Grave Keeper Faeyore Ipaben Helnoa Galli Briziver Alufi | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Grave Keeper Faeyore Ipaben Helnoa Galli Briziver Alufi

Small Rock Gnome, Preist, Neutral Good

Armor Class 20 (Half-Plate & Shield)
Hit Points 41 (6d8+12)
Speed: 25 ft

STR

10
( +0 )

DEX

14
( +2 )

CON

14
( +2 )

INT

16
( +3 )

WIS

18
( +4 )

CHA

12
( +1 )

Saving Throws Str +1, Dex +3, Con +5, Int +4, Wis +7, Cha +4
Skills History +6, Insight +7, Medicine +7, Religion +6
Senses Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Languages You can read, speak, and write Common, Gnomish, Celestial and Elvish.
Challenge Rating 6
Proficiency Bonus +3

Preparing Spells. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spell Attack Bonus = +8   Spell Save DC = 16   1st level (4). Bane, False Life, Bless, Command, Cure Wounds, Healing Word   2nd level (3). Gentle Repose, Ray of Enfeeblement, Lesser Restoration, Hold Person, Warding Bond   3rd level (3). Revivify, Vampiric Touch, Aura of Vitality, Dispel Magic, Mass Healing Word

At will: Cantrips. Light, Mending, Toll the Dead, Word of Radiance, Spare the Dying


Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.   Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.   Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.   Channel Divinity. You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Circle of Mortality. You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.   Equipment. Uncommon Amulet of the Devout, Cloak of Protection, Vial of Torpor, Vial of Carrion Crawler Mucus

Actions

Eyes of the Grave. You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest   Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 1/2 or below.   Path to the Grave. You can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Bonus Actions

Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Reactions

Sentinel at Death's Door. You gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.


Created by

Noble 7.

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