5th Edition Character Sheet
Skills
Abilities that do not expend Spell Slots
Lay on Hands:(Action, 0ft/Touch, Instantaneous)
-Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5 (Pool: 15)
-Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it.
All Channel Divinity Options (x1 per day)
Harness Divine Power: (Bonus Action, 0ft/Self, Instantaneous)-As a bonus action, you can regain an expended spell slot. (+1 slot you already have) This can be used at 3rd level, once; 7th level, twice; and 15th level, thrice.
Champion Challenge: (Bonus Action, 30ft, Instantaneous)-As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Turn the Tide: (Bonus Action, 30ft, Instantaneous)-As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if they has no more than half of its hit points.
Abilities/Spells that expend Spell Slots
Divine Smite:(Bonus Action, 0ft/Self, Instantaneous)
-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 for each spell level higher than 1st.
-The damage increases by 1d8 if the target is an undead or a fiend
Shield of Faith:(Bonus Action, 60ft, Concentration(up to 10 min/100 turns))-A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. You can cast Shield of Faith on yourself.
((GIVING A POSSIBLE AC 19))
Ceremony: (Action, 10ft, Instantaneous-1 hr cooldown)-You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
-Atonement
-Bless Water: You touch one vial of water and cause it to become holy water. (1 bottle of holy water is 25 gold)
-Coming of Age
-Dedication
-Funeral Rite
-Investiture: You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.
-Wedding
Abilities that do [b]not[/b] expend Spell Slots
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[b]Lay on Hands:[/b](Action, 0ft/Touch, Instantaneous)
-Your blessed touch can heal wounds. [b]You have a pool of healing power that replenishes when you take a long rest.[/b] With that pool, you can restore a total number of hit points equal to your paladin level x 5 [b](Pool: 15)[/b]
-Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it.
[b]All Channel Divinity Options[/b] (x1 per day)
[b]Harness Divine Power:[/b] (Bonus Action, 0ft/Self, Instantaneous)
-[b]As a bonus action,[/b] you can regain an expended spell slot. (+1 slot you already have) This can be used at 3rd level, once; 7th level, twice; and 15th level, thrice.
[b]Champion Challenge:[/b] (Bonus Action, 30ft, Instantaneous)
-[b]As a bonus action,[/b] you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
[b]Turn the Tide:[/b] (Bonus Action, 30ft, Instantaneous)
-[b]As a bonus action,[/b] you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you [b]regains hit points equal to [1d6] + your Charisma modifier[/b] (minimum of 1) [b]if they has no more than half of its hit points.[/b]
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Abilities/Spells that expend Spell Slots
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[b]Divine Smite:[/b](Bonus Action, 0ft/Self, Instantaneous)
-When you hit a creature with a melee weapon attack, you can [b]expend one spell slot to deal radiant damage to the target,[/b] in addition to the weapon's damage. [b]The extra damage is [2d8][/b] for a 1st-level spell slot, plus for each spell level higher than 1st.
-[b]The damage increases by [1d8] if the target is an undead or a fiend[/b]
[b]Shield of Faith:[/b](Bonus Action, 60ft, Concentration(up to 10 min/100 turns))
-A shimmering field appears and surrounds a creature of your choice within range, granting it a [+2] bonus to AC for the duration. [b]You can cast Shield of Faith on yourself.[/b]
[b]((GIVING A POSSIBLE AC 19))[/b]
[b]Ceremony:[/b] (Action, 10ft, Instantaneous-1 hr cooldown)
-You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.
-Atonement
[b]-Bless Water:[/b] You touch one vial of water and cause it to become holy water. (1 bottle of holy water is 25 gold)
-Coming of Age
-Dedication
-Funeral Rite
[b]-Investiture:[/b] You touch one willing humanoid. [b]Choose one 1st-level spell you have prepared and expend a spell slot[/b] and any material components as if you were casting that spell. The spell has no effect. Instead, [b]the target can cast this spell once without having to expend a spell slot or use material components.[/b] If the target doesn’t cast the spell within 1 hour, the invested spell is lost.
-Wedding
Racial
-Medium
Speed:-30 feet
Unending Breath:-You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind:-You can cast the Levitate spell 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.
Class
- 60ft of positive or negative vibesss
Lay on Hands:-you have a pool of healing power that replenishes when you take a long rest. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. (Pool:15)
Fighting Style:-Defense (+1 ac from 16 chainmeal)
Spellcasting:- Spellcasting modifier is Charisma
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,
-The damage increases by 1d8 if the target is an undead or a fiend
Divine Health:-By 3rd level, the divine magic flowing through you makes you immune to disease.
Oath of the Crown (subclass)
Courage Oath:
-You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Channel Divinity (x1 per day)
Harness Divine Power:
-As a bonus action, you can regain an expended spell slot. (+1 slot you already have) This can be used at 3rd level, once; 7th level, twice; and 15th level, thrice.
Champion Challenge:-As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Turn the Tide:-As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if they has no more than half of its hit points.
[b]Racial---[/b]
[b]Size:[/b]
-Medium
[b]Speed:[/b]
-30 feet
[b]Unending Breath:[/b]
-You can hold your breath indefinitely while you’re not incapacitated.
[b]Mingle with the Wind:[/b]
-[b]You can cast the Levitate spell[/b] 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.
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[b]Class---[/b]
[b]Divine Sense:[/b]
- 60ft of positive or negative vibesss
[b]Lay on Hands:[/b]
-you have a pool of healing power that replenishes when you take a long rest. [b]As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature.[/b] (Pool:15)
[b]Fighting Style:[/b]
-Defense (+1 ac from 16 chainmeal)
[b]Spellcasting:[/b]
- Spellcasting modifier is Charisma
[b]Divine Smite:[/b]
-When you hit a creature with a melee weapon attack, you can [b]expend one spell slot to deal radiant damage to the target,[/b] in addition to the weapon's damage. [b]The extra damage is [2d8] for a 1st-level spell slot, plus [1d8] for each spell level higher than 1st,[/b]
-[b]The damage increases by [1d8] if the target is an undead or a fiend[/b]
[b]Divine Health:[/b]
-By 3rd level, the divine magic flowing through you makes you immune to disease.
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[b]Oath of the Crown[/b] (subclass)
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[b]Courage Oath:[/b]
-You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
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[b]Channel Divinity (x1 per day)[/b]
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[b]Harness Divine Power:[/b]
-[b]As a bonus action,[/b] you can regain an expended spell slot. (+1 slot you already have) This can be used at 3rd level, once; 7th level, twice; and 15th level, thrice.
[b]Champion Challenge:[/b]
-[b]As a bonus action,[/b] you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
[b]Turn the Tide:[/b]
-[b]As a bonus action,[/b] you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you [b]regains hit points equal to [1d6] + your Charisma modifier[/b] (minimum of 1) [b]if they has no more than half of its hit points.[/b]
Weapons: All Simple weapons, All martial weapons
Saving Throws: Wisdom, Charisma
Skills: Athletics, Deception, Intimidation, Religion
Languages: Common, Primordial
We all have our roles to play. I'll hold up my end of the bargain.
You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Fighting iniciate- I can either get defense (ac 20), or protection (give disadvantage on attacks on allies within 5 ft)
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Their contribution stands as a beacon of hope for all adventurers!