5E_CharacterSheet_Fillable Jake the snake level 3
5E_CharacterSheet_Fillable Jake the snake level 3
INSPIRATION
STRENGTH Mellow
17 -1 30
16 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+3 PERSONALITY TRAITS
8
Dexterity
Constitution
33
CURRENT HIT POINTS IDEALS
Intelligence
-1 ● 4 Wisdom
protector of a relm that fell
CONSTITUTION
● 5 Charisma
SAVING THROWS
33
TEMPORARY HIT POINTS BONDS
12
Acrobatics (Dex) Total SUCCESSES Rage or anger issues
+1 Animal Handling (Wis) FAILURES
10 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Divine Health-immune to disease
Blessed Warrior
Insight (Wis)
Judge 2d8 piercing Divine Sense
0 ● 4
The presence of strong evil registers on your senses like a
noxious odor, and powerful good rings like heavenly music
● 5 Intimidation (Cha) in your ears. As an action, you can open your awareness to
detect such forces. Until the end of your next turn, you know
WISDOM Investigation (Int) the location of any celestial, fiend, or undead within 60 feet
of you that is not behind total cover. You know the type
Medicine (Wis)
14 Nature (Int)
(Toll the Dead) cantrip wisdom saving throw or take 1d8
necrotic damage. If the target is missing any of its hit points,
(celestial, fiend, or undead) of any being whose presence
you sense, but not its identity. Within the same radius, you
also detect the presence of any place or object that has
it instead takes 1d12 necrotic damage. been consecrated or desecrated, as with the Hallow spell.
Perception (Wis) (Inflict Wounds) 1st- Make a melee spell attack against a
+2 creature you can reach. On a hit, the target takes 3d10 You can use this feature a number of times equal to 1 + your
Performance (Cha) necrotic damage. Charisma modifier. (3) When you finish a long rest, you
(Divine Smite) regain all expended
● 5 Persuasion (Cha) Starting when you hit a creature with a weapon attack, you
CHARISMA
can expend one spell slot to deal radiant damage to the Shadow Touched
Religion (Int) target, in addition to the weapon's damage. The extra You can cast each of these spells without expending a spell
16 Sleight of Hand (Dex)
damage is 2d8 for a 1st-level spell slot, plus 1d8 for each
spell level higher than 1st
slot. Once you cast either of these spells in this way, you
can't cast that spell in this way again until you finish a long
rest.
Stealth (Dex) Invisibility
+3 ● 4 Survival (Wis)
[ Invisibilité ]
level 2 - illusion
Casting Time: 1 action
SKILLS ATTACKS & SPELLCASTING Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends.
PASSIVE WISDOM (PERCEPTION) Anything the target is wearing or carrying is invisible as long
CP
Judge Carbine 2d8 as it is on the target's person. The spell ends for a target that
attacks or casts a spell.
piercing 4lb At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, you can target one additional creature
Ammunition for each slot level above 2nd.
Common SP
(range 80/320)
Aquan
EP reload
(5 internal), special,
GP versatile (2d10)
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
450
AGE HEIGHT WEIGHT
NAME
SYMBOL
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing
damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater
for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample
protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from
wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have
advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you
have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to
emerge from your shell.
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.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CHA 12 +1
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Hallow
Detect Evil and Good
Detect Magic
Ceremony
Toll the Dead
Decompose
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Command
Compelled Duel
4
Detect Poison and Disease
Hellish Rebuke
SPELLS KNOWN
Inflict Wounds
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.