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Bortskh Kharza

Harengon · Monk (Way of the Open Hand) · Level 7 · Charlatan

Bortskh Kharza

Bortskh is quick-witted, warmly attentive, and almost impossible to embarrass in public.
AC11
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 38 · 40 ft.
AlignmentChaotic GoodGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords

Tools

Disguise kit,
Forgery kit,
Gaming set, knucklebones

Languages

Common,
Goblin

Features

22 features

Action

  • Wholeness of BodyLevel 6

    When On your turn

    Spend 2 ki points to regain 4 hit points.

  • Stillness of MindLevel 7

    When On your turn

    End one effect causing you to be charmed or frightened.

Bonus action

  • Martial Arts Follow-Up

    When After attacking with an unarmed strike or monk weapon

    After taking the Attack action with an unarmed strike or monk weapon, make one unarmed strike as a bonus action.

  • Flurry of Blows

    When After taking the Attack action

    Spend 1 ki point to make two unarmed strikes as a bonus action.

  • Patient Defense

    When On your turn

    Spend 1 ki point to take the Dodge action as a bonus action.

  • Step of the Wind

    When On your turn

    Spend 1 ki point to Dash or Disengage as a bonus action. Your jump distance is doubled for the turn.

  • Martial ArtsLevel 1

    Your unarmed strikes deal 1d6 damage, and you can make an unarmed strike as a bonus action after attacking with an unarmed strike or monk weapon. You can use Dexterity instead of Strength for monk weapon and unarmed strike attacks.

  • Rabbit HopHarengonAs a bonus action, jump a number of feet equal to five times your proficiency bonus without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and regain all uses after a long rest.

Reaction

  • Deflect MissilesLevel 3

    When When hit by a ranged weapon attack

    Reduce incoming ranged weapon damage by 1d10 + 7. If reduced to 0, catch the missile and spend 1 ki point to throw it back.

  • Lucky FootworkHarengonWhen you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning failure into success.

Always on

  • KiLevel 2

    You gain a pool of 7 ki points, recovered after a short or long rest. Ki powers include Flurry of Blows, Patient Defense, and Step of the Wind.

  • Monastic TraditionLevel 1

    You gain proficiency with artisan's tools or a musical instrument of your choice. Bortskh has proficiency with a disguise kit and a forgery kit from his background, while his monk training grants proficiency with a gaming set of choice, represented by weighted bone knucklebones.

  • Unarmored Defense and Unarmored MovementLevel 2

    While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Your movement increases by 10 feet while unarmored.

  • Open Hand TechniqueLevel 3

    When you hit a creature with one of the attacks granted by Flurry of Blows, you can impose one of three effects: knock it prone, push it up to 15 feet, or prevent it from taking reactions until the end of your next turn. The target makes a DC 11 Strength saving throw when applicable.

  • Ki-Empowered StrikesLevel 6

    Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • Evasion and Stillness of MindLevel 7

    You gain proficiency in saving throws using all abilities. When you fail a saving throw, you can spend 1 ki point to reroll it and must use the new result.

  • EvasionLevel 7

    When subjected to an effect that allows a Dexterity saving throw for half damage, you take no damage on a success and half damage on a failure.

  • Hare-TriggerHarengonAdd your proficiency bonus to initiative rolls.
  • TraitHarengonCreature type Humanoid.
  • TraitHarengonWalking speed is 30 feet before class features.
  • TraitHarengonYou can speak, read, and write Common and one additional language.
  • False IdentityCharlatan

    Bortskh can create false identities, documents, and disguises, and can establish himself in a community by adopting a new persona. He also possesses a forged identity and the papers needed to support it.

Gear

8 items

Weapons

  • Shortsword
    A light, balanced blade used as both a practical weapon and a prop during staged performances.
  • 10×
    Dart
    Small darts balanced for quick throws and concealed beneath Bortskh's coat.

Tools

  • Forgery Kit
    Tools used to alter documents, seals, handwriting, and official-looking records.
  • Disguise Kit
    Tools used to change facial presentation and create convincing disguises.

Gear

  • Explorer's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Fine Clothes
    Fine but deliberately travel-worn clothing suitable for posing as a minor noble, merchant, or court functionary.
  • Gaming Set, Knucklebones
    A set of polished bone knucklebones used for gambling, sleight of hand practice, and meditation.

Purse

  • 15×
    Gold Pieces
    Savings concealed in three different pockets, each marked for a different false identity.

Appearance

Bortskh Kharza is a compact, long-limbed harengon with russet-brown fur, a cream-colored muzzle, and one ear notched from an old stagecoach accident. His eyes are dark hazel and constantly alert. He wears a patched saffron monk's robe beneath a charcoal travel coat, soft leather sandals, and a red scarf filled with hidden pockets. His hands are wrapped in faded blue cloth, each strip marked with tiny inked symbols from former identities.

Mannerisms

Bortskh rubs the edge of his left ear whenever he is deciding whether to tell the truth. He bows slightly before entering any room, even abandoned sheds, and gives people a different accent depending on the name he is currently using.

Personality

Bortskh is quick-witted, warmly attentive, and almost impossible to embarrass in public. He treats conversation like a card game, watching pauses, posture, and eye movements for tells. Beneath the practiced charm is a sincere desire to help people, though he often expresses kindness through elaborate deceptions rather than straightforward generosity.

Ideals

A second chance is a debt, not a gift. Anyone can become better, but only if they are willing to admit exactly whom they harmed.

Bonds

He owes his life and his second chance to the monastery of the Seven Quiet Bells. He will protect its reputation and return the stolen relic that first brought him there, even if doing so destroys every false identity he has built.

Flaws

He lies reflexively when frightened, embarrassed, or simply given an awkward silence. Bortskh is also terrified that his honest self is too ordinary to be worth keeping, so he sometimes prolongs a deception long after it has stopped being useful.

Quirks

Keeps several names ready and occasionally answers to the wrong one.
Counts door hinges when entering unfamiliar buildings.
Leaves a single copper coin at places where he has told an important lie.
Practices striking falling leaves with his fingertips when thinking.

Background

Bortskh Kharza was raised among a wandering harengon caravan that traded medicines, charms, and improbable stories along the roads between market towns. His family taught him that a convincing smile could open more doors than a lockpick, and that every traveler carried a secret worth listening for. Bortskh became an accomplished charlatan, selling counterfeit pilgrim tokens and staged predictions, until one of his schemes accidentally implicated a respected monastery in a nobleman's murder. The monks captured him, but instead of handing him to the magistrate, they offered him a choice: repay the harm by serving the people he had deceived, or run and become exactly the villain his pursuers believed him to be.

“His family taught him that a convincing smile could open more doors than a lockpick, and that every traveler carried a secret worth listening for.”
From their backstory
Background
Charlatan

Connections

Species

Harengon

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