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Abilities

 

   Ability Modifiers: (score - 10) / 2
Proficiency
Mod: +3

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

9

-1

15

+2

16

+3

12

+1

15

+2

18

+4




Attribute
Proficient
 Attribute
Proficient
AcrobaticsDex+2MedicineWis+5
Animal handlingWis+2NatureInt+1
ArcanaInt+1PerceptionWis+2
AthleticsStr-1PerformanceCha+4
DeceptionCha+7PersuasionCha+7
HistoryInt+1ReligionInt+4
InsightWis+2Sleight of HandDex+2
IntimidationCha+4StealthDex+2
InvestigationInt+1SurvivalWis

+2


Hp
Hit Die:
Passive Wisdom
Armor Class
Initiative
Speed

Proficiency
Modifier

37
3d8 2d6
perception. +2 insight. +2
15
+2
35
+3


Languages

Celestial, Common, Orcs, Elvish

Darkvision (race)

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.

Eyes of the Dark (sorcerer: shadow magic)

From 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave (sorcerer: shadow magic)

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Font of Magic (sorcerer lvl2)

          At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
1st = sorcery points (sp), 2nd = 3sp, 3rd = 5sp

Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Awakened Mind (Warlock: The Great Old One)

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Otherworldly Patron (Warlock)

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic (Warlock lvl1)

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Eldritch Invocations (Warlock lvl2)

       In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Pact Boon (Warlock lvl3):
Pact of the Tome

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

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LVL 3 Paladin | LvL 2 Sorcerer


 

Abilities

 

   Ability Modifiers: (score - 10) / 2

Proficiency 
Mod: +3

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

16

+3

13

+1

14

+2

9

-1

12

+1

16

+3




Attribute
Proficient
 Attribute
Proficient
AcrobaticsDex +1MedicineWis+1
Animal handlingWis+4NatureInt-1
ArcanaInt-1PerceptionWis+1
AthleticsStr+6PerformanceCha+3
DeceptionCha+6PersuasionCha+6
HistoryInt-1Religion                 Int                   -1
InsightWis+1Sleight of HandDex +1
IntimidationCha+6StealthDex    +1 D
InvestigationInt-1SurvivalWis

 +1


Hp
Hit Die:
Passive Wisdom
Armor Class
Initiative
Speed

Proficiency
Modifier

50
3xD10
2xD6
Perception. +1 Insight. +1
17-19
+1
30
+3

Character Level 5

Languages

Common, Elfish

Proficiencies

all armor, all weapons, Land vehicles, dice.

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.

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.

Fighting style

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

Feat:

mounted combatant 

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.










Notes:


Background:

Born in the Sunmane Collonies with a natural connection to sacred energy, Sylvain became a paladin and swore to protect nature itself.    

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Abilities

 

   Ability Modifiers: (score - 10) / 2
Proficiency
Mod: +3

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

14

+2

13

+1

18

+4

14

+2

18

+4

6

-2




Attribute
Proficient
 Attribute
Proficient
AcrobaticsDex+1MedicineWis+4
Animal handlingWis+4NatureInt+2
ArcanaInt+5PerceptionWis+4
AthleticsStr+5PerformanceCha-2
DeceptionCha-2PersuasionCha-2
HistoryInt+2ReligionInt+2
InsightWis+4Sleight of HandDex+1
IntimidationCha-2StealthDex+4
InvestigationInt+2SurvivalWis

+7


Hp
Hit Die:
Passive Wisdom
Armor Class
Initiative
Speed

Proficiency
Modifier

53
5d8
perception. +3 insight. +3
12+2
+1
25
+3


Languages

Common language, Dwarvish, Elvish.

Abilities 

Darkvision: You can see in dim light within 60 feet of you

Dwarven Resilience: you have advantage on saving throws against poison, and you have resistance against poison damage

Dwarven combat training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficie bonus to the check, instead of your normal proficiency bonus.

Dwarven toughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can stay in a Beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconcious, drop to 0 hit points, or die.
Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather as an action. 

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit point per level of the spell slot expended. 

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.






