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Khanu
Level 1 (0/300 XP for level-up)
Background Student
Size Medium
Cleric
Level 1
Hit dice 1/1
1d6+3

STR 13
+1
STR save: +1
DEX 12
+1
DEX save: +1
CON 16
+3
CON save: +3
INT 11
+0
INT save: +0
WIS 17
+3
WIS save: +5
CHA 10
+0
CHA save: +0

Initiative (DEX)
+1
Speed
30 ft Walk
Heroic Inspiration
Armor Class (AC)
14
Scale Mail
Armor Class w/Shield
17
Shield of Vumar
Hit Points
9 / 9
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
WIS
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Mace of Divine Might +4 STR 1d6+1 Bludgeoning
 +2 and +(2d6) to fiends or undead
Armor
W T  Armor AC D Properties
Scale Mail 14
Shield of Vumar +3
Skills
P/E Bonus Skill Abi
+1 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+0 Deception CHA
+0 History INT
+3 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
+3 Medicine WIS
+4 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0
Treasure and Equipment
Ring of Final Sacrifice: When the Wearer Dies, Nothing Happens But this Ring Breaks Instead.

Windwalker's Ring: +2 WIS
Proficiencies, Languages, and Talents
Languages: Draconic, Common
Features & Traits
#### Green Iguana-Based Rathar *(Common Rathar)*
  • Habitat: Dense jungles, lush forests, and riverbanks.
  • Size: 6 to 7 feet tall, weighing 200–250 pounds.
  • Color: Bright green, ideal for blending into forested environments.
  • Special Abilities: Natural scales provide a +1 AC bonus
  • They can hold their breath for up to 10 minutes, excelling in both swimming and climbing.
  • Adaptive Camouflage: In addition to their natural +1 AC from scales, consider giving them a minor camouflage ability when in forested or jungle environments. This could translate to an advantage on Stealth checks while in dense foliage, making them harder to detect when stationary.
  • CON +2, WIS +1
  • Herbalists and Alchemists: Beyond scouting, these Rathar could serve as herbalists and alchemists, specializing in crafting potions, salves, and poisons from the plants they gather. This ties into their cultural reverence for the land and its natural resources.
  • Jungle Pathfinders: Green Iguana Rathar could serve as pathfinders and guides for other Rathar subtypes or allied travelers navigating the dense jungles. Their knowledge of safe paths, dangerous flora, and hidden resources would be invaluable.
  • Sun-Warmed Resilience: As cold-blooded creatures, they might gain a temporary boost after basking in sunlight. This could manifest as temporary hit points or increased speed for an hour after sunbathing, emphasizing their need for sunlight and their connection to the natural environment.
  • Herb Lore and Natural Medicine: Given their role as gatherers, they could have an ability related to herb identification and natural healing. A Green Iguana Rathar might be able to create simple poultices or antidotes from jungle plants, giving them a small bonus to Medicine checks or survival rolls related to poison and disease.
  • Cultural Role: Known as scouts and gatherers, these Rathar are agile and curious, acting as the tribe’s primary resource gatherers and lookouts. They honor the land by collecting herbs, plants, and natural resources for rituals, reinforcing their role as nature’s observers and protectors.
  • Personality Trait: Inquisitive and observant, they serve as the eyes and ears of their communities, often venturing out to assess the health and balance of their natural surroundings.
  • Spellcasting
    Cantrips:

    Spare the Dying: Stabilizes a creature at 0 hit points, preventing them from dying. No healing, but keeps someone from death.

    Guidance: You touch a willing creature and grant it a +1d4 to an ability check of its choice within the duration.

    Word of Radiance: Each creature of your choice within range takes 1d6 radiant damage if they fail a Constitution saving throw. Useful for repelling evil or undead foes.

    1st Level Spells:

    Bless I (20 ft) bless up to three creatures, granting them bonuses on attack rolls and saving throws.
    Protection from Evil (Touch) Ward vs evil, fiend (no touch 1-foot barrier) +2 AC +2 on all saves (10 min/lvl)

    Sanctuary (30 ft) Ally ward/protected, target must WIS check when attacks, if failed miss + stun

    Shield of Faith (40 ft) +2 AC for up to 10 min (concentration)
    Backstory
    Khanu was rescued as a hatchling by the Esari Alliance after an attack by orc raiders and has been shaped by their teachings ever since. Due to cultural biases and historical conflicts, he is prohibited from living within the city’s walls, residing instead on its outskirts. He is part of an educational program designed to encourage understanding and teamwork among diverse races, though he’s often the only lizardfolk in his group, which highlights both his uniqueness and his isolation.
    While he is respected for his wisdom and faith, Khanu’s social standing remains precarious, a result of lingering prejudice against his kind. Despite this, he maintains a peaceful, hopeful outlook, aiming to bridge the gap between his lizardfolk heritage and the Alliance values. His faith in Vumar motivates him to be a source of healing, unity, and strength.
    Allies & Organizations
    Esari Alliance

    Xanthir - Mentor

    Dartak - Student
    Kora - Student
    Omkot - rathar (blue-toungue) 
    Ristel -high elf student
    Amura - anubian student
    Adventuring Motivation
    Emlightenment 


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v3.02, made by Tillerz - Updated: 2024-11-22

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    sage_seeker.

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