Kharzun
Kharzun
Sheet
AC 18 · HP 74 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAlways on
- Fighting Style and Weapon TrainingLevel 1
Kharzun has proficiency with all armor, shields, and martial weapons, and he can wear heavy armor while fighting in the thick of battle.
- Second WindLevel 1
Once on each of his turns when he hits with a weapon attack, Kharzun can expend a use of Second Wind to regain hit points. This also grants him 1d10 + fighter level hit points once per short or long rest.
- Action SurgeLevel 2
Kharzun can push himself beyond normal limits once per short or long rest, allowing him to take one additional action on his turn.
- Battle MasterLevel 3
Kharzun chooses the Battle Master martial archetype. He gains superiority dice to fuel tactical maneuvers, and his martial training gives him proficiency with one type of artisan's tools. Chosen maneuvers: Precision Attack, Riposte, and Menacing Attack.
- Combat SuperiorityLevel 3
Kharzun gains four superiority dice, which are d8s at this level. He can use them to modify attacks, punish reckless foes, or frighten enemies, and he regains expended dice on a short or long rest.
- Student of WarLevel 3
Kharzun gains proficiency with one set of artisan's tools of his choice, reflecting the practical craft of his guild life.
- Ability Score ImprovementLevel 4
Kharzun increases his Dexterity by 2.
- Extra AttackLevel 5
Kharzun can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 6
Kharzun increases his Constitution by 2.
- Know Your EnemyLevel 7
Kharzun can size up a creature's capabilities over the course of a minute of observation, learning information about its approximate strengths, class levels, or fighter level relative to his own, as the situation allows.
- TraitAir GenasiUnending Breath, Kharzun can hold his breath indefinitely while conscious.
- TraitAir GenasiMingle with the Wind, he can cast Levitate once per long rest without material components.
- TraitAir GenasiGenie-touched heritage, his elemental air magic manifests as constant faint breezes, drifting hair, and a natural affinity for the sky and storm.
- Guild MembershipGuild Artisan
Kharzun can secure hospitality, modest aid, or access to fellow guild members and their businesses when dealing with members of his old trade network, as long as he maintains the guild's respect.
Gear
9 itemsWeapons
- LongswordA finely balanced martial blade chosen for battlefield reliability.
- BattleaxeA second melee weapon kept for emergencies and close quarters fighting.
- LongbowA long-range weapon issued for battlefield engagements.
- Light CrossbowA compact ranged backup weapon.
Armor
- Chain MailHeavy armor that Kharzun wears into battle, battered but carefully maintained.
- ShieldA sturdy shield bearing a scratched merchant sigil painted over with military marks.
Gear
- 20×ArrowsA quiver of ammunition for the longbow.
- 20×BoltsA supply of bolts for the crossbow.
- Guild Artisan GearAn account book, a letter of introduction, travel clothes, and a belt pouch containing 15 gp.
Appearance
Kharzun is a lean, wiry air genasi with storm-gray skin that shimmers faintly in sunlight and eyes like polished amber. His black hair lifts and drifts as if caught in a private breeze, even indoors, and he keeps it tied back with a frayed caravan cord. He favors practical armor polished to a dull shine, a guild ring worn on a chain at his throat, and a well-used blade with a lamp-shaped pommel charm tied to the hilt. He carries himself like a man who has learned to stand still only when he chooses to.
Mannerisms
Kaye talks with his hands, especially when frustrated, and when he is thinking hard he unconsciously taps two fingers against the hilt of his sword like he is counting invisible beats. In tense moments, a small swirl of wind often circles his boots, betraying his mood before his face does.
Personality
Kharzun is quick-witted, restlessly curious, and surprisingly gentle with people who are trapped by circumstance. He acts like a man who has already decided the worst might happen, which makes him fearless in a very specific, very irritating way. Around strangers he is sardonic and hard to read, but around children, laborers, and anyone being bullied by someone stronger, he becomes openly protective.
Ideals
Freedom. No one should be owned by another's greed, not by magic, blood, contracts, or fear. If the world insists on chains, then he will learn how to break them, one link at a time.
Bonds
His family is scattered and enslaved, and he will cross kingdoms to free them or die trying. He keeps the old lamp charm because it is the last honest promise he has left.
Flaws
He measures danger in scars and can become reckless when family, slavery, or djinn are mentioned. Kaye mistrusts authority, because every institution he has known either smothered him or failed his family when it mattered. He also has a habit of cutting emotional conversations short with sarcasm, especially when he is afraid he might actually care too much.
Quirks
Background
Kharzun, called Kaye by anyone who has earned his trust, was born on the road under scandalous, almost comically inconvenient circumstances. His mother was the merchant daughter of a caravan family, his father was a djinni bound to an antique lamp, and the resulting child arrived with a sharp tongue, a stubborn streak, and air magic that made dust dance whenever he cried. Raised among overbearing grandparents and a traveling merchant guild that treated him like both liability and lucky charm, Kaye learned the rhythms of trade, the importance of coin, and the suffocating feeling of belonging everywhere and nowhere at once. He enlisted in the army as a young man, thinking discipline and distance would give him a life that stayed put. Training gave him steel, structure, and a talent for turning panic into action, but it did not erase the old life he fled. Years later, he learned the truth behind the ruined caravan he had left behind. A powerful magician had hunted the antique lamp, found the djinni long gone, and in a furious search for answers destroyed the caravan and enslaved Kaye's family. Kaye abandoned any thought of a clean soldier's life after that. Now he walks with one foot in the drill yard and one foot on the road, hunting for his family's captor, paying old debts in broken teeth and burned bridges, and trying to decide whether revenge is the same thing as justice when no one else is left to name the difference.
“He enlisted in the army as a young man, thinking discipline and distance would give him a life that stayed put.”
- Background
- Guild Artisan
Connections
Species
Air Genasi
Media
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