Khur Vardash
Khur Vardash
Sheet
AC 18 · HP 169 · 25 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
Armor
Weapons
Tools
Languages
Features
25 featuresBonus action
- Second WindLevel 1
When Bonus action
Khur can use a bonus action to regain 1d10 + 15 hit points.
- Shield Master
When Dexterity saving throw or after the Attack action
Khur can add his shield's AC bonus to Dexterity saving throws against effects that target only him, and he can use a bonus action to shove a creature after taking the Attack action.
Always on
- Action SurgeLevel 2
When On his turn
Khur can take one additional action on his turn, once per short or long rest, with two uses available between rests.
- Sentinel
When A nearby creature attacks someone other than Khur
When a creature within 5 feet of Khur makes an attack against a target other than him, Khur can use his reaction to make a melee weapon attack against that creature.
- Fighting Style: DefenseLevel 1
Khur has chosen the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.
- Battle MasterLevel 3
Khur is a Battle Master. He uses superiority dice, four d10s, to fuel combat maneuvers. He regains expended dice after a short or long rest. His maneuver save DC is 17. His chosen maneuvers are Menacing Attack, Precision Attack, Riposte, and Trip Attack. He gains proficiency with smith's tools and one artisan's tool of his choice, brewer's supplies.
- Student of WarLevel 3
Khur gains proficiency with smith's tools and brewer's supplies through his Battle Master training.
- Combat SuperiorityLevel 3
When Khur uses a superiority die to enhance an attack, he can add the die to the attack's damage roll. His maneuvers provide their additional effects as described by the 2014 Battle Master rules.
- Extra AttackLevel 5
Khur can attack twice whenever he takes the Attack action on his turn.
- Extra Attack (2)Level 11
Khur can attack three times whenever he takes the Attack action on his turn.
- IndomitableLevel 9
Khur can reroll a failed saving throw. He can use this feature once between long rests at 9th level, twice between long rests at 13th level, and three times between long rests at 17th level. He currently has two uses between long rests.
- Ability Score ImprovementLevel 4
Khur gains an Ability Score Improvement or feat at this level. His selected feat is Sentinel.
- Ability Score ImprovementLevel 6
Khur gains an Ability Score Improvement or feat at this level. His selected feat is Martial Adept, granting two additional Battle Master maneuvers, Commander's Strike and Goading Attack, and one additional superiority die.
- Ability Score ImprovementLevel 8
Khur gains an Ability Score Improvement or feat at this level. His selected feat is Great Weapon Master.
- Ability Score ImprovementLevel 12
Khur gains an Ability Score Improvement or feat at this level. His selected feat is Resilient, Constitution, though the supplied ability scores already include the requested final Constitution score.
- Ability Score ImprovementLevel 14
Khur gains an Ability Score Improvement or feat at this level. His selected feat is Shield Master.
- Fighter ProficienciesLevel 1
Khur has proficiency with all simple and martial weapons, all armor, and shields.
- DarkvisionDwarfKhur 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 cannot discern color in darkness.
- Dwarven ResilienceDwarfKhur has advantage on saving throws against poison and resistance against poison damage.
- Dwarven Combat TrainingDwarfKhur is proficient with the battleaxe, handaxe, light hammer, and warhammer.
- StonecunningDwarfWhenever Khur makes an Intelligence (History) check related to the origin of stonework, he is considered proficient and adds double his proficiency bonus.
- Dwarven ToughnessDwarfKhur's hit point maximum increases by 1 for every level.
- Dwarven SpeedDwarfWearing heavy armor does not reduce Khur's speed.
- Tool ProficiencyDwarfKhur is proficient with one artisan's tool, brewer's supplies, in addition to smith's tools from his Battle Master training.
- Military RankSoldier
Khur retains the respect and loyalty of soldiers who served beside him. He can recognize military ranks, organizations, and insignia, and he can secure basic assistance from soldiers who recognize his service, subject to the limits of their standing and resources.
