Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Elara Brightwater
Character Name
Paladin 5
Class & Level
Noble
Background
Aasimar
Race
Neutral Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+4
18
18
+
0
(Race)
DEXTERITY
+1
12
12
+
0
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+0
10
10
+
0
(Race)
CHARISMA
+4
18
16
+
2
(Race)
ARMOR CLASS
18
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
1010
+
SPEED
30 ft
HIT POINTS
Max:
40
40
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
4 +4
+
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)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
-1 -1
+
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
6
KNOWN
15
DC
Cast Mod
25
Lay on Hands
4
/
4
1st:
2
/
2
2nd:
/
3rd:
/
4th:
/
5th:
/
/
/
/
SPELLCASTING
[+instructions]

Class

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.

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

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.

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.

Sacred Weapon: 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.

Turn the Unholy: 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]Class[/b]

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

[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]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]Sacred Weapon:[/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]Turn the Unholy:[/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.
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, Elven
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
Aasimar

Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Celestial Resistance: You have resistance to necrotic damage and radiant damage.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
DESCRIPTION & EXTRA INFO

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