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LVL 5 Open Sea Paladin
LVL 1 Fathomles Warlock

 

Abilities

 

   Ability Modifiers: (score - 10) / 2
Proficiency
Mod: +3

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

10

+0

14

+2

16

+3

9

-1

12

+1

18

+4




Attribute
Proficient
 Attribute
Proficient
AcrobaticsDex+2MedicineWis+1
Animal handlingWis+1NatureInt-1
ArcanaInt-1PerceptionWis+4
AthleticsStr+3PerformanceCha+7
DeceptionCha+4PersuasionCha+7
HistoryInt-1ReligionInt-1
InsightWis+1Sleight of HandDex+5
IntimidationCha+7StealthDex+2
InvestigationInt-1SurvivalWis

+1


Hp
Hit Die:
Passive Wisdom
Armor Class
Initiative
Speed

Proficiency
Modifier

57
5D10 + 1D8
Perception +4
16
+2
30
+3

Character Level 6

Languages

Common, Elvish, Dwavish

Proficiencies

All Armor, All Weapons, Shield

Bad Reputation

If your character has a pirate background, you may select this background feature instead of Ship's Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Dark Vision

Thanks to your elven heritage, you have superior vision in dark and dim conditions. 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.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Divine Sense

(5 times)

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

(25 HP)

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

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  •  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.

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.

Channel Divinity

(1/Rest)

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. 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:

Marine Layer

As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Channel Divinity:

Fury of the Tides

As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.

Channel Divinity: Harness Divine Power

(2nd Level Spell Slot)

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Tentacle of the Deep

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Lucky: Feat

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.


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Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

11

+0

16

+3

12

+1

13

+1

14 

+2

16

+3

  Skills
Based on
Skills
Based on
Acrobatics
DexMedicine
Wis
Animal handling
WisNature
Int
ArcanaIntPerception
Wis
Athletics
StrPerformance
Cha
DeceptionChaPersuasion
Cha
HistoryIntReligion
Int
InsightWisSleight of HandDex
IntimidationChaStealth
Dex
InvestigationIntSurvival
Wis
Attribute
Value
Attribute
Value
Health

9

Armor Class 14

Max Health9

Money 10g0s0c

Hit Die1d8 



Hit Dice Left1d8Speed
30

 

Initiative
0
Passive Wisdom (perception)13



Alignment 

Proficiency Modifier
2




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Clonk

lv 5 Artificer 

Battle Smith

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

10

+0

14

+2

12

+1

18

+4

7

-2

7

-2

Skills
Modifier
Skills
Modifier
Acrobatics
+2Medicine
-2
Animal handling
-2Nature
+4
Arcana+7Perception
-2
Athletics
0Performance
-2
Deception-2Persuasion
+1
History+4Religion
+4
Insight+1Sleight of Hand+2
Intimidation-2Stealth                  Disadvantage +2
Investigation+7Survival
-2
Attribute
Value
Attribute
Value
Health

5

Armor Class18 +1
Max Health

45

Money

47 G

07 S

09 C

Hit Die

5xD8

Steel Defender max health31
Speed

25ft

Steel Defender current health31
Initiative

+2

Steel Defender AC15
Passive Wisdom (perception)10 + wis = 8

Proficiency Modifier

3




Languages

Common, Dwarvish , Elvish.

Proficiencies

Simple weapons, Martial weapons

light/medium armor, shields.

Thieves, Tinker's, leather worker's, smith's tools

Dark vision 

You can see in darkness (shades of gray) up to 60 ft.

Dwarf resilience 

You have advantage on saving throws against poison, and you have resistance against poison damage 

Dwarf combat training

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Magical tinkering 

Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 3 objects at a time.

Infusions known

Homunculus servant / Enhanced weapon / defense / repeating shot

active infusions

Enhanced weapon  - Clonk

Enhanced defense  - Clonk 

Extra Attack 

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.


Notes:

Outlander:

Hunter-gatherer 

Born and raised in a hunters village in the mountains, he was raised as a hunter just like his entire family. 

Normally a very shy guy he never really did anything else except for manage weapons for hunters and sometimes join them on the hunt.

but all he wanted to do is smith. make weapons, armor and even do some magic enhancements. so now he roams the wilds helping anyone he finds.   

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