Farosh
Farosh
Sheet
AC 18 · HP 73 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Path to the Grave
When A dangerous enemy must be brought down quickly.
Farosh curses a target within 30 feet, making it vulnerable to the damage of the next attack that hits it before the end of his next turn.
- Divine InterventionLevel 10
When A grave threat exceeds the party's ordinary abilities.
Farosh invokes Kelemvor and attempts to receive divine aid.
- Circle of MortalityLevel 1
Farosh can use an action to touch a creature and restore hit points equal to 3d6 plus his cleric level. He can use this feature once per long rest.
- Channel Divinity, Path to the GraveLevel 2
Farosh can use Channel Divinity once between rests at 2nd level. He can use an action to present his holy symbol and curse one creature within 30 feet. Until the end of his next turn, that creature is vulnerable to all damage from the next attack that hits it.
- Destroy Undead, CR 1/2Level 5
Farosh can use an action to present his holy symbol and turn undead. Each undead that can see or hear him within 30 feet must make a Wisdom saving throw. A turned creature must spend its turns moving away and cannot willingly move within 30 feet of him. The effect ends if it takes damage.
- Blessed HealerLevel 6
Farosh can use an action to touch a creature and remove one curse affecting it. He can also use this feature to end one disease or condition causing the creature to be blinded, deafened, paralyzed, or poisoned.
- Channel Divinity ImprovementLevel 5
Farosh can use an action to present his holy symbol and destroy undead that fail his saving throw. Undead of CR 1/2 or lower are destroyed instead of turned.
Bonus action
- Remote Stabilization
When A creature within 30 feet is at 0 hit points.
Farosh reaches toward a creature at 0 hit points within 30 feet and stabilizes it as a bonus action.
- Eyes of the GraveLevel 1
Farosh can stabilize a creature at 0 hit points from 30 feet away as a bonus action. He also rolls the maximum possible result whenever he rolls dice to restore hit points to a creature at 0 hit points.
- Hidden StepFirbolgFarosh can become invisible as a bonus action until the start of his next turn or until he attacks, makes a damage roll, or forces someone to make a saving throw. He can use this once per short or long rest.
Reaction
- Sentinel at Death's DoorLevel 6
When Farosh or an ally within 30 feet suffers a critical hit.
Farosh uses a reaction to turn a critical hit against himself or an ally within 30 feet into a normal hit.
Always on
- SpellcastingLevel 1
Farosh is a 10th-level spellcaster. Wisdom is his spellcasting ability. He can prepare 13 cleric spells, in addition to his always-prepared domain spells.
- Divine Domain, Grave DomainLevel 1
Farosh chooses the Grave Domain. He gains domain spells and proficiency with heavy armor. His domain spells are always prepared and do not count against his prepared spells.
- Channel Divinity ImprovementLevel 6
Farosh can regain one expended use of Channel Divinity when he finishes a short rest. He can now use Channel Divinity twice between rests.
- Potent SpellcastingLevel 8
Farosh can cast death ward without using a spell slot and does not need material components. The spell lasts until he finishes a long rest or casts it again with this feature.
- Potent SpellcastingLevel 8
Farosh adds his Wisdom modifier to the damage he deals with any cleric cantrip.
- Firbolg MagicFirbolgFarosh can cast detect magic and disguise self once per short or long rest using Wisdom as his spellcasting ability.
- Powerful BuildFirbolgFarosh counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.
- Speech of Beast and LeafFirbolgFarosh can communicate in a limited manner with beasts and plants.
- Firbolg Ability Score IncreaseFirbolgWisdom increases by 2 and Strength increases by 1.
- DarkvisionFirbolgFarosh can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears gray.
- Fey AncestryFirbolgFarosh has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- DiscoveryHermit
Farosh discovered a hidden truth during his secluded life, an insight concerning the boundary between life and death. He knows that death is not an enemy to be defeated, but a passage that must be guarded from exploitation.
Spells
20 spellsSpellcasting. Farosh casts with Wisdom (spell save DC 15, to hit with spell attacks).
