Heimlich Black-Heart | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Heimlich Black-Heart

Medium Spy, Paladin, Lawful Good

Armor Class 18 (chain mail, shield)
Hit Points 40
Speed: 30 ft Fly: 40 ft Swim: 15 ft Climb: 15 ft

STR

14
( +2 )

DEX

12
( +1 )

CON

14
( +2 )

INT

14
( +2 )

WIS

14
( +2 )

CHA

16
( +3 )

Saving Throws Wis +4, Cha +5
Skills History +4, Insight +4, Medicine +4, Persuasion +5, Stealth +3
Condition Immunities disease
Senses passive Perception 12
Languages Common, Elvish
Challenge Rating 1
Proficiency Bonus +2

Description

Former member of the Black Guard who, after aiding in the efforts against the Reaper, dedicated his life to the exterminating of undead threats across Maji. Heimlich is a well built, 6'5" Spy. He is very physically active and healthy from ten years of traveling and hunting vampires.

Ideals

Heimlich believes that it is his duty to protect the people beneath him from the undead the plague the world.

Bonds

Heimlich is loyal to who he believes to be the rightful emperor. He also is a devout worshipper of Jaxum.

Flaws

Heimlich has not had any contact with his family in a decade and worries that they may have disowned him for abandoning them. Whether or not this is true is currently completely unknown to Heimlich.

Spellcasting. Heimlich Black-Heart is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Heimlich has the following spells prepared:   1st Level (3 slots): Cure Wounds, Detect Magic, Divine Smite, Searing Smite, Thunderous Smite


Bravery of Wil. Heimlich has advantage on saving throws against being frightened.   Great Weapon Fighting. When Heimlich rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for him to gain this benefit.

Actions

Greataxe. Melee Weapon Attack: +4 1d20+4 to hit, reach 5ft, one target. Hit: 8 (1d12+2) 1d12+2 slashing damage.   Warhammer. Melee Weapon Attack: +4 1d20+4 to hit, reach 5ft, one target. Hit: 6 (1d8+2) 1d8+2 bludgeoning damage.   Handaxe. Melee or Ranged Weapon Attack: +4 1d20+4 to hit, reach 5ft or range 20/60, one target. Hit: 5 (1d6+2) 1d6+2 slashing damage.   Holy Water. Melee or Ranged Weapon Attack: +1 1d20+1 to hit, reach 5ft or range 20/60, one target. Hit: 7 (2d6+1) 2d6+1 radiant damage.   Gray Bag of Tricks. Heimlich pulls a fuzzy object out of his bag and throws it up to 20ft. When the object lands, it transforms into a creature determined by rolling 1d8 1d8 and consulting the table corresponding with the gray bag. The creature attacks on Heimlich's turn and can be ordered using a bonus action. The creature vanishes at the next dawn or when it is reduced to 0 hit points. Heimlich can use this feature 3 times per day.   Carpet of Flying. Heimlich can speak the carpet's command word to make the carpet hover and fly. It moves according to his spoken directions, provided that he is within 30ft of it.   Divine Sense. Until the end of his next turn, Heimlich knows the location of any celestial, fiend, or undead within 60ft of him that is not behind total cover. He knows the type, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. He can use this feature 4 times per day.   Lay on Hands. Heimlich has a pool of healing power that replenishes once per day. With that pool, he can restore a total of 20 hit points to himself or others through touch. Alternatively, he can expend 5 hit points from the pool to cure the target of one disease or neutralize one poison affecting it. This feature has no effect on undead or constructs.   Sacred Weapon. Heimlich can imbue one weapon that he is holding with positive energy. For 1 minute, Heimlich adds +3 to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Heimlich can end this effect on his turn as part of any other action. If Heimlich is no longer holding or carrying this weapon, or if he falls unconscious, this effect ends. This feature, or Turn the Unholy, can only be used once per day.   Turn the Unholy. Each fiend or undead that can see or hear Heimlich within 30ft 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. This feature, or Sacred Weapon, can only be used once per day.


Created by

spywilliam123.

Statblock Type

NPC Sheet

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