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
Greethen Chumbyxirinnish
Character Name
Paladin 13
Class & Level
Soldier
Background
Dragonborn
Race
Chaotic Evil
Alignment
10
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+7
25
20
+
5
(Race)
DEXTERITY
+7
25
20
+
5
(Race)
CONSTITUTION
+7
25
20
+
5
(Race)
INTELLIGENCE
+7
25
20
+
5
(Race)
WISDOM
+7
25
20
+
5
(Race)
CHARISMA
+5
20
18
+
2
(Race)
ARMOR CLASS
32
INITIATIVE
+
+7
PROFICIENCY
+
9
4
+
5
PERCEPTION
2626
+
SPEED
30 ft
HIT POINTS
Max:
83
83
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
16 +16
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
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
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
8
KNOWN
22
DC
Cast Mod
65
Lay on Hands
4
/
4
1st:
3
/
3
2nd:
3
/
3
3rd:
1
/
1
4th:
/
5th:
/
/
/
/
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

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 1 + your Charisma modifier per long rest.

Lay on Hands: Pool of health equal to paladin level x 5. 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, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting: You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.

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, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

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.

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

Aura of Protection: 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. At 18th level, the range of this aura increases to 30 feet.

Aura of Courage: You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite: Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

[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]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 1 + your Charisma modifier per long rest.

[b]Lay on Hands:[/b] Pool of health equal to paladin level x 5. 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, Dueling:[/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

[b]Spellcasting:[/b] You use your Charisma whenever a spell refers to your spellcasting ability. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. You can use a holy symbol as a spellcasting focus for your paladin spells.

[b]Divine Smite:[/b] 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, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

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

[b]Aura of Protection:[/b] 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. At 18th level, the range of this aura increases to 30 feet.

[b]Aura of Courage:[/b] You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

[b]Improved Divine Smite:[/b] Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
FEATURES & TRAITS
d10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Longsword
3
5
Javelin
10
1
Chain Mail
55
1
Shield
6
1
Holy Symbol
0
1
Explorers Pack
59
Total: 173 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: All armor, shields, simple/martial weapons
Languages: Common, Draconic
PROFICIENCIES & LANGUAGES
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
PERSONALITY TRAITS
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
IDEALS
In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
BONDS
I like keeping secrets and won't share them with anyone.
FLAWS
 
He is a Deep Scion in disguise. His homeland was ravaged by war and he spent much of his life rebuilding it. He has became unsatisfied with his lot in life, and decided to take up adventuring.
DESCRIPTION & EXTRA INFO

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