Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Gilfrid
"god of lightning"
Character Name
Paladin 4
Class & Level
Knight
Background
Aasimar
Race
Lawful stupid
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+4
18
18
+
0
(Race)
DEXTERITY
+2
14
14
+
0
(Race)
CONSTITUTION
+7
25
25
+
0
(Race)
INTELLIGENCE
-4
3
3
+
0
(Race)
WISDOM
-4
3
3
+
0
(Race)
CHARISMA
+6
23
21
+
2
(Race)
ARMOR CLASS
20
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
66
+
SPEED
30 ft
HIT POINTS
Max:
68
68
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
4 +4
+
Strength
+
Dexterity
+
Constitution
-4 -4
+
Intelligence
-2 -2
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
-4 -4
+
Animal Handling (Wis)
-4 -4
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
-4 -4
+
History (Int)
-4 -4
+
Insight (Wis)
+
Intimidation (Cha)
-4 -4
+
Investigation (Int)
-4 -4
+
Medicine (Wis)
-4 -4
+
Nature (Int)
-4 -4
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
-4 -4
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
-4 -4
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
16
DC
Cast Mod
3
3
/
/
/
/
/
/
/
/
/
LV1:
fog cloud
thunderwave
Lightning Spear, Variant
Skysmite
Divine Armor
thunderous smite
ceremony

shield of faith

https://www.dandwiki.com/wiki/Lightning_Spear,_Variant_(5e_Spell)

https://www.dandwiki.com/wiki/Skysmite_(5e_Spell)

https://www.dandwiki.com/wiki/Divine_Armor_(5e_Spell)

LV1:
fog cloud
thunderwave
Lightning Spear, Variant
Skysmite
Divine Armor
thunderous smite
ceremony
shield of faith

https://www.dandwiki.com/wiki/Lightning_Spear,_Variant_(5e_Spell)

https://www.dandwiki.com/wiki/Skysmite_(5e_Spell)

https://www.dandwiki.com/wiki/Divine_Armor_(5e_Spell)
SPELLCASTING
[+instructions]

regeneration 1hp a turn

Racial

Darkvision 60ft

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

Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer. You know the Light

cantrip. Charisma is your spellcasting ability for it.

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

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.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

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. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style:

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Divine Smite

Starting at 2nd level, 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

By 3rd level, the divine magic flowing through you makes you immune to disease.

Harness Divine Power (Optional)

Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

sacred oath: oath of storms

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Calm the Storm. Your oath gives you the ability to mantle the power of storms, and also to banish storms themselves. As an action, you present your holy symbol and speak words of warding. Any natural storm within 1 mile of you dissipates, taking 1 minute to fully disperse. Magical storms cannot be dispelled with this Channel Divinity.

Thunderous Revenge. When you take damage from a creature within 5 feet of you, you can use your reaction to halve the damage. Lightning arcs out from your body, and the creature who damaged your takes lightning damage equal to 2d10 + your paladin level.

lightning mastery. ignore resistance and 1=2 on damage rolls

regeneration 1hp a turn

[b]Racial[/b]

[b]Darkvision[/b] 60ft

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

Healing Hands. As an action, you can touch a creature and roll a number of [d4]s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer. You know the Light
cantrip. Charisma is your spellcasting ability for it.

Necrotic Shroud. Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
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.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

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. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style:
Defense. While you are wearing armor, you gain a [+1] bonus to AC.

Divine Smite
Starting at 2nd level, 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
By 3rd level, the divine magic flowing through you makes you immune to disease.

Harness Divine Power (Optional)
Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

sacred oath: oath of storms

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Calm the Storm. Your oath gives you the ability to mantle the power of storms, and also to banish storms themselves. As an action, you present your holy symbol and speak words of warding. Any natural storm within 1 mile of you dissipates, taking 1 minute to fully disperse. Magical storms cannot be dispelled with this Channel Divinity.
Thunderous Revenge. When you take damage from a creature within 5 feet of you, you can use your reaction to halve the damage. Lightning arcs out from your body, and the creature who damaged your takes lightning damage equal to [2d10] + your paladin level.

lightning mastery. ignore resistance and 1=2 on damage rolls
FEATURES & TRAITS
3D10
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Gold Plate Armor [18]
65
1
Longsword
3
1
Gold Shield
6
1
Greatsword
6
1
Battleaxe
4
Total: 84 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: All armor/shields, simple/martial weapons
blacksmiths tools
Languages: Common, draconic, celestial
PROFICIENCIES & LANGUAGES
gullible and stupid yet loyal to his allies and friends
PERSONALITY TRAITS
a world that evil no longer exists in so he may settle down in a small quiet smith shop and spend time with his kids.
IDEALS
justice, loyalty, lawfulness. most importantly being a GOD
BONDS
stupid, gullible, being a "god"
FLAWS
 
when asked about his past Gilfred spins you quite the tale about Vikings and knights and dragons and especially how he is the god of lightning. if it wasn't for the fact that the amount of power he contains surpasses mortal limits there would be no way you would believe him. but something seems off about this "god" business of his. he may prove to be a loyal and trusted ally, or he could also be the biggest danger you have ever encountered. one thing is certain there's more to this "god" than meets the eye
DESCRIPTION & EXTRA INFO

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