Zorath
Zorath
Sheet
AC 18 · HP 38 · 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
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresBonus action
- Divine StrikeLevel 1
When After casting a qualifying cleric spell
After casting a cleric spell of 1st level or higher that targets a creature other than himself, Zorath makes one weapon attack as a bonus action.
- Hungry JawsLizardfolkOnce per short or long rest, as a bonus action after hitting with his Bite, Zorath gains temporary hit points equal to 5.
Always on
- Turn UndeadLevel 2
When Action, once per short or long rest
Zorath presents his holy symbol and forces each undead within 30 feet that can see or hear him to make a Wisdom saving throw. A failed save causes the undead to flee for 1 minute or until it takes damage.
- Invoke DuplicityLevel 2
When Action, once per short or long rest
Zorath creates an illusionary duplicate within 30 feet for 1 minute while concentrating. He can cast spells through the duplicate and gains advantage on attacks against creatures adjacent to both himself and the duplicate.
- Hungry Jaws
When Bonus Action
Zorath makes a bite attack that deals 1d6 plus 3 piercing damage. Once per short or long rest, if the attack hits, he gains temporary hit points equal to his Constitution modifier plus his proficiency bonus.
- SpellcastingLevel 1
Zorath is a 5th-level cleric. Wisdom is his spellcasting ability. He can prepare six cleric spells each day, in addition to his Trickery Domain spells. He uses a holy symbol as a spellcasting focus.
- Divine Domain, Trickery DomainLevel 1
Zorath follows the Trickery Domain. He gains the Trickery Domain spells, proficiency with disguise kits, and Blessing of the Trickster.
- Blessing of the TricksterLevel 1
Zorath can touch a willing creature other than himself to grant advantage on Dexterity (Stealth) checks for 1 hour, or until he uses this feature again.
- Channel DivinityLevel 2
Zorath can use Channel Divinity once between rests. He can use it to Turn Undead or to invoke Invoke Duplicity.
- Ability Score ImprovementLevel 4
Zorath increases his Strength score by 2, raising it from 15 to 17.
- Destroy UndeadLevel 5
When Zorath destroys an undead of challenge rating 1/2 or lower with Turn Undead, the creature is instantly destroyed instead of turned.
- Ability Score IncreaseLizardfolkConstitution increases by 2 and Wisdom increases by 1.
- AgeLizardfolkLizardfolk reach maturity around age 14 and rarely live longer than 60 years.
- AlignmentLizardfolkLizardfolk tend toward neutral alignments.
- SizeLizardfolkMedium.
- SpeedLizardfolk30 feet.
- BiteLizardfolkNatural weapon attack, 1d6 plus Strength modifier piercing damage.
- Cunning ArtisanLizardfolkDuring a short rest, Zorath can harvest bone and hide from a slain beast to craft a shield, club, javelin, or 1d4 darts.
- Hold BreathLizardfolkZorath can hold his breath for up to 15 minutes.
- Hunter’s LoreLizardfolkZorath gains proficiency in Survival and one of Animal Handling, Nature, Perception, Stealth, or Survival. He chooses Stealth.
- Natural ArmorLizardfolkWhen not wearing armor, his AC equals 13 plus his Dexterity modifier. A shield’s benefits still apply.
- Criminal ContactCriminal
Zorath has a reliable contact among criminals who can provide information, arrange introductions, or pass messages. The contact is not automatically trustworthy, but the network recognizes Zorath as a former associate.
Spells
12 spellsSpellcasting. Zorath casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , , , ,
2nd level (3 slots): , , ,
3rd level (2 slots): ,
Gear
9 itemsWeapons
- MaceA simple melee weapon used as both a ritual tool and practical weapon.
- DaggerA light, easily concealed blade.
Armor
- Scale mailA suit of scale mail. It imposes disadvantage on Dexterity (Stealth) checks.
- ShieldA wooden shield bearing a black crocodile symbol.
Tools
- Thieves’ toolsA set of thieves’ tools for opening locks and disabling traps.
- Gaming setA set of marked bone tiles used for a local gambling game.
Gear
- Burglar’s packA burglar’s pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- Holy symbolA small holy symbol concealed beneath his armor.
Purse
- Coin pouchA purse containing 15 gp from his criminal background.
Appearance
Zorath is a broad-shouldered, dark olive lizardfolk with pale gold eyes, a heavy jaw, and rows of small, even teeth. His scales are mottled with charcoal along the neck and forearms, making him difficult to distinguish from shadowed stone or swamp water. He wears scale mail beneath a weathered priestly sash, carries a shield painted with a stylized black crocodile, and keeps a holy symbol concealed beneath his armor. He smells faintly of river mud, lamp oil, and crushed mint, a combination he considers perfectly respectable. Before speaking, he pauses, draws a slow breath through his nose, and clicks his tongue once against his teeth.
Mannerisms
He pauses before answering, inhales through his nose, and clicks his tongue once. When suspicious, he angles his head and holds perfectly still, as though listening for movement beneath the floor. He refers to lies as tools, never as sins or virtues.
Personality
Zorath is patient, observant, and unsettlingly practical. He rarely raises his voice because he has learned that silence makes other people fill the space with useful information. He protects those who are overlooked, especially outcasts, fugitives, and hungry children, but he does so with the guarded suspicion of someone who expects gratitude to become leverage.
Ideals
Freedom. No tyrant, priest, gang leader, or law should own another creature’s choices. A clever lie used to break a chain is more sacred than an honest word used to tighten it.
Bonds
The hidden temple that spared him gave Zorath a second life. He will protect its people and recover any sacred relic stolen from it, even if doing so costs him his freedom.
Flaws
Zorath assumes that every offer has a hidden cost and often tests allies long after they have earned his trust. He is also too willing to justify deception as kindness, especially when he believes the truth would make someone afraid.
Quirks
Background
Zorath was raised among reed-choked waterways where survival meant noticing ripples before they became threats and learning which strangers carried food, weapons, or lies. His clutch taught him that possession was temporary and hunger was immediate, lessons that made him an excellent smuggler. He moved contraband through temple canals, hidden beneath baskets of river eels, until one shipment contained stolen relics taken from a shrine devoted to a god of secrets and misdirection. When Zorath delivered the relics, the shrine’s guardian did not threaten him. Instead, she asked why a creature so skilled at finding hidden paths had never considered where his own path led. The question unsettled him more than any blade. He returned the relics, exposed the gang that had commissioned the theft, and accepted initiation into the temple’s secretive order. Now he travels as a cleric of the Trickery Domain, using the skills of a criminal to undermine tyrants, thieves who prey on the helpless, and anyone arrogant enough to believe that truth must always arrive wearing an honest face.
“His clutch taught him that possession was temporary and hunger was immediate, lessons that made him an excellent smuggler.”
- Background
- Criminal
Connections
Species
Lizardfolk
Media
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