Khrizkhel
Khrizkhel
Sheet
AC 16 · HP 39 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Hunter's Mark
When Bonus Action
As a Bonus Action, Khrizkhel marks a creature he can see within range as his quarry, dealing an extra 1d6 damage to it with weapon attacks and gaining advantage on Wisdom (Perception or Survival) checks to find it. The mark lasts up to 1 hour with concentration, or longer when sustained through Favored Enemy.
Always on
- Colossus Slayer
When Weapon hit against a wounded creature
Once per turn, when Khrizkhel hits a creature that is missing any hit points with a weapon attack, he deals an extra 1d8 damage of the weapon's type.
- Savage Attacker
When Once per turn when he hits with a weapon attack
Khrizkhel can reroll weapon damage dice once per turn and use either total when Savage Attacker applies.
- Ranger Class TrainingLevel 1
Khrizkhel has a proficiency bonus of +3, and he can use Dexterity or Strength for his ranger weapon attacks as appropriate.
- Favored EnemyLevel 1
Khrizkhel always has Hunter's Mark prepared. He can cast it without expending a spell slot a number of times equal to his proficiency bonus per Long Rest. He can also maintain concentration on Hunter's Mark for up to 1 hour without concentration when cast through this feature.
- Deft ExplorerLevel 1
Khrizkhel gains proficiency with three ranger skills, chosen here as Investigation, Nature, and Stealth. He also learns one additional language and gains Expertise in one skill, chosen here as Investigation.
- SpellcastingLevel 1
Khrizkhel can cast prepared ranger spells using Wisdom. He has four 1st-level spell slots and two 2nd-level spell slots.
- Fighting StyleLevel 2
Khrizkhel gains the Archery Fighting Style, granting a +2 bonus to attack rolls with ranged weapons.
- Weapon MasteryLevel 2
Khrizkhel can use the mastery properties of the Longbow, Scimitar, Shortsword, and Spear.
- Extra AttackLevel 5
Khrizkhel makes two attacks instead of one when he takes the Attack action on his turn.
- Hunter's LoreLevel 3
Khrizkhel has studied the habits and immunities of his favored foes. He can identify whether a creature he can see is a favored enemy and knows whether it has any damage immunities, resistances, or vulnerabilities.
- Hunter's Prey, Colossus SlayerLevel 3
Once per turn when Khrizkhel hits a creature with a weapon attack and that creature is missing any hit points, the attack deals an extra 1d8 damage of the weapon's type.
- Creature TypeElfHumanoid
- SizeElfMedium
- SpeedElf35 feet
- DarkvisionElfYou have Darkvision with a range of 60 feet.
- Fey AncestryElfKhrizkhel has Advantage on saving throws to avoid or end the Charmed condition, and magic cannot put him to sleep.
- Keen SensesElfKhrizkhel has proficiency in the Perception skill.
- Elven Lineage, Wood ElfElfHe knows the Druidcraft cantrip. He can cast Longstrider once per Long Rest without a spell slot, and he can also cast it using spell slots. Wisdom is his spellcasting ability for these spells.
- Savage AttackerSoldier
Savage Attacker. Once per turn when Khrizkhel hits with a weapon attack, he can roll the weapon's damage dice twice and use either result.
Spells
6 spellsSpellcasting. Khrizkhel casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will):
1st level (4 slots): , , ,
2nd level (2 slots):
Gear
12 itemsWeapons
- LongbowGolden recurve longbow used for patrols and hunting
- ScimitarA curved blade suited to swift close combat
- ShortswordA short blade carried as a paired weapon
Armor
- Studded Leather ArmorStudded leather armor, worn beneath a long white-and-blue hunter's coat
Tools
- Gaming Set, DiceA compact set of bone dice used by his old regiment
Gear
- 20×ArrowsArrows for the longbow
- Druidic FocusA sprig of mistletoe adapted into a small carved snowy-ice focus
- Explorer's PackSupplies for extended wilderness travel
- Healer's KitBasic field supplies for treating wounds
- QuiverA spare quiver for arrows
- Traveler's ClothesSimple clothing issued by the frontier regiment
Purse
- 21×Gold PiecesCoin remaining from military pay and adventuring work
Appearance
Khrizkhel is a lean, athletic mixed-skinned elf with short curly black hair, dark brown alert eyes, and a quietly defiant expression. His voice begins with a measured pause and a faint intake of breath, as though he weighs every word before releasing it. He wears a long snow-white and blue hunter's coat with intricate woven patterns, a small shoulder capelet, fitted leather bracers, sturdy travel boots, and a pointed white leather tricorn-style hat with subtle horn-like spikes. A golden recurve longbow rests in his hand, while paired curved blades hang at his belt. A carved snowy-ice focus hangs beside them, and faint blue tracking sigils sometimes spiral around his arrows.
Mannerisms
Before speaking, he pauses and draws a quiet breath through his nose. In unfamiliar rooms, his eyes trace exits, windows, ceiling height, and the hands of everyone present. When thinking, he rolls an arrow between his fingers without looking at it.
Personality
Quietly observant, disciplined, and difficult to intimidate. Khrizkhel is courteous to strangers, but his attention is always measuring terrain, timing, and intent. He has a dry sense of humor that appears unexpectedly, usually after someone has made an overly confident tactical claim. He prefers useful kindness to grand speeches and trusts people who show up when the weather turns bad.
Ideals
Protection. A uniform, a banner, or a command has no value if it cannot be used to shield people who have no power of their own.
Bonds
The families of the abandoned winter village are his responsibility. He carries one small carved ice token from each household that survived.
Flaws
He cannot easily forgive cowardice disguised as lawful obedience. When confronted with an unjust order, he may reject it before considering the consequences, even if doing so endangers the people he means to protect.
Quirks
Background
Khrizkhel was raised among the snowline watch-posts of an elven borderland, where the forest climbed into cold mountain passes and every trail could become a battlefield. His mother taught him to read weather from the shape of clouds, while his father served in a mixed frontier regiment that valued discipline over ancestry. Khrizkhel entered the regiment soon after reaching adulthood, becoming a forward scout, pathfinder, and bowman. His unusually sharp intellect made him as valuable with maps, coded reports, and battlefield logistics as he was with a drawn bow. During a winter campaign, his unit was ordered to abandon a village whose defenders had been promised relief. Khrizkhel stayed behind long enough to guide civilians through a frozen ravine, marking the safe route with blue mineral dust and carved ice tokens. The village survived, but the officer who gave the order later erased the incident from the records. Khrizkhel left the army with his rank insignia still sewn inside his coat, not as a symbol of loyalty, but as evidence. Now he ranges beyond the settled roads, hunting monsters, tyrants, and anyone who treats ordinary lives as expendable pieces on a map.
“Khrizkhel entered the regiment soon after reaching adulthood, becoming a forward scout, pathfinder, and bowman.”
- Background
- Soldier
Connections
Species
Elf
Media
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