Kassoon

5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Littlebitch Goatmilker
Character Name
Cleric 3
Class & Level
Far Traveler
Background
Human
Race
Chaotic Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+2
15
14
+
1
(Race)
DEXTERITY
+1
13
12
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
-1
9
8
+
1
(Race)
WISDOM
+3
16
15
+
1
(Race)
CHARISMA
+0
11
10
+
1
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1313
+
SPEED
30 ft
HIT POINTS
Max:
22
22
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
2 +2
+
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)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
-1 -1
+
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
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
13
DC
Cast Mod
3
Cantrip:
4
/
4
1st:
2
/
2
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

Class

Ritual Casting: You can cast cleric spells as rituals.

Spellcasting Focus: Holy symbol

Divine Domain: Choose one domain related to your deity. Your choice grants you domain spells and other features.

Domain Spells: Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Channel Divinity: When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 any 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]Ritual Casting:[/b] You can cast cleric spells as rituals.

[b]Spellcasting Focus:[/b] Holy symbol

[b]Divine Domain:[/b] Choose one domain related to your deity. Your choice grants you domain spells and other features.

[b]Domain Spells:[/b] Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

[b]Channel Divinity:[/b] When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

[b]Channel Divinity: Turn Undead:[/b] As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 any 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
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Mace
4
1
Hand Axe
2
1
Scale Mail [14+Dex(2)]
45
1
Shield [2]
6
1
Explorers Pack
59
1
Holy Symbol
0
Total: 116 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons
Languages: Common, Dwarven
PROFICIENCIES & LANGUAGES
I am caring and sensitive, and genuinely love my friends and allies, but hide this soft heart behind a gruff, snarling demeanor.
PERSONALITY TRAITS
Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
IDEALS
I am the last of my tribe, and it is up to me to ensure their names enter legend.
BONDS
I have a 'tell' that reveals when I'm lying.
FLAWS
 
The child of southern immigrants he idolized his father. He took every job he could get his hands on, but the opportunities for Elves in the south were limited. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
DESCRIPTION & EXTRA INFO

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