Erik Doyle | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Erik Doyle

Cleric 3 Class & Level
Cobbler Background
Human Race
C.G. Alignment

Strength 14
+2
Dexterity 8
-1
constitution 10
+0
intelligence 12
+1
wisdom 16
+3
charisma 14
+2
Total Hit Dice
Hit Die
1d8+0
+3 proficiency bonus
+2 Strength
-1 Dexterity
+0 Constitution
+1 Intelligence
+6 Wisdom
+5 Charisma
saving throws
-1 Acrobatics
+3 Animal Handling
+1 Arcana
+2 Athletics
+2 Deception
+1 History
+6 Insight
+2 Intimidation
+1 Investigation
+6 Medicine
+1 Nature
+3 Perception
+2 Performance
+5 Persuasion
+3 Religion
-1 Sleight of Hands
-1 Stealth
+3 Survival
skills

 
15
Armor Class
34
Hit Points
+4
Initiative
30
Speed
Attacks
Armour - All, shields
Weapons - Simple
Languages - Common, Elvish
Tools - Cobbler's Kit,
Proficiences
Cleric
Spellcasting
Expert Cobbler, Calls everyone sir/madame, hates seeing pain(mental/physical)

Personality Traits
Everyone should have the chance for a good life
Ideals
Can't handle criticism against his medical advice
nonviolent
overambitious

Flaws
Healer: stabilize creatures at 1hp, medkits do 1d6+5 healings
Tough: +2 heath per lvl
Alert: +5 to initiative, can't be surprised, no adv. on surprise attacks against me

Features & Traits

Heroes Enabled

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

[block: 3x medkits priest pack red rope (holy symbol) ringmail shirt cobbler kit black potion vile flask with poisoned wine Letter from high priest in Utria Shield (buckler) Kuo-toan backpack 4 days of fish rations]

The statblocks of your class features

[block: Life Domain: Illmator healing spells do +2+spell level extra Destroy Undead: CR 1/2 once per long rest Channel Divinity: heal a creature with 5x cleric level]

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

Player's Handbook

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components Verbal, Somatic


Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.   The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .

Class(es): Cleric

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

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 coloured 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.

Class(es): Bard, Cleric, Sorcerer, Wizard

Basic Rules, pg. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric
]

Level 1 Spells

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

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

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Sanctuary

1-level Abjuration

Casting Time 1 Bonus Action
Range 30 ft
Duration 1 Minute
Components V, S, M *

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.   * - (a small silver mirror)

Class(es): Magic Ablity

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Alchemist

D&D 5e PHB Page 248

Guiding Bolt

1-level Evocation

Casting Time 1 action
Range 120 feet
Duration 1 round
Components V, S

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 the 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.

Class(es): Cleric
]

Level 2 Spells

Player's Handbook

Spiritual Weapon

2-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration 1 minute
Components Verbal, Somatic


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.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.   At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Class(es): Cleric, Life Domain, War Domain, Oath of Conquest

Zone of Truth

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 10 Minutes
Components V, S

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)
]

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

thefinalstorm.

Statblock Type

Character Sheet (Legacy)

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