Khur
Khur
Sheet
AC 15 · HP 125 · 40 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
21 featuresBonus action
- Great Weapon Master
When When making a heavy weapon attack
Khur makes a heavy greataxe attack with a -5 penalty to the attack roll for +10 damage if it hits. On a critical hit or a kill, he can make another melee attack as a bonus action.
- RageLevel 1
Khur can enter a rage as a bonus action. He has 4 rages per long rest. While raging, he has advantage on Strength checks and Strength saving throws, a +3 bonus to melee damage with Strength-based attacks, and resistance to bludgeoning, piercing, and slashing damage. He cannot cast or concentrate on spells while raging.
- Ability Score Improvement, Great Weapon MasterLevel 12
Khur gains the Great Weapon Master feat. He can take a -5 penalty to an attack roll with a heavy weapon to gain +10 damage on a hit. When he scores a critical hit or reduces a creature to 0 hit points with a melee weapon attack, he can make one melee weapon attack as a bonus action.
Always on
- Bear Rage
When Bonus action
Khur enters a protective rage, gaining resistance to bludgeoning, piercing, and slashing damage, advantage on Strength checks and saving throws, and +3 melee damage with Strength-based attacks.
- Twin-Axe Assault
When Attack action
Khur attacks twice with his greataxe, using reckless force and the momentum of his full body.
- Reckless Attack
When First attack on his turn
Khur can choose to attack recklessly, gaining advantage on Strength-based melee attack rolls this turn, while attacks against him have advantage until his next turn.
- Unarmored DefenseLevel 1
While not wearing armor, Khur's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.
- Saving Throw ProficienciesLevel 1
Khur is proficient in Strength and Constitution saving throws.
- Extra AttackLevel 5
Khur can make one additional weapon attack when he takes the Attack action on his turn.
- Fast MovementLevel 5
Khur's speed increases by 10 feet while he is not wearing heavy armor.
- Feral InstinctLevel 7
Khur has advantage on initiative rolls. If he is surprised at the start of combat and is not incapacitated, he can act normally on his first turn if he enters his rage before doing anything else.
- Brutal CriticalLevel 9
Once per turn while raging, when Khur scores a critical hit with a melee weapon attack, he can roll one additional weapon damage die when determining the extra damage.
- Totem Spirit, BearLevel 3
Khur adopts the bear as his totem spirit. While raging, he has resistance to all damage except psychic damage.
- Aspect of the Beast, BearLevel 6
Khur gains the physical capabilities of a bear. He has advantage on Strength checks made to push, pull, lift, or break objects, and his carrying capacity and maximum weight he can push, drag, or lift are doubled.
- Spirit WalkerLevel 10
Khur can cast commune with nature as a ritual, with the spirit of the bear serving as his supernatural guide.
- TraitHalf-OrcDarkvision, Khur can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, seeing in darkness only in shades of gray.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, Khur can drop to 1 hit point instead. He can use this once per long rest.
- TraitHalf-OrcSavage Attacks, when Khur scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the critical damage.
- TraitHalf-OrcMenacing, Khur is proficient in the Intimidation skill.
- TraitHalf-OrcOrcish blood, Khur can speak, read, and write Common and Orc.
- WandererOutlander
Khur has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around him. He can find food and fresh water for himself and up to five other people each day, provided the land offers berries, small game, water, and similar resources.
Gear
6 itemsWeapons
- GreataxeA massive two-handed martial weapon with a broad, wedge-shaped iron head.
- 2×HandaxeA martial melee weapon used as a backup weapon and tool.
Tools
- StaffA hunting staff marked with notches for every winter Khur has survived.
Gear
- Explorer's PackA simple traveler's kit containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Hunting GearA snare, a hunting knife, a set of bone dice, and a small piece of cured bear hide.
- Outlander PackA wool blanket, spare traveling clothes, and a belt pouch containing 10 gp.
Appearance
Khur has the broad, heavy build of a half-orc who has spent years hauling traps, splitting firewood, and wrestling things that wanted to eat him. His skin is muted olive-gray, his black hair is cut close at the sides and tied into a short topknot with strips of red wool. His lower canines are large even for a half-orc, pressing visibly against his lower lip when he smiles, and he eats with a slow, crushing bite that makes people glance at his jaw. He smells faintly of pine resin, smoked meat, and the sharp animal musk of old bear pelts. He knows this, and considers it useful.
Mannerisms
Khur pauses before entering any room, inhaling through his nose as if checking the wind. He speaks in short, practical sentences and rarely raises his voice, which makes his sudden battle roar genuinely startling. When thinking, he rubs the old trap claw between his thumb and forefinger.
Personality
Khur is quiet, observant, and unexpectedly gentle with people who are frightened, injured, or embarrassed. He prefers direct answers, handmade tools, and companions who can sit in silence without treating silence as hostility. He has a dry sense of humor and finds civilized table manners fascinating, though he keeps trying to improve them by chewing more slowly.
Ideals
Protection. Strength is not proven by what it can break. It is proven by what it refuses to let break.
Bonds
The mountain valley where his clan once lived is still being stripped for timber. Khur intends to reclaim it, not for glory, but so that the displaced families and returning animals can live there again.
Flaws
Khur cannot leave a trapped animal, abandoned child, or frightened outsider behind, even when doing so would be tactically wise. He also becomes dangerously inflexible when someone with wealth or authority treats the wilderness as property.
Quirks
Background
Khur was born among a half-orc hunting clan that moved between high pine valleys and the old stone roads beneath them. His mother taught him to read animal tracks, while his father taught him that strength was only useful when placed between danger and someone smaller. As a child, Khur found an abandoned bear cub caught in a poacher's iron trap. He freed it, fed it, and slept beside it through a winter storm. The bear did not survive the spring, but its stubbornness became the shape of Khur's courage. Years later, a logging company burned the clan's winter camp to drive them from a valuable valley. Khur survived by leading the elders and children through a blizzard, carrying two people at once when the snow became too deep to walk. During that flight, he entered his first true rage, not as blind fury, but as a vast, protective certainty that nothing would pass him. A wandering totem keeper recognized the bear spirit in him and taught him to treat rage as a shield rather than a weapon. Khur now travels as a relentless guardian of threatened places and overlooked people. He distrusts polished promises, loves practical work, and keeps one claw-shaped piece of the old bear trap as a reminder that every cage has a hinge.
“His mother taught him to read animal tracks, while his father taught him that strength was only useful when placed between danger and someone smaller.”
- Background
- Outlander
Connections
Species
Half-Orc
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