Azravan Khelt
Azravan Khelt
Sheet
AC 14 · HP 11 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- SpellcastingLevel 1
Azravan can cast druid spells using Wisdom as his spellcasting ability. He knows two druid cantrips and prepares four 1st-level druid spells each day from the druid spell list.
- DruidicLevel 1
Azravan knows the secret language of druids. He can use it to leave hidden messages, recognize druidic signs, and identify other speakers of the language.
- TraitHill DwarfDarkvision, can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHill DwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage.
- TraitHill DwarfDwarven Toughness, maximum hit points increase by 1, included in the listed hit points.
- TraitHill DwarfDwarven Combat Training, proficiency with battleaxes, handaxes, light hammers, and warhammers.
- TraitHill DwarfStonecunning, whenever making an Intelligence (History) check related to the origin of stonework, add twice the proficiency bonus if proficient, or add the proficiency bonus otherwise.
- TraitHill DwarfDwarven speed is not reduced by wearing heavy armor.
- DiscoveryHermit
Azravan discovered a rare natural or spiritual truth during his isolated years. He can begin a campaign knowing this secret, though its full significance may not yet be clear.
Spells
6 spellsSpellcasting. Azravan Khelt casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
11 itemsWeapons
- ClubA curved wooden club wrapped in medicinal red cord.
- SlingA sling made from braided flax, with smooth river stones for ammunition.
Armor
- Leather armorA well-used set of leather armor reinforced with woven bark fibers. It is nonmetallic and fitted for a dwarf.
- Wooden shieldA round wooden shield marked with a spiral root pattern.
Tools
- Herbalism kitA collection of dried roots, seeds, fungi, and mineral powders used to make remedies and poultices.
Gear
- 20×Sling stonesA small pouch containing twenty smooth stones suitable for sling ammunition.
- Healer's kitA healer's pack containing bandages, splints, salves, thread, needles, and other mundane medical supplies.
- Scroll caseA scroll case containing notes about the failing spring and sketches of unusual plants found near it.
- BlanketA winter blanket patched with scraps of green and brown cloth.
- Common clothesPlain traveling clothes, carefully mended rather than replaced.
Purse
- 5×Gold piecesCoins saved from years of treating travelers and villagers.
Appearance
A broad-shouldered hill dwarf with weathered copper-brown skin, a blunt black beard threaded with pale gray, and calm hazel eyes that seem to notice every living thing nearby. His beard is tied with small wooden beads carved into seeds, bones, and leaves. He wears softened leather armor beneath a moss-green cloak, and carries a round wooden shield painted with a spiral of roots. His hands are callused from digging, gathering, and tending the sick.
Mannerisms
Azravan pauses before answering difficult questions, usually touching one of the seed beads in his beard. He speaks in a low, even voice and often compares people to plants without realizing he has done so. When nervous, he checks the nearest person's pulse as if it were the most natural form of conversation.
Personality
Quietly attentive and practical, Azravan notices small discomforts before people mention them. He is humble about his healing, but fiercely protective of the vulnerable. He prefers useful work to praise, patient observation to speculation, and a warm meal shared in silence to a dramatic speech.
Ideals
Care is a form of courage. Every living thing deserves the chance to heal, and no creature should be abandoned merely because its recovery is inconvenient.
Bonds
The spring beneath his childhood settlement is slowly failing, and Azravan believes its sickness is connected to a wound in the surrounding land. He will risk much to find the cause and restore it. He also keeps a small wooden bowl that belonged to his first teacher, and refuses to let it be damaged or discarded.
Flaws
Azravan is slow to trust anyone who speaks confidently about nature without having dirt under their fingernails. He also has a stubborn habit of treating every problem as something that can be patiently tended, even when immediate, decisive action is needed.
Quirks
Background
Azravan Khelt was born in a small hill-dwarf settlement built around a spring that emerged from a seam of white stone. He was expected to become a mason, but he was more interested in what grew between the stones than in the stones themselves. As a child, he learned that the spring water changed taste before anyone in the village fell ill. An old village healer taught him to listen for such warnings in roots, insects, weather, and dreams. Azravan became the settlement's quiet caretaker, treating fevers with bitter herbs, setting broken fingers, and delivering babies in rooms where everyone else was too frightened to speak.
“He was expected to become a mason, but he was more interested in what grew between the stones than in the stones themselves.”
- Background
- Hermit
Connections
Species
Hill Dwarf
Media
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