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Jeanne Blackstone

3 Level (1038/2700 XP for level-up) Clan Crafter Background Human Variant Race / Species / Heritage Alignment
Battle Medic
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR
15
+2
DEX
12
+1
CON
13
+1
INT
10
+0
WIS
16
+3
CHA
10
+0
23
Hit Points
+1
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+0 Deception CHA
+2 History INT
+5 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +4 STR 1d8+2 Bludgeoning
 Versatile
Attacks

Spell Book

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional battle medic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Battle Medic table.

Favored Patient
Choose a type of favored patient: aberrations, beasts, celestials, dragons, fey, fiends, giants, monstrosities, oozes or plants. Alternatively, you can select two races of humanoid (such as dwarves and elves) as favored patients.
You have advantage on Wisdom (Medicine) checks made to treat your favored patients, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored patients, if they speak one at all.

Spell Casting
By 2nd level, you have learned to draw on arcane magic and turn it into divine magic to cast spells.
Preparing and Casting Spells
The battle medic table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest
You prepare battle medic spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of battle medic spells equal to your Wisdom modifier + your battle medic level. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of battle medic spells requires time spent in meditation of your previous training. At least one minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your battle medic spells. The power of your spells come from your intensive training and turning your natural arcane affinity into divine magic. You use your Wisdom modifier whenever a battle medic spell refers to your spellcasting ability. In addition you use your Wisdom modifier when setting the DC for a basic medic spell you cast and when making a attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.
Spellcasting Focus
You can use your melee martial weapon as a spellcasting focus for your battle medic spells.

Medical Training
At 2nd level, your extensive medical training has made you a more effective healer. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional 2 hit points per spell slot level used for the spell.

Quick Step
At 2nd level, you have learned to always be quick in getting to the frontlines to help others in need. Your base movement speed increases by 5 feet.

Asclepiadae Order
At 3rd level, you may choose one of the two Asclepidae Orders: Bruiser or Savior. You gain additional features at levels 6, 14, and 18.

Patch Job
At 3rd level, you have obtained more knowledge on how to successful patch small injuries including how to infuse small amounts of healing magic into them to make them heal quicker. By spending one minute patching up a creature, you may make a DC 15 Medicine check. On success, you heal that creature for an amount of hit points equal to your battle medic level. You may use this feature a number of times equal to your Wisdom modifier(minimum 1) and regain all of its uses after you finish a long rest.

Savior

A savior battle medic values the health and well being of their comrades above all else, and devote themselves to helping others.

Mending Sinews
By 3rd level, you can channel your energy and heal badly wounded allies. As an action, you channel your energy from your body to heal several creatures of your choice. Faint prismatic ribbons emanate from you mending the wounds of others of your choice. You can heal any number of creatures within 60 feet of you for your battle medic level + your Wisdom modifier(minimum 1) hit points. This has no effect on undead or constructs and counts as a spell for Shared Healing. You regain use of this feature after you finish a long rest.

Features & Traits
Warhammer Splint Armor shield herbalism kit traveler’s clothes A gem worth 10gp smith’s tools Maker’s Mark Chisel(shield dwarves) chain shirt

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Wisdom
Spellcasting
Common Draconic Dwarvish Elvish

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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.

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

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

Snakes & Saloons

Splint Armor

Armor Common

Type AC STR Req. Stealth Dis. Properties
Heavy 17 15 YES

Cost: 200gp Weight: 60lbs


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

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

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

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.

Class(es): Cleric, Druid

Xanathar's Guide to Everything

Word of Radiance

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components V, M
Materials A holy symbol

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Cleric

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

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

Dnd 5e SRD

Herbalist Kit

Tool Common

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

Cost: 5 GP Weight: 3 lb.


 

DnD 5e

Smith's Tools

Artisan Tool Common

Cost: 20gp Weight: 8lb


 

Created by

Kazuma128.

Statblock Type

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