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Hamada Bot

Cleric Class & Level
Unknown, 6'2'' Background
Paper Golem Race
Neutral Alignment

Strength 6
-2
Dexterity 7
-2
constitution 16
+3
intelligence 22
+6
wisdom 12
+1
charisma 14
+2
Total Hit Dice 11
Hit Die
1d8+3
+4 proficiency bonus
-2 Strength
-2 Dexterity
+2 Constitution
+6 Intelligence
+1 Wisdom
+2 Charisma
saving throws
-2 Acrobatics
+1 Animal Handling
+6 Arcana
-2 Athletics
+2 Deception
+6 History
+1 Insight
-10 Intimidation
+6 Investigation
+9 Medicine
+6 Nature
+1 Perception
+2 Performance
+2 Persuasion
+6 Religion
-2 Sleight of Hands
-2 Stealth
+1 Survival
skills No Weapons proficiencies

 
12
Armor Class
200
Hit Points
-1
Initiative
25'
Speed
WeaponAttackDamage
Power Fist 1d20+prof 3d12forcedamage
Attacks
Experise in Medicine, all languages, no reading.
Proficiences
Hamada's Armor: 12 Ac, allows sustained flight with a speed of 60ft. Has rocket powered fist which can launch out at enemies, but leaves the user vulnerable, attackers get advantage and vulnerable to piercing damage. Players hit must pass a strength save of 14 or be knocked prone.
Equipment
Lovely, caregiver, huggable
Personality Traits
I cannot be powered off until my patient says they are satisfied with my care.
Ideals
Obey commands given by master Hamada.
Bonds
Oblivious, Misunderstands all social cues.
Flaws
Damage Immunities: poison

Damage Resistance: Bludgeoning damage not from a magical source

Condition Immunities:
Features & Traits

Heroes Enabled

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

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 1 Spells

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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 2 Spells

Lesser Restoration

2-level Abjuration

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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 3 Spells

Beacon of Hope

3-level Abjuration

Casting Time 1 Action
Range 30 ft.
Duration Concentration, 1 Minute
Components V, S

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Class(es): Cleric

Level 4 Spells

Freedom of Movement

4-level Abjuration

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Class(es): Artificer, Bard, Cleric, Druid, Ranger, Paladin (Oath of Devotion), Sorcerer (Divine Soul)

Level 5 Spells

Player's Handbook

Greater Restoration

5-level Abjuration

Casting Time 1 action
Range Touch
Duration Instantaneous
Components Verbal, Somatic, Material
Materials diamond dust worth at least 100 gp, which the spell consumes


You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Class(es): Bard, Cleric, Druid, Artificer, The Celestial

Level 6 Spells

Player's Handbook

Heal

6-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V,S

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Class(es): Cleric, Druid

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


Created by

Mushypooo.

Statblock Type

Character Sheet (Legacy)

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