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Khaerik - AI-generated fantasy Character

Khaerik

Kenku · Ranger (Hunter) · Level 5 · Soldier

Khaerik

Khaerik is restrained, observant, and unfailingly punctual.
AC15
HP39/39
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 39 · 30 ft.
AlignmentLawful NeutralGenderMaleAgeApproximately 32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationSTR
  • InvestigationINT
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longbow mastery,
Shortsword mastery,
Scimitar mastery

Tools

Gaming set,
Land vehicles

Languages

Common,
Abyssal

Features

19 features

Bonus action

  • Hunter's Mark

    When Bonus Action

    As a Bonus Action, mark a creature as the target of Hunter's Mark. Until the spell ends, attacks against the target deal an extra 1d6 Force damage, and Khaerik has Advantage on Wisdom (Perception or Survival) checks to find it.

Always on

  • Colossus Slayer

    When Hit a creature below its hit point maximum with a weapon attack

    Once per turn, when Khaerik hits a creature below its hit point maximum with a weapon attack, the attack deals an extra 1d8 damage.

  • Extra AttackLevel 5

    When Take the Attack action

    Khaerik can make two attacks when he takes the Attack action.

  • Two-Weapon Fighting

    When Make an extra attack using a Light weapon

    Khaerik can add his Dexterity modifier to the extra damage of a Light weapon attack made with his other hand.

  • Favored EnemyLevel 1

    You always have the Hunter's Mark spell prepared. You can cast it a number of times without expending a spell slot equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest. You can also cast it using spell slots. The spell does not count against your number of prepared Ranger spells.

  • Deft ExplorerLevel 1

    You gain expertise in one of your skill proficiencies. You can also choose one of the following: two additional languages, or proficiency with one artisan's tool.

  • Fighting StyleLevel 2

    You gain the Two-Weapon Fighting option, allowing you to add your ability modifier to the extra damage of attacks made with a weapon in your other hand as part of the Light weapon property.

  • SpellcastingLevel 2

    You gain the ability to cast Ranger spells, using Wisdom as your spellcasting ability. You can prepare six Ranger spells from the Ranger spell list, and you can change prepared spells when you finish a Long Rest.

  • Ranger SubclassLevel 3

    You gain a Ranger subclass. Hunter features are described below.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat or another feat for which you qualify.

  • Weapon MasteryLevel 1

    You gain proficiency in the following weapon masteries: Longbow, Shortsword, and Scimitar.

  • HunterLevel 3

    You gain the Hunter's Lore feature and choose a Hunter's Prey option. Hunter's Lore lets you know whether a creature you study has any damage immunities, resistances, or vulnerabilities, and which ones. Khaerik chooses Colossus Slayer, dealing an extra 1d8 damage to a creature once per turn when he hits it with a weapon attack if it is below its hit point maximum.

  • Creature TypeKenkuHumanoid.
  • SizeKenkuMedium or Small. Khaerik is Medium.
  • SpeedKenku30 feet.
  • Expert DuplicationKenkuYou have Advantage on ability checks made to create a forgery or duplicate an existing object.
  • Kenku RecallKenkuYou have Advantage on ability checks to recall information, including information about people, places, and events.
  • MimicryKenkuYou can accurately mimic sounds you have heard, including voices. A creature that hears the imitation can tell it is an imitation with a successful Wisdom (Insight) check against your Charisma-based Deception check.
  • Military RankSoldier

    You can find the remains of military organizations, mercenary companies, and similar groups, and you can still find comrades who recognize your service. You can use the influence of your former rank to secure modest aid, information, or temporary shelter from soldiers and veterans who respect your service.

Spells

6 spells

Spellcasting. Khaerik casts with Wisdom (spell save DC 12, to hit with spell attacks).

1st level (4 slots): , , , ,

2nd level (2 slots):

Gear

12 items

Weapons

  • 2×
    Shortsword
    A martial melee weapon suitable for close combat.
  • Longbow
    A martial ranged weapon with a long effective range.
  • Spear
    A simple martial weapon carried as part of his former military kit.
  • Shortbow
    A simple ranged weapon issued to soldiers.

