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Grigori Rasputin, “The Mystic Survivor of Russia.”

“Unearth the Mysteries of Rasputin: The Enigmatic Mystic Who Held the Romanovs in His Spell!”

Rasputin
Midjourney
  • Alias: Grigori Rasputin
  • Gender: Male
  • Race: Human
  • Occupation: Mystic and Spiritual Healer
  • Religion: Russian Orthodox Christianity (with mystical and unorthodox beliefs)
  • Allies: Tsar Nicholas II and Tsarina Alexandra (Romanovs), Various members of the Russian aristocracy and clergy
  • Enemies: Some members of the Russian nobility and political establishment who opposed his influence, conspirators who sought his downfall
  • Abode/Base of operations: Primarily St. Petersburg and later the Alexander Palace in Tsarskoye Selo, Russia
  • Nationality: Russian
  • Languages: Russian
  • Alignment: Chaotic Neutral (due to his unorthodox methods and behavior)
  • Affiliation(s): Primarily associated with the Russian imperial family, the Romanovs
  • Significant others: Wife, Praskovya Dubrovina; Daughter, Maria Rasputin

Rasputin, a enigmatic figure with piercing eyes and an aura of mysticism, emerges as a complex character in the annals of history. Hailing from humble origins, he possesses an uncanny ability to soothe the aches and pains of those who seek his counsel. His unconventional methods, deeply rooted in faith and spirituality, draw both intrigue and skepticism.

As a character, Rasputin is motivated by a desire to ease the suffering of others, particularly those afflicted by illness. He believes fervently in the power of prayer and faith, and he fears the physical and spiritual torment that often plagues those in pain. His unwavering dedication to his beliefs and his intimate connection with the Romanov family drive him to navigate the treacherous waters of Russian politics, striving for a Russia free from suffering and turmoil.

What Rasputin ultimately seeks to achieve is a harmonious and prosperous Russia, guided by his spiritual convictions and his unique ability to provide solace. Yet, as he navigates the tumultuous world of imperial Russia, his actions and influence will come to define both his legacy and the fate of the Romanov dynasty.

  • Grigori Rasputin 5e
  • Rasputin (5E)

Grigori Rasputin

Rasputin 1

Medium humanoid (human), chaotic neutral

Armor Class 15 (mage armor) Hit Points 90 (12d8 + 36) Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)14 (+2)16 (+3)18 (+4)

Skills Deception +7, Insight +6, Persuasion +7, Religion +5 Saving Throws Wisdom +6, Charisma +7 Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., passive Perception 13 Languages Common, Russian, Celestial Challenge 7 (2,900 XP)

Legendary Resistance (3/Day). If Rasputin fails a saving throw, he can choose to succeed instead.

Mystic Resilience. Rasputin has advantage on saving throws against being charmed and frightened.

Actions

  • Mystic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Healing Presence. He can touch a creature and restore 30 hit points to it, ending any diseases affecting it and neutralizing any poisons. Alternatively, he can expend one use of this ability to end one effect that cures diseases, as the greater restoration spell.
  • Divine Guidance (Recharge 5-6). He calls upon his mystical insights to give himself advantage on one ability check, attack roll, or saving throw. He must decide to use this ability before the roll is made.
  • Mystic Charm (Recharge 6). He targets one creature within 30 feet and attempts to charm it. The target must succeed on a DC 16 Wisdom saving throw or be charmed by Rasputin for 1 minute. While charmed, the target believes Rasputin is its trusted confidant and will not attack him or his allies.

Reactions

Mystic Ward. When Rasputin is targeted by a spell that requires a saving throw, he can use his reaction to make the saving throw with advantage. If he succeeds, he takes no damage from the spell.

Legendary Actions

Rasputin can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Rasputin regains spent legendary actions at the start of his turn.

  • Mystic Presence. He casts calm emotions, detect thoughts, or suggestion without expending a spell slot.
  • Ethereal Movement (Costs 2 Actions). He magically becomes ethereal until the end of his next turn. He can pass through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
  • Influence Mind (Costs 2 Actions). He attempts to telepathically influence a creature he can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or be charmed by Rasputin for 1 minute, as if affected by charm person.

