall: You can use your reaction when you fall to reduce any falling damage you take by 30.Slow Fall: 1 Reaction
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike: When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15).
Ki-Empowered Strikes: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
Physicians Touch: Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
Cleric Class
Voice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
Channel Divinity: You can channel divine energy to fuel magical effects a number of times per short rest
Channel Divinity:1 / Short Rest
Channel Divinity: Turn Undead: 1 Action
Channel Divinity: Order's Demand
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Channel Divinity: Order's Demand: 1 Action
[b]Darkvision[/b] 120ft
[b]Unseen Guise:[/b] Stealth checks are rolled with advantage when standing in dim light or darkness and not incapacitated.
[b]Shadow's Call:[/b] You can cast the [spell]darkness[/spell] spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
[b]Monk Class[/b]
[b]Unarmored Defense:[/b] While you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.
[b]Martial Arts:[/b] When unarmed or using monk weapons you can use Dexterity instead of Strength for attack and damage rolls, you can roll [d4] for damage instead of normal, and when you use the Attack action you can make a strike as a bonus action. Monk weapons are shortswords and simple melee weapons that don't have the heavy or two-handed property.
[b]Ki[/b]:
You can spend Ki Points to fuel ki features. You have 6 points per short rest and your Ki save DC is 15.
[b]Flurry of Blows[/b] - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
[b]Patient Defense[/b] - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
[b]Step of the Wind[/b] - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
[blockquote]Ki Points: (No Action)
Uses: 6 / Short Rest
Flurry of Blows: 1 Bonus Action
Patient Defense: 1 Bonus Action
Step of the Wind: 1 Bonus Action
[/blockquote]
[b]Unarmored Movement:[/b] Your speed increases by 15 feet while you are not wearing armor or wielding a shield.
[b]Deflect Missiles:[/b] You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [1d10] [+10]. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.
Deflect Missiles: 1 Reaction
Deflect Missiles Attack: 1 Reaction
[b]Hands of Healing:[/b] At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
[b]Hands of Harm:[/b] At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.
[b]Implements of Mercy:[/b] When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
[b]Slow Fall:[/b] You can use your reaction when you fall to reduce any falling damage you take by 30.
Slow Fall: 1 Reaction
[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.
[b]Stunning Strike:[/b] When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15).
[b]Ki-Empowered Strikes:[/b] Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.
[b]Physicians Touch:[/b] Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
[b]Cleric Class[/b]
[b]Voice of Authority:[/b] Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
[b]Channel Divinity:[/b] You can channel divine energy to fuel magical effects a number of times per short rest
[b]Channel Divinity:[/b]
1 / Short Rest
[b]Channel Divinity:[/b] Turn Undead: 1 Action
[b]Channel Divinity:[/b] Order's Demand
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
[b]Channel Divinity:[/b] Order's Demand: 1 Action
Languages: Common, Orc
I always have a plan for what to do when things go wrong.
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