1st level (4 slots): , , , , ,
2nd level (3 slots): , ,
3rd level (3 slots): , , , ,
4th level (3 slots): , ,
5th level (2 slots): , ,
Gear
12 itemsWeapons
- MaceA simple one-handed bludgeoning weapon marked with burial prayers.
- Light crossbowA light crossbow with a wrapped grip and a case of ammunition.
Armor
- Chain mailProtective metal armor, worn beneath a dark blue funerary cloak.
- ShieldA wooden shield bearing a silver balance symbol.
Tools
- Herbalism kitUsed to prepare medicinal poultices and identify useful plants.
Gear
- 20×Crossbow boltsBolts for the light crossbow.
- Priest's packA backpack containing a blanket, ten torches, a tinderbox, ten days of rations, and a waterskin.
- Holy symbolAn amulet bearing a cracked silver balance, Farosh's holy symbol.
- Scroll case of notesA scroll case containing Farosh's observations about spirits, burial customs, and the limits of resurrection magic.
- Winter blanketA winter blanket used during his years of isolation.
- Common clothesPlain, weathered clothing suitable for a hermit's life.
Purse
- 5×Gold piecesCoins saved from occasional work as a healer and guide.
Appearance
Farosh is a tall, broad-shouldered firbolg with slate-blue skin, long pale hair braided with bits of river reed, and small ivory tusks that show when he speaks. His eyes are deep brown and usually lowered in thought. He stands with most of his weight on the balls of his feet, as though expecting the earth beneath him to shift. Within a minute of meeting him, people notice that he repeatedly checks the leather cord around his wrist, rubbing its three worn knots whenever he is uncertain or concerned.
Mannerisms
Farosh speaks softly and leaves a deliberate pause before answering questions about death. When waiting, he leans forward slightly with both hands resting over his mace pommel. He checks the three knots around his wrist whenever someone raises their voice, then looks directly at the quietest person in the room.
Personality
Farosh is patient, observant, and unsettlingly calm around injury and death. He treats every living creature as temporary but never as insignificant. He prefers practical kindness to comforting words, and he remembers the names of the dead more reliably than the names of the living. He dislikes crowds, loud celebrations, and anyone who treats grief as an inconvenience.
Ideals
The dead deserve peace, and the living deserve the full measure of the time granted to them. Mercy means protecting both boundaries, even when the choice is painful.
Bonds
He will risk almost anything to protect Seshun's surviving apprentices and the hidden valley where his people keep their dead. He also carries the cracked token from the buried shrine and believes it must eventually be returned to its rightful resting place.
Flaws
Farosh assumes that anyone seeking resurrection has not yet accepted the truth of their loss. He can become cold and obstructive when compassion would require flexibility. He also keeps secrets long after they have stopped being useful, convinced that knowledge is safest when carried alone.
Quirks
Background
Farosh was raised in a firbolg settlement hidden among steep valleys where the dead were buried beneath standing stones and remembered by name for three generations. As a young hunter, he was more interested in the quiet work of the settlement's herb-keepers than in tracking game. He learned which moss eased fever, which roots slowed bleeding, and which flowers opened only after a body had gone cold. His teacher, an elderly keeper named Seshun, taught him that healing was not the same as refusing death. A healer's duty, she said, was to keep the living from being stolen before their proper time and to keep the dead from being used as tools. During a winter of unnatural stillness, Farosh found a wounded traveler beneath a frozen cedar. The stranger had been dead for three days, yet something within the corpse still whispered. Farosh followed the voice into a cavern where a necromancer had chained several spirits to a buried shrine. When Farosh broke the chains, a presence answered from beyond the veil. It did not offer comfort or power in the usual sense. Instead, it gave him an understanding of the exact moment when a soul should be released, and the strength to defend that boundary. Farosh emerged as a servant of Kelemvor, carrying the shrine's cracked stone token and Seshun's three-knotted wrist cord. He now travels from village to village, treating the sick, exposing those who profit from forbidden resurrection, and listening carefully whenever the dead have not yet finished speaking.
“As a young hunter, he was more interested in the quiet work of the settlement's herb-keepers than in tracking game.”
- Background
- Hermit
Connections
Species
Firbolg
Media
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