Mythological Figures: Rasputin (5E)

Rasputin

Mythological Figures: Rasputin (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Grigori Rasputin was in short, a peasant turned monk healer fanatically accepted into the family of Russia’s last tsar for his miraculous ability to help heal the hemophiliac heir, Nicholas. If this is the first time you’ve heard of this guy, he’s got a Wikipedia page to check out but the thing he’s best known for is refusing to die.

He’s stabbed in the stomach in 1914 and survives, but that’s not the noteworthy bit (impressive as it might be). In the best-known version of events (from the memoir of Felix Yusupov) a bunch of nobles invite him to dinner where 1) Rasputin eats cyanide-laced cakes, 2) then drinks three glasses of poisoned wine, 3) gets shot in the chest, 4) and gets back up after a short period of time to attack his murderers before getting shot in the head and dumped into an icy river. The man just refused to die.


Rasputin
Medium humanoid (human), neutral rogue 1/barbarian 1/fighter (brutal) 10


Armor Class
 15 (Constitution)
Hit Points 114 (1d8+1d12+10d10+48)
Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)​12 (+1)​18 (+4)​12 (+1)​12 (+1)​15 (+2)​

Saving Throws Dex +5, Con +8, Int +5
Skills Animal Handling +5, Deception +10, Medicine +5, Performance +6, Persuasion +10, Sleight of Hand +5, Survival +5
Tools artisan’s tools +4, vehicles (land) +4
Damage Resistances bludgeoning, piercing, and slashing (while raging)
Senses passive Perception 11
Languages Russian
Challenge 6 (2,300 XP)

Background: Yeoman. Rasputin is always able to rely on the hospitality of commoners to help him hide or rest provided he poses no danger in doing so, going so far as to shield him from being discovered (though not at the cost of their lives).

Action Surge (1/Short Rest). Once on his turn, Rasputin can take an additional action on top of his regular action and a possible bonus action.

Brutal Toughness. Rasputin gains a +1d6 bonus to saving throws and death saves (treating final results of 20 or higher on a death saving throw as a natural 20).

Cunning Action (1/Turn). Rasputin can take a bonus action to take the Dash, Disengage, or Hide action.

Feat: Hardy. Rasputin has proficiency with Constitution saving throws.

Feat: Medicinal Knowledge. Rasputin can treat wounds for up to six beasts and humanoids over a short rest by making a DC 15 Wisdom (Medicine) check on each. On a success, a target regains the maximum hit points from the use of a single hit dice during the short rest (forgoing the roll of that hit dice but not any others that are spent during that short rest).

Indomitable (1/Long Rest). Rasputin can reroll a saving throw that he fails but must use the new roll.

Rage (2/Long Rest). On his turn, Rasputin can enter a rage as a bonus action. His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Rasputin can also end his rage on his turn as a bonus action. While raging, he gains the following benefits.

  • He has advantage on Strength checks and Strength saving throws.
  • When Rasputin makes a melee weapon attack using Strength, he deals 2 extra damage.
  • Rasputin has resistance to bludgeoning, piercing, and slashing damage.

Second Wind (1/Short Rest). On his turn, Rasputin can use a bonus action to regain 1d10+8 hit points.

Sneak Attack (1/Turn). Rasputin deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rasputin that isn’t incapacitated and Rasputin doesn’t have disadvantage on the attack roll.

ACTIONS

  • Extra Attack. Rasputin attacks twice.
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6+1d4+3) piercing damage.
  • Revolver (6 bullets). Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 15 (2d8+1d6+3) piercing damage.

Currently in the World

Rasputin, a tall and imposing figure, is draped in dark, flowing robes that cascade like the depths of a midnight sky. His long, unruly beard frames a face weathered by time, marked with a distinctive beard that’s as tangled as his mystic reputation.

Currently, he is immersed in a candlelit chamber, where the faint scent of burning incense hangs in the air. The room is adorned with religious icons and ornate tapestries that seem to shimmer with a hint of otherworldly magic. He sits in meditation, his eyes closed, hands gently clasped, as he communes with a higher power.

Rasputin’s mood is serene, radiating an aura of tranquility and inner peace. His eyes, often described as piercing and intense, now appear calm and introspective, as if he’s on the verge of unlocking profound spiritual insights. It’s in these moments of solitude and contemplation that he feels most attuned to the divine forces he believes guide his destiny.

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