Khree
Khree
Sheet
AC 16 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Magical TinkeringLevel 1
When During downtime or while handling tools
Khree uses thieves' tools or artisan's tools to create a Tiny nonmagical object that produces a minor magical effect, such as light, a recorded message, an odor, or a static visual effect.
- Artificer Spellcasting
When When casting an artificer spell
Khree casts a prepared artificer spell using Intelligence and can use thieves' tools or artisan's tools as a spellcasting focus.
- SpellcastingLevel 1
Khree uses Intelligence as his spellcasting ability. He can prepare a number of artificer spells equal to his Intelligence modifier plus half his artificer level rounded down, with a minimum of one spell. He can cast prepared artificer spells using tools as a spellcasting focus.
- DarkvisionHalf-ElfKhree can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees only in shades of gray.
- Fey AncestryHalf-ElfKhree has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- Skill VersatilityHalf-ElfKhree gains proficiency in two additional skills, represented by Investigation and Medicine.
- LanguagesHalf-ElfKhree can speak, read, and write Common and Elvish, and he knows two additional languages, Draconic and Dwarvish.
- ResearcherSage
When Khree does not know a piece of information, he usually knows where and from whom it can be obtained. He can recall the likely library, scholar, archive, guild, or forgotten ruin that may contain the answer, though the information may require travel, payment, or careful persuasion to access.
Spells
6 spellsSpellcasting. Khree casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , ,
Gear
13 itemsWeapons
- MaceA simple weapon suitable for close combat.
- Light crossbowA ranged weapon with ammunition for ordinary adventuring use.
Armor
- Scale mailLight armor made of metal-reinforced leather and overlapping metal plates. Armor Class 14 plus Dexterity modifier, maximum +2.
Tools
- Thieves' toolsA compact kit containing thieves' tools, including picks, small files, and tension tools.
- Tinker's toolsA set of artisan's tools used for repairing, modifying, and constructing small mechanisms.
Gear
- 20×Crossbow boltsStandard ammunition for the light crossbow.
- Scholar's packA scholar's pack containing a backpack, a book of lore, ink, a pen, parchment, a little sand, a small knife, and a pouch.
- A scholar's robeA dark robe suitable for scholarly travel.
- InkA bottle of black ink for writing and diagramming.
- QuillA quill pen used for copying notes and recording observations.
- 10×ParchmentLoose parchment sheets for research notes, maps, and formulas.
- Small knifeA small knife used as a writing tool and general utility implement.
Purse
- 10×Gold piecesA pouch containing starting coin.
Appearance
Khree is a lean, long-limbed half-elf with warm brown skin, pointed ears, dark green eyes, and black hair kept in a severe, carefully parted braid. He smells noticeably of cedar oil, lampblack, and faintly sweet alchemical resin, a scent he considers clean and reassuring. His traveling coat is meticulously brushed, though the cuffs are stained with ink and metal filings. Small brass instruments, folded notes, and labeled vials hang from numerous loops on his belt.
Mannerisms
Khree pauses before answering even simple questions, as though consulting an invisible index. When thinking, he taps the metal cap of his ink bottle three times. He labels nearly everything he owns, including unfamiliar doors and especially dangerous-looking mushrooms.
Personality
Khree is thoughtful, patient, and intensely curious. He listens to people with the same concentration he gives a difficult theorem, often remembering small details they assumed he overlooked. He prefers practical wisdom to grand declarations, and he believes the smartest person in a room is the one willing to ask what everyone else has missed.
Ideals
Knowledge should reduce suffering. If understanding cannot help people live safer, freer, or kinder lives, then it is only another form of vanity.
Bonds
He carries the damaged brass recorder that preserved the healer's final testimony, and he will risk much to complete the investigation that testimony began. He also feels responsible for protecting libraries, workshops, and apprentices who lack the power to defend themselves.
Flaws
Khree can become so absorbed in an unanswered question that he neglects food, sleep, and immediate danger. He is also quietly judgmental toward people who refuse to learn, and his attempts to correct them can sound like lectures even when compassion would serve better.
Quirks
Background
Khree was raised between two worlds and several libraries. His human mother served as a conservator of neglected manuscripts, while his elven father repaired delicate instruments for scholars who studied old magic. Khree learned early that wisdom was not merely knowing facts. It was recognizing which facts mattered, asking better questions, and admitting when an answer had not yet been found. He became a patient student of arcane theory, natural philosophy, and practical engineering, filling the margins of his notes with diagrams for devices that could make knowledge useful to ordinary people. His first true invention was a palm-sized brass recorder designed to preserve spoken testimony. It worked imperfectly, but it captured the final words of a dying village healer who had uncovered a spreading magical contamination. The recording led Khree to a hidden workshop and a cache of dangerous prototypes. Rather than claim the discovery for his own reputation, he dismantled the devices and distributed the harmless designs to local healers and builders. Since then, he has traveled as a sage and itinerant artificer, seeking lost knowledge before crueler minds can exploit it. He believes every mystery is a responsibility, not a trophy.
“Khree learned early that wisdom was not merely knowing facts.”
- Background
- Sage
Connections
Species
Half-Elf
Media
0 imagesNo images yet.
Turn Khree into a sheet
A high-res, share-ready sheet you can post or print.