Armor

  • Chain shirt
    A chain shirt that provides an Armor Class of 13 plus up to 2 from Dexterity.

Tools

  • Gaming set
    A set used for gaming and passing time during long military watches.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's pack
    A pack containing equipment useful for exploring underground locations, including pitons, torches, rations, rope, and similar supplies.
  • 20×
    Arrows
    Additional ammunition for the shortbow.
  • Healer's kit
    Supplies used to stabilize and treat wounded allies.
  • Traveler's clothes
    Practical clothing suitable for travel and military service.

Purse

  • 14×
    Gold pieces
    Coins saved from military pay and adventuring work.

Appearance

Khaerik is a lean, broad-shouldered kenku with charcoal-black feathers, pale gray markings around his eyes, and a narrow silver scar running from his left brow to his cheek. He wears a weather-stained chain shirt beneath a dark green military coat, with a red-and-gold insignia from his destroyed homeland stitched inside the collar. His longbow is carefully maintained, his shortswords are worn but balanced, and a black feather cord around his wrist carries small tokens from every settlement where he has found honest work.

Mannerisms

Khaerik rarely speaks in his natural voice. He communicates in a patchwork of remembered sounds, often using the exact tone and cadence of the person whose words he is repeating. When making an important decision, he silently counts on his claws, and when anxious he polishes an already spotless arrowhead.

Personality

Khaerik is restrained, observant, and unfailingly punctual. He treats every journey like a military operation, marking campsites, counting rations, and identifying escape routes before allowing himself to rest. Beneath his stern habits is a quiet tenderness toward displaced people, camp followers, and anyone who has lost the safety of home.

Ideals

Duty. A soldier's oath does not end when the army is gone. Protecting the vulnerable and keeping one's word are the only laws that survived the fall of Veyr.

Bonds

The red-and-gold insignia hidden inside his coat is the last surviving symbol of Veyr. Khaerik will risk almost anything to protect refugees from his homeland and anyone threatened by the same demonic forces that destroyed it.

Flaws

Khaerik distrusts peace that comes too easily. He is quick to suspect betrayal, sometimes abandoning a promising arrangement before anyone has actually wronged him. He also cannot bear to waste supplies, and his hoarding of food, arrows, and small useful objects can make him seem miserly or paranoid.

Quirks

Collects one small token from every settlement where he works.
Repeats a person's last few words when deciding whether to trust them.
Names every campfire and extinguishes it with military precision.
Keeps a hidden red-and-gold national insignia sewn inside his coat.
Can imitate the sound of a demon's distant war horn, but refuses to do so without warning.

Background

Khaerik was hatched beneath the watchtowers of Veyr, a nation whose armies guarded the mountain passes against raiders, monsters, and worse things whispered about in old war journals. He learned discipline before he learned comfort, memorizing commands, patrol routes, and the voices of officers who could not be bothered to speak to a kenku directly. His talent for imitation made him an excellent scout. He could reproduce a sentry's call, a quartermaster's order, or the warning cry of a wounded animal well enough to mislead an enemy patrol. In time, he became a ranger attached to the border companies, skilled at tracking demon-tainted incursions through snow and ruined villages. Veyr did not fall in a single battle. A demon army breached the eastern passes, and every retreat became another desperate defense. Khaerik carried messages between isolated units until there were no units left to reach. He survived by leading a handful of civilians through an abandoned aqueduct, then watched the capital burn beneath a sky full of red fire. Since then, he has traveled endlessly, refusing to settle in any place that feels too much like a temporary camp. He takes work as a guide, scout, monster hunter, and caravan guard, saving a portion of every payment for the day he finds a home worth defending. Until then, he follows roads, keeps his promises, and listens for any rumor that the demon army has not truly been defeated.

“His talent for imitation made him an excellent scout.”
From their backstory
Background
Soldier

Connections

Species

Kenku

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