Khatib Qadir
Khatib Qadir
Sheet
AC 13 · HP 93 · 55 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
37 featuresAction
- Extra AttackLevel 5
Khatib can attack twice instead of once whenever they take the Attack action on their turn.
Bonus action
- Flurry of Blows
When After taking the Attack action
Khatib makes two Unarmed Strikes as a Bonus Action after taking the Attack action, spending 1 Focus Point.
- Step of the Wind
When Bonus Action
Khatib spends 1 Focus Point to Disengage and Dash as a Bonus Action, and can leap farther during the movement.
- Patient Defense
When Bonus Action
Khatib spends 1 Focus Point to take the Dodge action as a Bonus Action.
- Martial ArtsLevel 1
Khatib can use Dexterity instead of Strength for monk weapon and unarmed strike attacks, roll a Martial Arts die instead of the normal damage die for unarmed strikes and monk weapons, and make one Unarmed Strike as a Bonus Action after attacking with an eligible weapon or Unarmed Strike. Their Martial Arts die is 1d10 at this level.
- Hand of Harm and Hand of HealingLevel 3
Khatib can use a Bonus Action and 1 Focus Point to grant a creature within 5 feet temporary hit points equal to one roll of their Martial Arts die plus Wisdom modifier, or spend 1 Focus Point when they hit with an Unarmed Strike to deal extra Necrotic damage equal to one roll of their Martial Arts die.
Reaction
- Slow FallLevel 4
Khatib can use a Reaction when they fall to reduce falling damage by five times their Monk level.
Always on
- Merciful Strike
When When making an Unarmed Strike
Khatib spends 1 Focus Point to use Hand of Healing or Hand of Harm through an Unarmed Strike or Flurry of Blows.
- Unarmored DefenseLevel 1
While not wearing armor or wielding a Shield, Khatib's AC equals 10 + Dexterity modifier + Wisdom modifier. Their current AC is 13.
- Monk's FocusLevel 2
Khatib has 15 Focus Points, regained after a Long Rest. They can spend Focus Points on Flurry of Blows, Patient Defense, Step of the Wind, and other Monk features.
- Unarmored MovementLevel 2
Khatib's Speed increases by 25 feet while not wearing armor or wielding a Shield. Their current Speed is 55 feet.
- Uncanny MetabolismLevel 2
Once per Long Rest when Initiative is rolled, Khatib can regain Focus Points equal to a roll of their Martial Arts die plus their Wisdom modifier, and can regain hit points equal to five times their Monk level. They can then use Flurry of Blows, Patient Defense, or Step of the Wind without spending Focus Points during that turn.
- Deflect AttacksLevel 3
When Khatib takes Bludgeoning, Piercing, or Slashing damage, they can use their Reaction to reduce the damage by 1d10 + Dexterity modifier + Monk level. If this reduces the damage to 0, they can redirect the remaining force at a creature within 5 feet by making an Unarmed Strike.
- Warrior of MercyLevel 3
Khatib follows the Warrior of Mercy tradition, learning to channel disciplined force into both restoration and harm.
- Stunning StrikeLevel 5
When Khatib hits a creature with a Focus-powered Unarmed Strike, they can force it to make a Constitution saving throw. On a failure, the creature is Stunned until the end of Khatib's next turn, and on a success its Speed is halved and it cannot make Opportunity Attacks until the end of Khatib's next turn.
- Empowered StrikesLevel 6
Khatib's Unarmed Strikes and Monk weapons can deal Force damage instead of their normal damage type.
- Physician's TouchLevel 6
Khatib can use Hand of Healing and Hand of Harm as part of Flurry of Blows, allowing those techniques to replace one or both of the Flurry attacks.
- EvasionLevel 7
When Khatib makes a Dexterity saving throw for half damage, they take no damage on a success and half damage on a failure. They also cannot be incapacitated by the Evasion feature's relevant effects.
- Acrobatic MovementLevel 9
Khatib can move across vertical surfaces and liquids during their turn without falling during the movement.
- Heightened FocusLevel 10
Khatib can use more than one Focus feature during the same turn, provided they spend the required Focus Points for each feature.
- Self-RestorationLevel 10
Khatib can remove the Charmed and Frightened conditions from themselves at the end of every Long Rest. They also no longer suffer the penalties of Exhaustion levels 1 through 3.
- Flurry of Healing and HarmLevel 11
Khatib can use Hand of Healing on a creature affected by a disease or one of the blinded, deafened, paralyzed, poisoned, or stunned conditions to end that condition on the target as part of the healing.
- Ability Score ImprovementLevel 12
Khatib gains an Ability Score Improvement or another feat. Their selected feat is Mobile, increasing their mobility and allowing them to avoid provoking Opportunity Attacks from creatures they have attacked during the turn.
- Deflect EnergyLevel 13
When Khatib uses Deflect Attacks, they can reduce Acid, Cold, Fire, Lightning, or Thunder damage as well as Bludgeoning, Piercing, and Slashing damage.
- Disciplined SurvivorLevel 14
Khatib has proficiency in all saving throws. In addition, whenever they fail a saving throw, they can spend 1 Focus Point to reroll it, taking the new result.
- Perfect FocusLevel 15
When Khatib rolls Initiative and has fewer than 4 Focus Points, they regain Focus Points until they have 4.
