Winchester Octavius Womperdingle | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Winchester Octavius Womperdingle

Cleric 2 Class & Level
Custom Background
Halfling (Lotusden) Race
Lawful Neutral Alignment

Strength 11
+0
Dexterity 13
+1
constitution 15
+2
intelligence 14
+2
wisdom 16
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+2 Arcana
+0 Athletics
+0 Deception
+4 History
+3 Insight
+0 Intimidation
+2 Investigation
+5 Medicine
+2 Nature
+5 Perception
+0 Performance
+0 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Saving Throws: Wisdom, Charisma   Skills: History, Religion, Medicine, Perception proficiencies

 
17
Armor Class
18
Hit Points
+1
Initiative
25
Speed
Mace 1d20+2 1d6
Light Crossbow 1d20+3 1d8
Attacks
Languages: Common, Halfling, Primordial (earth), Draconic
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons
Tools: none
Proficiences
Attack: 1d20+5 (1d20+WIS+prof)
Spell Save DC: 8+3+2=13 (8+WIS+prof)
Spellcasting
-A mace
-Scale mail
-A light crossbow and 20 bolts
-An explorer's pack: a backpack: a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations,a waterskin,50 feet of hempen rope
-A shield and a holy symbol
Equipment
Wants to protect nature, life, and cute pets.
Quietest man in his village.
Personality Traits
Heal that needs to be healed, banish that needs to be banished.
Ideals
Protect my party and people that can't protect themselves and any exceptionally cute animals.

Bonds
Faces a moral dilemma in killing monsters that have no other choice/is just misunderstood.
Flaws
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Child of the Wood. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.
Timberwalk. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB pg. 277

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Cleric

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a D4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

PHB pg. 236

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube,
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

PHB: P. 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range.
The target must succeed on a Dexterity saving throw or take 1*D8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell’s damage increases by 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
Available for: Cleric

Level 1 Spells

PHB pg. 219

Bless

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S, M
Materials: A sprinkling of holy water
Duration: Concentration, Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 248

Guiding Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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.
Available for: Cleric

PHB: P. 250

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1*D4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1*D4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid

PHB: P. 229

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A drop of water if creating water or a few grains of sand if destroying it
Duration: Instantaneous
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available for: Cleric, Druid

PHB: P. 253

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Cleric

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