Dr. Clink
Dr. Clink CR: 11
STR
8 -1
DEX
14 +2
CON
18 +4
INT
13 +1
WIS
20 +5
CHA
16 +3
Spellcasting. Dr. Clink is a 12th-level spellcaster. His spellcasting modifier is Wisdom (spell save DC 17, +9 to hit with spell attacks) and he has the following cleric spells prepared:
- Cantrips (at will): guidance, light, spare the dying, thaumaturgy, toll the dead.
- 1st-Level (4 slots): bane, command, cure wounds, false life, healing word, inflict wounds, sleep.
- 2nd-Level (3 slots): aid, blindness/deafness, hold person, lesser restoration, ray of enfeeblement.
- 3rd-Level (3 slots): haste, mass healing word, remove curse, revivify, slow.
- 4th-Level (3 slot): blight, death ward, freedom of movement, locate creature, stoneskin.
- 5th-Level (2 slots): dominate person, greater restoration, hold monster, scrying.
- 6th-Level (1 slots): word of recall.
Special Equipment. Dr. Clink wears a Mask of the Empiric Physician, a Ring of Telepathy, and carries a Dagger +1 and a Gem of Subtly. Expert Duplication. Dr. Clink has advantage on any ability check made to copy writing or duplicate craftwork. Kenku Recall (4/Day). Dr. Clink can give himself advantage on an ability check when using a skill he is proficient in. Mimicry. Dr. Clink can accurately mimic sounds he has heard, including voices. A creature that hears the sounds he makes can tell they are imitations only with a successful DC 15 Wisdom (Insight) check. I'll Patch It! Dr. Clink can restore 20 hit points to a water vehicle. Once a vehicle has regained hit points this way, it can't do so again until it has been pulled ashore and fully repaired. Bloodletting Focus. When Dr. Clink casts a damage-dealing spell of 1st-level or higher, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell's level. Channel Divinity (2/short rest). Dr. Clink has the ability to channel divine energy directly from his deity to fuel various divine features. Gem of Subtly. Spells Dr. Clink casts do not require verbal components. Additionally, any verbal or telepathic communication needed for a spell to function are not required. Mask of the Empiric Physician. While wearing the mask, Dr. Clink is immune to disease, the poisoned condition and poison damage (already applied). If he is already infected with a disease, the effects of the disease are suppressed while he wears the mask.
Actions
Dagger +1. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1D4+3 piercing damage plus 1D8 necrotic damage. Blood Puppet. Dr. Clink can expend a use of his channel divinity to target a large or smaller creature or corpse within 60 feet on him that has blood. A creature he targets must succeed on a DC 17 Wisdom saving throw or become charmed by him. An unconscious creature automatically fails its saving throw, and isn't incapacitated while he controls its actions. On the affected creature's turn, Dr. Clink can command it (no action required) to do one of the following:
- Interact with an object.
- Make a single attack.
- Do nothing.
- Dr. Clink can learn the target's approximate distance and direction and any conditions affecting it, as long as the target is within 10 miles of him.
- Dr. Clink takes 2D6 necrotic damage and the take makes a DC 17 Constitution saving throw. On a successful save, the bond ends. On a failure, Dr. Clink can see or hear through the targets senses for 5 minutes. During this time, Dr. Clink is blinded or deafened (respectively) with regard to his own senses. When the connection end, the bond is lost.
Mental characteristics
Personal history
Gender Identity
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