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Dr. Clink

Dr. Clink CR: 11

Small humanoid, chaotic neutral
Armor Class: 16 (Breast Plate, 18 with a Shield)
Hit Points: 111 (12D8+48)
Speed: 30 ft

STR

8 -1

DEX

14 +2

CON

18 +4

INT

13 +1

WIS

20 +5

CHA

16 +3

Saving Throws: Wisdom +9, Charisma +7
Skills: History +5, Insight +9, Medicine +9, Perception +9, Religion +5, Stealth +6
Damage Immunities: Poison
Condition Immunities: Disease, Poisoned
Senses: Passive Perception 19
Languages: Common and Aquan
Challenge Rating: 11

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.
The Raven Queen's Devotee (5/Day). Dr. Clink can cast gentle repose with this trait, requiring no material components. Wisdom is his spellcasting modifier for this spell.   The Raven Queen's Votary (1/Day). Dr. Clink can cast speak with dead with this trait, requiring no material components. Wisdom is his spellcasting modifier for this spell.   The Raven Queen's Disciple (1/Day). Dr. Clink can cast false life with this trait, requiring no material components. When he does, he gains an additional 25 temporary hit points. Constitution is his spellcasting modifier for this spell.   Ring of Telepathy. Dr. Clink can cast Detect Thoughts (save DC 13). As long as he maintains concentration on the spell, he can use a bonus action to send a telepathic message to a creature he is focused on. The creature can reply using a bonus action. Additionally, while focusing on a creature with detect thoughts, Dr. Clink can cast Suggestion (spell DC 13) on that creature. Once used, suggestion can't be cast again in this way until the next dawn.


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.
An animated corpse take its turn immediate after Dr. Clink 's, but can't move or take actions unless commanded to do so. An affected living creature makes a new saving thrown at the end of each of its turns, ending the effect on itself on a success. For any target, Dr. Clink's control lasts for 1 minute or until his concentration is broke (as if concentration on a spell).   Crimson Bond. Dr. Clink expends one use of his channel divinity to form a supernatural bond with a creature he can see, or he processes a blood sample of. This bond lasts for 1 hour or until his concentration is broken (as if concentration on a spell). As an action, Dr. Clink can choose one of the following:
  • 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.
Sanguine Recall (1/Day). Dr. Clink can recover up to 6 levels of spells slots, none of the slots can be 6th-level or higher. Dr. Clink takes 1D8 necrotic damage for each level of spell he regains This damage can't be reduced in any way.   Divine Intervention (1/Day). Dr. Clink rolls a percentile dice. On a result of 12 or lower, Dr. Clink successfully calls on The Raven Queen to intervene on his behalf. If The Raven Queen intervenes, this agility can't be used again for 7 days.   Turn Undead. Dr. Clink can expend one use of his channel divinity to cause each undead creature that can see or hear him within 30ft. to make a DC 17 Wisdom saving throw. If a creature fails, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Additionally, if the turned creature has a CR of 2 or less, it is instantly destroyed.     BONUS ACTIONS   Harness Divine Power (2/Day). Dr. Clink can expend one use of his Channel Divinity to regain one expended spell slot of 2nd-level or lower.

Mental characteristics

Personal history

Clink was a sailor in a previous life, working on merchant vessels which sailed across Lake Marimer. He was a carpenter on a variety of different ships, however when encountering pirates or other hostile ships on the water, he often found himself playing the role of medical officer, which he found unexpectedly fascinating. Clink eventually left his life on the open water, choosing to study medicine from a couple of local physicians (assuming the title 'Dr.' in the process). It was during this time he began to worship The Raven Queen, as an overseer of life and death.   Clink joined the consortium (during its early days) after a chance encounter with its founder, Raphael Nightwing, and a conversation about the mage's studies of hemocraft at the College of Witherbloom. These days, the pair can be found working closely alongside each other, where Clink heads the divine research faction of the consortium as well as its medical ward, his more practical approach to the magic balancing Raphael's more theoretical study.   Clink is a quirky, little fellow, who takes great interest in his work. He is a man of few words, preferring to communicate through telepathy, if at all, and those who work alongside him have had to learn quickly the visual cues he uses for communication. This preference is also spurred by he chosen uniform, which includes a mask shaped around his beak which, while protecting him from the various diseases and poisons he comes into contact with, limits his ability to talk anyway. Despite his unusual appearance and mannerisms, those how cross Clink would do well not to underestimate him as his proficiency with divine hemocraft has granted him the power to not only manipulate his own body, but the bodies of others as well, granting him the nickname 'The Puppeteer'.

Gender Identity

Male (he/him)
Alignment
Chaotic Neutral
Current Location
Species
Honorary & Occupational Titles
Sanguinist - The Crimson Consortium
Year of Birth
465 35 Years old
Children
Belief/Deity
The Raven Queen, the Matron of Ravens
Aligned Organization

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