Saq
Saq
Sheet
AC 18 · HP 164 · 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
23 featuresAction
- Divine SenseLevel 1
When Action
As an action, detect the location of celestials, fiends, and undead within 60 feet, unless blocked by total cover.
- Cleansing TouchLevel 14
When Action
As an action, end one spell affecting yourself or a willing creature you touch, up to six times per long rest.
- Extra AttackLevel 5
You gain an extra attack whenever you take the Attack action on your turn.
Bonus action
- Hungry JawsLizardfolkAs a bonus action, make a bite attack. On a hit, gain temporary hit points equal to your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.
Always on
- Lay on HandsLevel 1
When Touch
Restore up to 80 hit points through touch per long rest, or spend 5 points to cure a disease or neutralize a poison.
- Divine SmiteLevel 2
When After hitting with a melee weapon attack
Expend a spell slot after hitting with a melee weapon attack to deal additional radiant damage.
- Channel DivinityLevel 3
When Action
Use Channel Divinity to restrain a creature with spectral vines or turn a fey or fiend.
- Undying SentinelLevel 15
When Reduced to 0 hit points
When reduced to 0 hit points without being killed outright, drop to 1 hit point instead once per long rest.
- Fighting StyleLevel 2
You adopt a fighting style. Saq has chosen Defense, gaining a +1 bonus to AC while wearing armor.
- Sacred WisdomLevel 3
You can prepare paladin spells using Wisdom as the spellcasting ability for this character. Your prepared paladin spells normally use Charisma, but Saq's sacred tradition has made Wisdom her spellcasting ability.
- Sacred Oath, Oath of the AncientsLevel 3
You gain a divine oath that binds you as a servant of nature's enduring light.
- Oath SpellsLevel 3
Your oath grants additional spells that are always prepared and do not count against your prepared paladin spells: ensnaring strike, speak with animals, moonbeam, misty step, plant growth, protection from energy, ice storm, stoneskin, commune with nature, and tree stride.
- Divine HealthLevel 3
You gain immunity to disease.
- Ability Score ImprovementsLevel 4
Your ability score improvements have been used to increase Strength by 2, Dexterity by 2, Constitution by 4, and Wisdom by 2.
- Aura of WardingLevel 7
You can expend a use of Channel Divinity to awaken an ancient ward. For 1 minute, you and friendly creatures within 30 feet have resistance to damage from spells.
- Undying Sentinel, SurvivorLevel 15
When reduced to 0 hit points and not killed outright, you can drop to 1 hit point instead. Once used, this feature recharges after a long rest.
- Elder ChampionLevel 20
You can emanate an aura of sunlight for 1 minute. Bright light shines from you in a 30-foot radius and dim light for another 30 feet. Whenever an enemy starts its turn in the bright light, it takes 10 radiant damage. You and friendly creatures in the bright light have resistance to damage from spells. Once used, this feature recharges after a long rest.
- BiteLizardfolkYour fanged maw is a natural weapon that deals 1d6 plus Strength modifier piercing damage.
- Cunning ArtisanLizardfolkDuring a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant to create a shield, club, javelin, or 1d4 darts.
- Hold BreathLizardfolkYou can hold your breath for up to 15 minutes.
- Hunter's LoreLizardfolkYou gain proficiency in two of the following skills: Animal Handling, Nature, Perception, Stealth, and Survival. Saq has chosen Perception and Survival.
- Natural ArmorLizardfolkYour AC is 13 plus your Dexterity modifier when not wearing armor. A shield's benefits apply normally.
- WandererOutlander
Saq has an excellent memory for maps, terrain, weather, and natural hazards. She can find food and fresh water for herself and up to five other people each day, provided the land offers ordinary resources. She can also locate terrain features such as rivers, mountain passes, and settlements, though she cannot determine exact distances or reliably predict magical alterations to the land.
Spells
18 spellsSpellcasting. Saq casts with Wisdom (spell save DC 17, 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
11 itemsWeapons
- LongswordA reliable one-handed martial weapon used with her shield.
