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Rock Pomsky

6 Level (0/23000 XP for level-up) Acolyte Background Earth Genasi Race / Species / Heritage Lawful Good Alignment
Paladin: Oath of Conquest
Level 5
Hit Dice: 5/5
1d10+4 Class 1
Warlock: The Undying Light
Level 1
Hit Dice: 1/1
1d8+4 Class 3

STR 17

+3

DEX 13

+1

CON 18

+4

INT 10

+0

WIS 10

+0

CHA 20

+5

71
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
5 / 5
Divine Sense
25 / 25
Lay on Hands
1/1 /
Divine Smite (Long rest)
1 / 1
Channel Divinity
1 / 1
Warlock Spellslots
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+3 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+5 Deception CHA
+0 History INT
+3 Insight WIS
+8 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +6 STR 1d8+3 Slashing
 Versatile, Sap
Javelin +6 STR 1d6+3 Piercing
 Thrown, Slow
Six Shooter Shield +5 DEX 1d10+1 Piercing
 Bonus Action attack, Ammunition (Firearms), Range, Loading, Vex, (Range: 30ft-90ft Disadvantaged)
Lance of Storms +6 STR 1d10+1d4+3 Piercing
 The owner of this weapon can summon it by extending their hand and saying “Return.” This can only be done within 10 feet and as a bonus action.
Tobi +1 DEX 1d10+2+1 Slashing
Ashoka's Hamberd +6 STR 1d10+d6+3 Slashing/Bludgeoning
 Soulbound
Iceblade Bow +1 DEX 1d12+1d4+1
 A magical longbow that can convert into 2 short swords as a bonus action, and can ignore the ammunition property. Its shots deal radiant and cold damage. Its shots deal 1d12+1d4 in bow form or 1d8 per sword in two handed form. If you miss a shot with the bow, a bonus action, you may reroll attack roll without your attack roll modifier. To be given to Rocks next of kin
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame 1 action 60 ft Instant 1d8
Mending 1 minute touch instant
 Notes:This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object.
Green-Flame Blade +8 Action Self 5+5
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Booming Blade Action Self 1d8
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Light Action Touch 1 Hour
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Lightning Lure Action 15 ft 1d8
 Notes:You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Frostbite Action 60 ft 1d6
 Notes:You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Shield of Faith 1 bonus action 60 ft Concentration
 Notes:A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Sacred Flame 1 action 60 ft Instant 1d8 +
Divine Smite +8 Bonus Action Yes 2d8(+1d8)+5
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead, if you miss you can reuse the smite within 10 turns
Armor of Agathys Action Self 1 hour
 Notes:A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Command Action 60 ft 1 hour
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Arms of Hadar Action Self 10ft 2d6
 Notes:You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Puppet Action 120 ft
 Notes:Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Id Insinuation Action 60 ft 1d12
 Notes:You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame 1 action 60 ft Instant 1d8 +
Pass without trace Action Self Concentration, 1 hour
Divine Smite +8 Bonus Action Yes 2d8(+1d8)+5 +
 Notes:The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead, if you miss you can reuse the smite within 10 turns
Arms of Hadar Action Self 10ft 2d6 +
 Notes:You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Hold Person Action 60 ft Concentration, 1 minute
 Notes:Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Spiritual Weapon Bonus Action 60 ft 1 Minute 1d8+5
 Notes:You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
Locate Object Action Self/1000 ft Concentration, up to 10 minutes
 Notes:Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Find Steed 10 Minutes 30 ft Infinite
 Notes:You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Gift of the gem dragon (+1 Cha, 2d8 force reaction on taking damage within 10 feet, DC equals 8 + your proficiency bonus + Cha modifier)


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 discern colors in that darkness only as shades of gray.


You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.


Earth walk: You can cast the Pass without Trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.


Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.


Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.


Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


(Soul Type: Augmenter, Cursed Mark: Both Eyes) Avatar of the Genasi: Rock channels the elements of every type of Genasi. Once activated, he can use the abilities of every Genasi at once. At the end of his turn, he must select an element to disengage. While in this state, gain a +2 to all ability scores. Once all extra elements are gone, suffer from exhaustion for a turn. Recover this ability at long rest.


Magic Initiate: Warlock, Booming blade, Green-Flame Blade,


Extra Attack


The divine magic flowing through you makes you immune to disease.


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. You regain all expended uses when you finish a long rest.


Your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage.




Features & Traits

Chain Mail, Longsword, Javelin, Pistol, Signet Ring, Backpack, Rations, Robe, Blanket, Tinderbox, Lamp, Holy Water, I'm holdin holden, 2 Greater healing potions, 1 Healing potion, Animus badges, Beast of Sin horn (lust)




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Primordial

Languages & Proficiencies
He has dedicated his life to ensuring that those who are righteous are protected, and those who threaten their safety are dealt with. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.

Ideals
Rock Pomsky feels a strong responsibility to protecting the image of all Genasi, to ensure no one else is abandoned like he was He also holds onto the pendant that he was left with at birth, as it is his only connection that he has to his biological parents He is heavily protective of Glip Glorp Pomsky as they see themselves as their only family

Bonds

He with often be too trusting when meeting people due to his relatively peaceful upbringing, leading him to believe in the good of all people.




Flaws
<p><p>give ten gold to glip glorp when you see him next</p>\</p>
<p><p>You have the justice card</p></p>
<p><p></p></p>
<p></p>

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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