- Ability Score ImprovementLevel 8
Khatib gains an Ability Score Improvement or another feat. Their selected feat is Alert, allowing them to add their Proficiency Bonus to Initiative and to swap Initiative with a willing ally.
- Ability Score ImprovementLevel 4
Khatib gains an Ability Score Improvement or another feat. Their selected feat is Tavern Brawler, improving their unarmed combat and allowing them to reroll 1s on Unarmed Strike damage dice.
- Creature TypeTieflingHumanoid
- SizeTieflingMedium
- SpeedTiefling30 feet
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears in shades of gray.
- Fiendish Legacy, InfernalTieflingYou know the Thaumaturgy cantrip. At character level 3, you can cast Hellish Rebuke as a level 2 spell once per Long Rest. At character level 5, you can cast Darkness once per Long Rest. Charisma is the spellcasting ability for these spells.
- Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip, and creatures have disadvantage on saving throws against your spells when you cast them using this trait.
- Fire ResistanceTieflingYou have Resistance to Fire damage.
- LanguagesTieflingCommon and Infernal. You can also speak, read, and write Celestial from your temple training.
- Magic Initiate (Cleric)Acolyte
Magic Initiate (Cleric). Khatib knows two Cleric cantrips and one level 1 Cleric spell. Wisdom is their spellcasting ability for these spells, and the level 1 spell can be cast once per Long Rest without expending a spell slot.
Spells
6 spellsSpellcasting. Khatib Qadir casts with a spellcasting ability ( to hit with spell attacks).
Cantrips (at will): , ,
1st level:
2nd level: ,
Gear
9 itemsWeapons
- QuarterstaffA balanced quarterstaff used in temple forms and practical defense
- 5×DartSlim throwing darts kept in a leather roll
Tools
- Calligrapher's SuppliesA set of fine-nibbed pens, ink, sand, and a portable writing board
Gear
- Holy SymbolA plain iron symbol of the Open Hand, wrapped in faded red cord
- Book of PrayersA stitched volume containing temple rites, travel prayers, and Khatib's own annotations
- 10×ParchmentSheets used for copying prayers, recording testimony, and leaving messages
- RobeLoose saffron and charcoal garments worn beneath the monk's mantle
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, rope, rations, waterskin, and common travel gear
Purse
- 8×Gold PiecesTemple funds saved for emergencies and offerings
Appearance
Khatib is a medium-height tiefling with weather-darkened umber skin, blunt swept-back horns, solid amber eyes, and a thick tail usually looped around one ankle while they stand. Their black hair is cropped close at the sides and tied in a short knot behind the crown. Their most noticeable feature is their mouth: two lower canine teeth show even when their lips are closed, and their jaw works visibly when they chew, as though every bite requires consideration. Years of walking desert roads and temple roofs have roughened their palms, ankles, and shoulders, while their voice remains unexpectedly soft. They wear layered saffron and charcoal wraps beneath a sleeveless monk's mantle, with prayer slips tucked into the bindings around their wrists.
Mannerisms
Khatib counts their breaths before answering difficult questions, taps two fingers against their prayer book when irritated, and habitually stands where they can see every exit. When they laugh, their sharp lower canines show clearly. They address people by their names rather than their titles, especially when a title is being used to intimidate someone.
Personality
Khatib is observant, irreverent, and unexpectedly tender with frightened people. They prefer honest arguments to polite agreement and treat every conversation as a negotiation over what matters. They can be charming when they choose, but their patience is reserved for the powerless, not the respectable. In battle they become intensely quiet, speaking only to warn an enemy where the next strike will land.
Ideals
Mercy must be chosen, not demanded. A person who can stop harm but refuses to do so is responsible for the harm that follows.
Bonds
The Shrine of the Open Hand gave Khatib food, education, and a name when the world offered suspicion. They will defend its people and its water cistern to the death, even if the shrine's current leadership no longer deserves their loyalty.
Flaws
Khatib mistakes defiance for freedom and becomes suspicious whenever anyone asks them to follow a rule without explaining who benefits from it. They are quick to expose hypocrisy, slow to admit fear, and capable of abandoning a good plan simply because an authority figure proposed it.
Quirks
Background
Khatib was raised in the Shrine of the Open Hand, a roadside temple where travelers came for water, blessings, and arbitration. The priests did not ask whether a supplicant was human, tiefling, merchant, deserter, or thief. They asked what harm had been done and what could be repaired. Khatib learned to copy prayers before they could fully read them, to recognize lies by the pauses between words, and to settle disputes by carrying both sides' burdens until tempers cooled. Their first lessons in combat came from protecting the shrine's water cistern during a drought, when a handful of raiders discovered that a temple attendant could move faster than fear. As Khatib grew older, the temple's doctrine began to feel too orderly for them. The priests taught that balance was found through obedience to sacred forms. Khatib discovered that balance sometimes required breaking the form before it became an excuse for cruelty. They left the shrine after refusing to bless a local magistrate's forced labor decree, carrying only a prayer book, a quarterstaff, and the quiet approval of one elderly priest. Since then, they have wandered from monastery to battlefield, offering healing where it is wanted and violence where it is necessary. They still perform the shrine's rites, but they trust living conscience more than any institution that claims to speak for the gods.
“The priests did not ask whether a supplicant was human, tiefling, merchant, deserter, or thief.”
- Background
- Acolyte
Connections
Species
Tiefling
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