- 5×JavelinThrown spears suitable for hunting or combat.
Armor
- Chain mailAC 16. Saq wears this beneath her surcoat.
- ShieldA sturdy round shield bearing a simple open-hand symbol.
Gear
- Priest's packIncludes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Holy symbolA small wooden and bone symbol representing protection, renewal, and the open hand.
- StaffA gnarled walking staff cut from an old cedar.
- Hunting trapA metal hunting trap used to catch game or restrain intruders.
- Trophy from a killed animalA preserved tooth, feather, and claw from a creature Saq hunted.
- Traveler's clothesRugged travel clothes with a red Andean wool wrist wrap.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
Saq is a broad-shouldered lizardfolk woman with dull green scales patterned by ochre bands along her neck and forearms. Her eyes are amber and steady, with narrow pupils that rarely blink. She wears well-maintained chain mail beneath a weather-darkened surcoat, carries a round shield marked with a simple open hand, and keeps a longsword at her hip. She smells faintly of wet cedar, river mud, and bitter herbs, a scent she considers ordinary until someone mentions it. When waiting, she places most of her weight on the balls of her feet, perfectly still except for the slow flexing of her clawed toes. A strip of red Andean wool is braided around one wrist, given to her by Pete.
Mannerisms
Saq tilts her head when listening, then holds perfectly still for several seconds before answering. She tastes unfamiliar water before drinking it. When someone makes a promise, she repeats the key words back to them in a low voice, as though storing them in memory.
Personality
Saq is patient, observant, and unsettlingly direct. She prefers listening to speaking, but once she decides that a truth matters, she will repeat it until someone acts on it. She treats hospitality as a binding ritual, dislikes waste, and has a dry sense of humor expressed through very serious observations. She is curious about human faith without being impressed by human certainty.
Ideals
Hope is a living thing. It must be defended through action, not merely praised in comfortable rooms. The old forests, honest kindness, and the courage to begin again are all sacred.
Bonds
Pete gave her a direction when she had only suspicion. Saq will protect the forests and the small roadside churches he named, even when their priests distrust her. She also feels responsible for every traveler who follows her trail into dangerous country.
Flaws
Saq assumes that anyone who speaks too confidently about divine will is either lying or has not listened carefully enough. She can be needlessly severe with hypocrites, and she sometimes abandons practical diplomacy the moment she detects religious manipulation. She also refuses to admit that she misses Pete, because admitting the absence makes his return feel less certain.
Quirks
Background
Saq was hatched among reed beds and blackwater channels where survival was treated as the first and clearest form of wisdom. Her clutch learned to read the language of tracks, broken stems, bird calls, and ripples in the water. She became an outlander by necessity, ranging farther each season to find safe hunting grounds after roads, farms, and logging camps pressed into the old forests. Her first encounters with churches were hostile. Priests saw a monster at the edge of the congregation, while Saq saw buildings full of people arguing over invisible powers they claimed to understand. Then, over several years, a traveler began appearing at the edge of her forest routes. He called himself Pete. He spoke plainly, asked irritatingly good questions, and seemed to know when Saq was hungry, angry, or about to make a poor decision. Their conversations concerned mercy, promises, and the difference between worshiping a symbol and serving what the symbol was meant to teach. Pete recommended that she visit certain churches, not to kneel, but to listen. Saq felt the truth of it immediately. She eventually understood that Pete had been something far greater than a wandering human, perhaps Great Peter himself, though she still refers to him as Pete because that was the name he gave her. Saq took the Oath of the Ancients after defending a woodland shrine from mercenaries who intended to strip it for stone. Her oath is not founded on reverence for civilization or unquestioning faith. It is a promise to protect living things, preserve hope, and force the powerful to remember that the world is older than their claims upon it. She visits churches now as Pete instructed, listening for honest compassion beneath the ceremony, and leaves whenever she smells fear being dressed up as holiness.
“Her clutch learned to read the language of tracks, broken stems, bird calls, and ripples in the water.”
- Background
- Outlander
Connections
Species
Lizardfolk
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