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

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Doyle McPoyle

Bard 5 Class & Level
College of Lore Background
Human Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 14
+2
constitution 14
+2
intelligence 8
-1
wisdom 14
+2
charisma 18
+4
Total Hit Dice 10
Hit Die
1d8+2
+3 proficiency bonus
+2 Strength
+6 Dexterity
+3 Constitution
+1 Intelligence
+3 Wisdom
+8 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+1 Arcana
+2 Athletics
+7 Deception
+1 History
+5 Insight
+7 Intimidation
+1 Investigation
+3 Medicine
+1 Nature
+5 Perception
+10 Performance
+10 Persuasion
+1 Religion
+3 Sleight of Hands
+5 Stealth
+5 Survival
skills Animal Handling, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Stealth, Survival proficiencies

 
16
Armor Class
41
Hit Points
+3
Initiative
30
Speed
Attacks
Animal Handling, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Stealth, Survival
Proficiences
Harpers Pin
-Gives disadvantage to attacks made against the harper with magical attacks. (once per turn)

Wand of Magic Missiles

Staff of Healing

Living Studded Armor


Equipment
-I express affection or contempt in ways that are unfamiliar to others.
-Hardened from a life of traveling.
-
Personality Traits
Freedom. Tyrants must not be allowed to oppress the people.

Adventure. I'm far from home, and everything is strange and wonderful.
Ideals
-My freedom is my most precious possession. I'll never let anyone take it from me again.

-Strong compassion towards animals and wildlife
Bonds
I have a weakness for the new intoxicants and other pleasures of this land.

Living Studded armor is infused with my body and feeds upon its very life force
Flaws
-Member of the Harpers
-Has a pet Giant Crab, 'Crabby' who is undyingly loyal.

Features & Traits

Heroes Enabled

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

DnD 5e Dungeon Master's Guide

Staff of Healing

Staff This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Rare (this item requires attunement) [Requires attunement by a bard, cleric, or druid.]

Type Damage Damage Range Properties
Simple Melee 1d6 Bludgeoning This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Weight: 4lb


 

Wand of Magic Missiles

Adventuring Gear Uncommon

This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Weight: 1 lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

SRD

Giant Crab

Medium beast, unaligned
Armor Class 15
Hit Points 13 3d8
Speed 30ft Swim: 30ft

STR
13 +1
DEX
15 +2
CON
11 0
INT
1 -5
WIS
9 -1
CHA
3 -4

Skills Stealth +4
Senses blindsight 30 ft., passive Perception 9
Challenge 1/8 (25 XP)


Amphibious. The crab can breathe air and water.


Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.


 

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Created by

brutalxdildo.

Statblock Type

Character Sheet (Legacy)

Link/Embed