Khur
Khur
Sheet
AC 15 · HP 52 · 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
18 featuresAlways on
- Dark One's BlessingLevel 3
When A creature within 60 feet dies
When a creature within 60 feet of Khur dies, he gains 9 temporary hit points.
- Dark One's Own LuckLevel 6
When Khur fails an ability check or saving throw
Once per Short or Long Rest, Khur adds 1d10 to an ability check or saving throw after seeing the roll fail.
- Many Faces
When As an action
Khur can alter his appearance at will through illusion magic, as granted by Mask of Many Faces.
- Repelling Blast
When Khur hits a creature with Eldritch Blast
Khur's Eldritch Blast can push a hit creature up to 10 feet away from him.
- Otherworldly PatronLevel 1
You have made a pact with a powerful extraplanar patron. Your patron grants you magical power and may communicate with you through signs, dreams, messengers, or direct commands. Khur's patron is a calculating fiend who treats every favor as an investment.
- Pact MagicLevel 1
You use Charisma as your spellcasting ability. You regain your two Pact Magic spell slots after a Short or Long Rest. At level 7, both slots are 4th level.
- Eldritch InvocationsLevel 1
You gain Eldritch Invocations, supernatural techniques granted by your patron. Khur has six: Agonizing Blast, Devil's Sight, Eldritch Mind, Pact of the Tome, Repelling Blast, and Mask of Many Faces.
- Magical CunningLevel 2
You can draw on your patron's power to recover expended Pact Magic slots. Once per Long Rest, you can meditate for one minute and regain expended Pact Magic slots with a combined level equal to half your Warlock level, rounded up.
- Fiend Patron SpellsLevel 3
Your Fiend patron grants additional spells associated with fire, deception, fear, and domination. These spells count as Warlock spells for you and do not count against your prepared spells.
- Ability Score ImprovementLevel 4
You gain a feat appropriate to your level. Khur selected Skilled, gaining proficiency in Investigation, Insight, and Sleight of Hand.
- Improved Pact Magic ProgressionLevel 5
Your Pact Magic slots increase to 4th level, and you learn additional Warlock spells as shown in the Warlock progression.
- Ability Score ImprovementLevel 7
You gain a feat appropriate to your level. Khur selected Musician, gaining proficiency with three musical instruments and the ability to grant Heroic Inspiration after a short performance.
- Constructed ResilienceWarforgedKhur has advantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and does not need to eat, drink, or breathe.
- Sentry's RestWarforgedKhur can enter an inactive state for six hours instead of sleeping. During this time he remains conscious of his surroundings and can see and hear normally.
- Integrated ProtectionWarforgedKhur's body incorporates armor. While wearing armor, he gains a +1 bonus to Armor Class. He can don or doff armor by integrating it into or extruding it from his body.
- Specialized DesignWarforgedKhur gains proficiency with one skill and one tool. These are represented by his Investigation proficiency and gaming set proficiency.
- Living ConstructWarforgedKhur is a living construct rather than a humanoid, though magic that restores life or health can affect him normally when appropriate.
- Military RankSoldier
You have military rank or a reputation earned through service. Soldiers and veterans recognize your bearing, understand your authority, and may provide you with temporary shelter, information, or limited assistance when they are not openly hostile to you.
Spells
13 spellsSpellcasting. Khur casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level: , ,
2nd level:
3rd level: ,
4th level (2 slots):
5th level:
Gear
13 itemsWeapons
- SickleA narrow iron sickle used as both a practical tool and an arcane focus for close rituals.
- DaggerA simple dagger balanced for throwing and concealment.
- SpearA simple spear carried according to old military drill.
- ShortbowA shortbow with a reinforced grip.
Armor
- Leather armorA fitted suit of reinforced leather armor, darkened with oil and maintained with military precision.
Tools
- Gaming setA set of carved bone dice and marked knucklebones used for gambling among soldiers.
Gear
- Arcane focusA black crystal mounted in a brass cage, used as an arcane focus and marked with infernal sigils.
- Scholar's packA collection of parchment, ink, quills, sealing wax, and reference notes for magical research.
- 20×ArrowsArrows suitable for the shortbow.
- Healer's kitA compact kit of bandages, needles, splints, and bitter antiseptic.
- QuiverA rugged military quiver designed to remain secure during forced marches.
- Traveler's clothesPlain travel clothing, carefully repaired rather than replaced.
Purse
- 14×Gold piecesCoins accumulated through military service and the sale of recovered equipment.
Appearance
Khur is a compact warforged built on a soldier's frame, with dark iron plates, dull brass joints, and narrow amber lenses set behind a horizontal grille. His armor is worn leather reinforced over his torso, marked with old unit numbers that he has deliberately scratched away. He moves with a quiet, measured gait, always placing his feet precisely and favoring his left side when he turns. His hands are particularly distinctive, each finger capped with blunt iron pads polished smooth by years of weapon maintenance, lockwork, and ritual inscription. A thin chain of blackened metal hangs from his neck, bearing the broken insignia of the officer who first owned his service contract.
Mannerisms
Khur pauses for exactly one breath before answering difficult questions. He cleans one fingertip with a cloth whenever someone lies to him, clicks his tongue against the inside of his metal jaw when irritated, and addresses officers by rank even after they have lost their authority.
Personality
Khur is restrained, observant, and unfailingly practical. He speaks in short, exact sentences and studies people as if they were battlefield positions. He respects competence more than kindness, but he is fascinated by people who choose compassion when cruelty would be easier. He does not seek friendship, yet he quietly memorizes the preferences, routines, and weaknesses of those he travels with.
Ideals
Control. Freedom is only useful when you possess enough power to enforce it. Mercy is a luxury for those who are not built to be replaced.
Bonds
He keeps the broken insignia of his first commander because he intends to find the officer, reclaim his original service contract, and decide personally what justice means.
Flaws
Khur cannot accept kindness without searching for the hidden price. He is quick to obey clear orders, quicker to exploit ambiguous ones, and reacts badly when anyone treats him as property, even when their intentions are harmless.
Quirks
Background
Khur was assembled for a border war that ended before his first campaign began. Rather than dismantle him, his makers sold his unit to a mercenary company, where he learned that orders were rarely about duty and usually about ownership. He became an efficient scout, interrogator, and rear-line enforcer, valued for never hesitating and never asking whether an order was honorable. During a winter retreat, his commander abandoned the company and left Khur buried beneath a collapsed supply wagon. He dug himself out three days later and discovered that the commander had also taken the unit's pay and records, erasing every legal claim Khur possessed.
“He became an efficient scout, interrogator, and rear-line enforcer, valued for never hesitating and never asking whether an order was honorable.”
- Background
- Soldier
Connections
Species
Warforged
Media
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