Gear
10 itemsWeapons
- WarhammerA one-handed martial weapon with a broad, square head, maintained to a professional standard.
- 2×HandaxeLight axes suitable for throwing or close combat.
Armor
- Chain MailHeavy armor made of interlocking metal rings. While worn, it grants AC 16 and imposes disadvantage on Dexterity (Stealth) checks.
- ShieldA military shield bearing the faded device of Khur's former company. It grants +2 AC.
Tools
- Gaming SetA set of carved bone knucklebones used for gambling around the campfire.
Gear
- Dungeoneer's PackA pack containing essential adventuring gear, including a bedroll, mess kit, tinderbox, torches, rations, and rope.
- Insignia of RankA metal insignia marking Khur's former military unit.
- Trophy from a Fallen EnemyA trophy taken from a defeated enemy, a cracked bronze helmet crest.
- Common ClothesPlain, durable clothing suitable for travel and camp life.
Purse
- 10×Gold PiecesMoney saved from military pay and odd jobs.
Appearance
Khur stands just over four feet tall, broad through the shoulders and thickly built from a lifetime of marching, drilling, and hauling armor. His iron-brown beard is divided into two short braids secured with plain brass rings. His skin is weathered from wind and campfire smoke, and his eyes are dark hazel and watchful. He smells faintly of oiled leather, pine tar, and strong black tea, a scent he does not notice until someone else points it out. When waiting, he rests most of his weight on his left heel and keeps his shield hand loose, as though expecting an order that may never come. His armor is practical chain mail beneath a dark red surcoat, with a battered round shield and a well-maintained warhammer at his side.
Mannerisms
Khur taps the rim of his shield twice before entering a dangerous place. He pauses before answering direct questions, not because he is uncertain, but because he is deciding how much truth will be useful. When irritated, he switches from Common to Dwarvish without noticing.
Personality
Khur is blunt, practical, and unexpectedly patient with frightened people. He dislikes ceremony but enjoys competence, especially when it appears in someone young or inexperienced. He is quick to laugh at his own mistakes, slower to forgive cowardice disguised as strategy, and deeply protective of anyone who has been left behind by an institution.
Ideals
Freedom. No banner, lord, army, or ancestor owns the choices of a living person. A useful order deserves respect, but a foolish one deserves to be broken.
Bonds
He owes his life to the surviving families of the village his unit rescued, and he will not abandon people trapped behind someone else's bad decision. He still carries his old company insignia, not out of loyalty to the army, but to remember the soldiers who did not come home.
Flaws
Khur treats authority as a challenge rather than a responsibility. He will obey a competent leader, but he cannot resist testing anyone who expects obedience without earning respect. He also has a habit of gambling away small sums because he believes losing honestly is better than winning through caution.
Quirks
Background
Khur Vardash was born in a mining hold where every family kept a ledger of debts, favors, and names lost beneath the mountain. He had little patience for ledgers, but he had a gift for standing where the danger was worst and refusing to move. At sixteen, he joined the hold's shield company, first as a pack-hauler and later as a line fighter. His commanders valued his endurance, while his fellow soldiers valued the fact that Khur never pretended an order was clever when it was merely dangerous. He spent decades in border campaigns, escorting caravans through raider country, guarding engineers during tunnel wars, and breaking sieges with a hammer and shield. His most famous victory came when his unit ignored a foolish withdrawal order long enough to evacuate a trapped village. The army called it insubordination. The villagers called it salvation. Khur left the service before the sentence could be decided, taking only his shield, his insignia, and a battered kettle from the old camp. He now sells his strength to causes that seem worth the risk, though he has little interest in laws, banners, or anyone who expects obedience simply because they speak loudly.
“He had little patience for ledgers, but he had a gift for standing where the danger was worst and refusing to move.”
- Background
- Soldier
Connections
Species
Dwarf
Media
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