Mbariki Kenzu
Mbariki Kenzu
Sheet
AC 16 · HP 32 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Second WindLevel 1
When On your turn when injured
Use a bonus action to regain 1d10 + 4 hit points. Once used, this feature requires a short or long rest before it can be used again.
Always on
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn. Once used, this feature requires a short or long rest before it can be used again.
- Precision Attack
When When making a weapon attack
Expend a superiority die to add it to an attack roll after seeing the roll but before knowing whether it hits.
- Menacing Attack
When When hitting with a weapon attack
Expend a superiority die to add it to weapon damage and force a Wisdom saving throw. On a failure, the target is frightened until the end of your next turn.
- Trip Attack
When When hitting with a weapon attack
Expend a superiority die to add it to weapon damage and force a Strength saving throw. On a failure, a Large or smaller target falls prone.
- Fighting Style: ArcheryLevel 1
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Combat SuperiorityLevel 3
You learn three maneuvers of your choice and gain four superiority dice, which are d8s. A superiority die is expended when you use it and regained when you finish a short or long rest. Your superiority save DC is 13.
- Student of WarLevel 3
You gain proficiency with thieves' tools. If you already have this proficiency, you gain proficiency with another artisan's tool of your choice.
- Battle Master Maneuvers: Precision Attack, Menacing Attack, Trip AttackLevel 3
When you hit with a weapon attack, you can expend one superiority die to add it to the damage roll and apply a maneuver effect. Precision Attack adds the die to the attack roll. Menacing Attack can frighten the target until the end of your next turn if it fails a Wisdom saving throw. Trip Attack can knock a Large or smaller creature prone if it fails a Strength saving throw.
- Ability Score Improvement and Crossbow ExpertLevel 4
You gain proficiency in one additional skill of your choice. You also gain the Crossbow Expert feat. You ignore the loading quality of crossbows, do not suffer disadvantage for making a ranged attack while within 5 feet of a hostile creature, and can make a bonus-action attack with a hand crossbow after attacking with a one-handed weapon.
- Ability Score IncreaseVariant HumanIncrease two different ability scores by 1. Strength and Wisdom were increased.
- AgeVariant HumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentVariant HumanHumans tend toward no particular alignment.
- SizeVariant HumanMedium.
- SpeedVariant Human30 feet.
- LanguagesVariant HumanCommon and one extra language, Goblin.
- Extra SkillVariant HumanProficiency in Stealth.
- FeatVariant HumanCrossbow Expert.
- Ear to the GroundUrban Bounty Hunter, Bounty Hunter's Guild of Askia
You have contacts in the Bounty Hunter's Guild of Askia and among informants, guards, dockworkers, caravan hands, and street sellers. In any settlement, you can usually locate a source of information about a fugitive or criminal, though securing reliable details may require payment, favors, or proof that the target is worth pursuing.
Gear
10 itemsWeapons
- RapierA balanced one-handed martial blade with a cord-wrapped grip.
- Light crossbowA compact crossbow suited to close streets and wagon ambushes.
- 2×HandaxesShort utility axes used as weapons or tools when searching camps and wagons.
Armor
- Chain mailHeavy linked armor, maintained with oil and wrapped in cloth when traveling.
Tools
- Thieves' toolsUsed for bypassing simple locks, tampering with restraints, and examining mechanisms.
Gear
- Bounty Hunter's Guild badgeA plain brass guild badge stamped with the initials BHGA and a serial number. It is recognized by guild members and some city officials.
- 20×Crossbow boltsA leather case containing standard crossbow bolts.
- Dice setA worn set of carved bone dice used to join tavern games and make informants comfortable.
- Traveler's clothesA dark traveler's outfit suitable for blending into markets, inns, and caravan roads.
Purse
- 20×Gold piecesA belt pouch containing the starting funds from the urban bounty hunter background.
Appearance
A compact, broad-shouldered human with dark brown skin, tightly cropped black hair, and watchful hazel-brown eyes. Their clothing is practical and carefully repaired, with a charcoal-gray coat over chain mail and a faded red guild sash wrapped twice around the left wrist. They smell faintly of clove oil, oiled leather, and dust, a scent they do not notice anymore. A brass warrant tube hangs from their belt, heavily worn smooth at the cap where their thumb repeatedly rubs it while thinking. Their expression is reserved, but their attention is immediate and difficult to escape.
Mannerisms
Mbariki quietly counts exits, windows, and visible weapons whenever entering a room. When someone lies, they do not interrupt. They simply stop blinking for several seconds, then ask the question again in a gentler voice.
Personality
Quietly observant, patient with frightened people, and unexpectedly dry in conversation. Mbariki dislikes grand speeches and prefers useful questions, clean agreements, and evidence that survives daylight. They are more comfortable around working animals and tired laborers than around officials or nobles.
Ideals
Mercy is not softness. A person should be judged by what they do after they are given one honest chance to stop running.
Bonds
The Bounty Hunter's Guild of Askia gave me food, training, and a name people recognize. I will not let corrupt patrons turn it into a marketplace for vengeance.
Flaws
I assume every generous offer has a hidden clause, and I sometimes ruin genuine alliances by interrogating kindness as if it were evidence.
Quirks
Background
Mbariki Kenzu grew up in the outer markets of Askia, where caravan bells, spice smoke, and shouted prices made a better education than any schoolhouse. Their mother repaired travel harnesses, while their older cousin served as a runner for the Bounty Hunter's Guild of Askia. Mbariki learned early that most fugitives were not monsters. They were frightened debtors, deserters, thieves who had panicked, and occasionally people who had learned to make cruelty look like business. The guild taught Mbariki to read a footprint, question a room without seeming to, and find the one person who had seen what everyone else pretended not to notice. Mbariki earned a probationary guild badge after tracking a missing courier through three districts by following the pattern of discarded citrus peels left by the courier's nervous habit. Their first sanctioned capture ended without bloodshed, but the target's employer attempted to erase the warrant and claim the fugitive had never existed. That experience made Mbariki suspicious of clean paperwork and wealthy clients alike. They now work as a novice hunter, taking contracts through the guild while quietly recording which patrons bend the law. Their long-term ambition is to become a licensed examiner of guild warrants, though they have not yet admitted this goal to anyone.
“Their mother repaired travel harnesses, while their older cousin served as a runner for the Bounty Hunter's Guild of Askia.”
- Background
- Urban Bounty Hunter, Bounty Hunter's Guild of Askia
Connections
Species
Variant Human
Media
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