Khirzaku
Khirzaku
Sheet
AC 18 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Divine SenseLevel 1
When Bonus Action
As a Bonus Action, Khirzaku senses nearby Celestials, Fiends, and Undead until the end of his next turn.
- Lay on HandsLevel 1
When Bonus Action
As a Bonus Action, Khirzaku touches a creature and restores Hit Points from his healing pool, or spends 5 Hit Points to remove the Poisoned condition.
- Channel DivinityLevel 3
You can channel divine power directly from your oath. You gain the Sacred Weapon option, which lets you use a Bonus Action to imbue one Melee weapon you are holding with radiant power for 10 minutes. You add your Charisma modifier to attack rolls with that weapon, and it emits bright light in a 20-foot radius and dim light for 20 feet beyond that. You can use this option once per Long Rest, or expend a use of Channel Divinity when available.
Always on
- Divine Smite
When Immediately after hitting with a Melee weapon attack
After hitting with a Melee weapon attack, Khirzaku expends a spell slot to deal radiant damage through the strike.
- Sacred Weapon
When Bonus Action
Khirzaku imbues his longsword with radiant power, adding his Charisma modifier to its attack rolls for 10 minutes.
- Prepared Paladin Spells
When As appropriate to the spell
Khirzaku invokes a prayer to bless allies, improve defense, or hinder supernatural evil.
- Sacred OathLevel 3
You gain access to the divine power of your oath. Your oath grants you oath spells that are always prepared and do not count against the number of spells you can prepare.
- SpellcastingLevel 1
You gain the ability to cast Paladin spells, using Charisma as your spellcasting ability. You can prepare four Paladin spells of level 1. You regain all expended spell slots when you finish a Long Rest.
- Fighting StyleLevel 2
You gain a Fighting Style feat of your choice. Khirzaku has chosen Defense, granting a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
You can use the mastery properties of two types of Simple or Martial weapons with which you have proficiency. Khirzaku uses the Sap mastery with his longsword and the Push mastery with his javelins.
- Paladin's SmiteLevel 2
When you expend a spell slot to cast Divine Smite immediately after hitting a target with a Melee weapon attack, the target takes an extra 2d8 Radiant damage for a level 1 slot, plus 1d8 for each slot level above 1. The damage increases by 1d8 against an Undead or Fiend, to a maximum of 5d8.
- Oath SpellsLevel 3
You always have Protection from Evil and Good and Shield of Faith prepared. In addition, when you use Sacred Weapon, you can cause the weapon to emit bright light and dim light as described by the feature.
- Magic InitiateLevel 1
You gain the Magic Initiate feat for Cleric. You learn the Thaumaturgy and Spare the Dying cantrips, and you can prepare Bless as a level 1 spell. Wisdom is your spellcasting ability for these spells.
- Shelter of the FaithfulLevel 1
You can usually find shelter and basic aid from temples and religious communities of your faith. You can also perform religious ceremonies associated with your faith.
- TraitElf, DrowDarkvision, 120 feet
- TraitElf, DrowFey Ancestry, advantage on saving throws to avoid or end the Charmed condition
- TraitElf, DrowTrance, completing a Long Rest in 4 hours while remaining semiconscious
- TraitElf, DrowElven Lineage, Drow lineage grants Dancing Lights and Faerie Fire, with Darkness gained at level 5
- TraitElf, DrowKeen Senses, proficiency in the Perception skill
- Shelter of the FaithfulAcolyte
You have spent your life in the service of a temple or religious order. You can usually find shelter and basic aid from temples of your faith, and you can perform religious ceremonies associated with your deity or tradition.
Spells
9 spellsSpellcasting. Khirzaku casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): , , , , ,
Gear
11 itemsWeapons
- LongswordA longsword used in the shrine’s final defense, kept polished despite its many scars.
- 3×JavelinThree balanced spears for throwing or close defense.
Armor
- ShieldA sturdy shield bearing the scratched names of Khirzaku’s three surviving companions.
- Chain mailInterlocking metal armor worn over a dark padded underlayer.
Gear
- Holy symbolA holy symbol shaped as a silver knot, representing loyalty that cannot be severed.
- Prayer bookA prayer book containing copied hymns, burial rites, and handwritten notes from the destroyed shrine.
- 5×IncenseFive sticks of incense used during nightly prayers.
- VestmentsVestments from the shrine, repaired many times with blue thread.
- Pouch of almsA small pouch of temple alms.
- Priest's packA priest’s pack containing a backpack, blanket, ten torches, tinderbox, ten days of rations, and a waterskin.
Purse
- 50×Gold piecesA modest reserve of coin saved from temple work and pilgrim donations.
Appearance
Khirzaku is a lean, broad-shouldered drow with obsidian skin, silver-white hair worn in a tightly bound braid, and pale violet eyes that rarely stop watching the people around him. His armor is practical chain mail beneath a deep blue tabard marked with a simple silver knot, the symbol of a small traveling shrine he once guarded. A healed cut crosses his left eyebrow, and his shield bears several names scratched into its inner rim, one for each friend he has sworn to protect.
Mannerisms
Before answering a difficult question, Khirzaku touches two fingers to the inside of his shield. When someone joins his traveling company, he asks what food they miss from home and remembers the answer. He speaks softly to frightened animals and never draws his sword while angry.
Personality
Khirzaku is patient, observant, and deeply sincere. He prefers useful kindness to dramatic declarations, and he treats friendship as a sacred responsibility rather than a source of comfort. He is slow to trust institutions, but once he accepts an individual into his circle, his loyalty becomes almost immovable. His humor is dry and unexpectedly domestic, usually appearing when everyone else is too tense to laugh.
Ideals
Faith is not obedience to power. It is the promise to protect the vulnerable when no reward, witness, or certainty remains.
Bonds
The three companions who survived the destruction of his shrine are his chosen family. He carries their names inside his shield and will risk almost anything to answer a call for help from one of them.
Flaws
He cannot easily abandon someone in danger, even when doing so would be tactically wise. He is also quietly judgmental of people who speak passionately about loyalty but fail to show up when loyalty becomes inconvenient.
Quirks
Background
Khirzaku was born beneath the earth, into a drow household that measured loyalty by obedience and faith by fear. As a child, he was sent to serve at a secluded shrine maintained by exiles, mendicants, and surface-born pilgrims who believed that the gods should be approached with honest devotion rather than cruelty. There he learned the names of dozens of saints, the proper care of the wounded, and the quiet discipline of standing watch while others slept. The shrine’s old priest recognized that Khirzaku’s strongest devotion was not to doctrine, but to the people placed in his care. When raiders destroyed the shrine, Khirzaku survived by forming a desperate defense with three other acolytes. They held the sanctuary long enough for the youngest pilgrims to escape, and the four friends have remained bound together ever since, though they now travel separate roads. Khirzaku became a paladin after swearing that faith without mercy was only another kind of hunger. He now wanders as a protector, seeking no glory and distrusting grand promises. To him, a sacred oath is proven in small acts, keeping watch, sharing the last meal, and returning when everyone else believes the danger has passed.
“There he learned the names of dozens of saints, the proper care of the wounded, and the quiet discipline of standing watch while others slept.”
- Background
- Acolyte
Connections
Species
Elf, Drow
Media
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