Khar
Khar
Sheet
AC 17 · HP 132 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Cunning ActionLevel 2
When On Khar's turn
As a bonus action, Khar can Dash, Disengage, or Hide.
Reaction
- Uncanny DodgeLevel 5
When When hit by a weapon attack
Khar halves the damage from one weapon attack that hits them.
Always on
- Sneak Attack
When When Khar has advantage or an enemy is threatened by one of its allies
Once per turn, Khar adds 6d6 damage to an eligible finesse or ranged weapon hit.
- EvasionLevel 7
When When subjected to an effect allowing a Dexterity save for half damage
Khar takes no damage on a successful Dexterity save, and half damage on a failed one, against qualifying area effects.
- AssassinateLevel 3
When At the start of combat and against surprised creatures
Against a creature that has not acted, Khar has advantage on attack rolls. A hit against a surprised creature is a critical hit.
- Reliable TalentLevel 11
When When making a proficient ability check
Khar can treat a d20 roll of 9 or lower as a 10 on proficient ability checks.
- Rogue ProficienciesLevel 1
You gain proficiency with light armor, thieves' tools, and martial weapons, plus the listed rogue weapons. You also gain proficiency in four rogue skills.
- Sneak Attack (6d6)Level 1
Once per turn, deal an extra 6d6 damage when you hit with a finesse or ranged weapon and have advantage, or when an eligible enemy is threatened by one of its enemies, provided you do not have disadvantage.
- Thieves' CantLevel 1
You know Thieves' Cant and one other language, Dwarvish.
- ExpertiseLevel 1
Choose two skill proficiencies, or one skill and thieves' tools, to gain expertise. Khar has expertise in Stealth and thieves' tools, doubling the proficiency bonus for those checks.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Khar increased Wisdom by 1 and Dexterity by 1.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement. Khar gained the Alert feat.
- Infiltration ExpertiseLevel 9
You can add your proficiency bonus to initiative rolls.
- Ability Score ImprovementLevel 10
You gain an Ability Score Improvement. Khar gained the Mobile feat.
- Constructed ResilienceWarforgedAdvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
- Sentry's RestWarforgedDuring a long rest, remain conscious and motionless for at least six hours. You can see and hear normally while resting this way.
- Integrated ProtectionWarforgedGain a +1 bonus to Armor Class. Armor can be integrated into the body and cannot be removed against your will while worn.
- Specialized DesignWarforgedGain proficiency in one skill, Investigation, and one artisan's tool, smith's tools.
- Living ConstructWarforgedYou are a humanoid, but magic that restores hit points works on you normally.
- Military RankSoldier
You can recognize military rank and organization, and you can usually secure simple lodging and food for yourself and your companions at a military installation or from soldiers who recognize your service. You can also invoke your military experience to gain access to friendly military camps and fortifications.
Gear
11 itemsWeapons
- RapierA finely balanced one-handed blade with a narrow, armor-piercing point. Uses Dexterity for attacks and damage.
- 2×DaggerDwarven-made paired killing blades. Each is a finesse, light weapon suitable for two-weapon fighting.
- ShortbowA shortbow suitable for silent ranged attacks.
Armor
- Leather armorSoft leather armor reinforced with discreet metal plates and carefully fitted around the warforged frame.
Tools
- Gaming setA set of bone dice used to pass long watches.
Gear
- 20×ArrowsTwenty arrows in a leather case.
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Insignia of rankA military insignia from the dwarven fortress where Khar served.
- Trophy from a fallen enemyA broken enemy banner taken from Khar's first campaign.
- Common clothesPlain, durable clothing maintained more carefully than any other possession.
Purse
- 10×Gold piecesLoose coin saved from military pay and later contracts.
Appearance
A compact warforged with a dark iron frame, dwarven-forged joints, and narrow amber lenses set deep beneath a ridged brow. Their leather armor fits poorly across the plated torso, repaired with careful rows of copper stitching. A broad red wool sash is wrapped twice around the waist, faded from years of use but washed and folded with near-religious precision. When waiting, they stand perfectly still with their weight balanced over the balls of both feet, as if already halfway through an attack. Their hands rest near their paired blades, never gripping them, always ready.
Mannerisms
Khar pauses before entering every room, briefly mapping exits, cover, and likely targets. They turn their head in precise increments rather than glancing casually. Before combat, they tap each blade against the other three times. After a fight, they straighten nearby objects and count the living before acknowledging the dead.
Personality
Khar is quiet, exact, and unexpectedly considerate in practical ways. They repair loose buckles, check whether companions have eaten, and place themselves between danger and the least armored person without comment. They speak in short statements, dislike euphemisms, and regard unnecessary cruelty as a sign of poor training. Their humor is dry and literal, often arriving several seconds after everyone else has stopped talking.
Ideals
Order. A world without discipline becomes another battlefield. Rules should restrain the strong, protect the weak, and give every action a consequence.
Bonds
The dwarven forge that made Khar is still active, and Khar will protect its surviving smiths even if they deny responsibility for the construct. They also keep the insignia of their first commanding officer, the only person who ever gave them an order to spare someone.
Flaws
Khar obeys clear orders too readily, even when the order is cruel or strategically foolish. They have difficulty recognizing surrender as a meaningful state, and when frightened or uncertain, they become colder, faster, and more dangerous instead of asking for help.
Quirks
Background
Khar was assembled in a deep dwarven forge beneath a mountain fortress, one of several warforged designed for close-quarters extermination. The smiths gave Khar two narrow blades, reinforced wrists, and a command protocol that rewarded speed above all else. Their first campaigns were brutally efficient. Khar learned to enter a shield line, cut the tendons behind a knee, and move before the fallen body struck the ground. They were not taught hatred. They were taught completion. When the war ended, Khar remained standing in a field where every other soldier, ally and enemy alike, had been destroyed. Their final command was never issued. The dwarves who made them were divided over whether Khar was a weapon, a veteran, or an expensive mistake, so Khar left with a soldier's insignia, a set of maintained blades, and a list of names they could no longer report to. Since then, Khar has worked as a scout, infiltrator, and discreet killer. They follow contracts and written orders with severe discipline, but secretly search for a purpose that does not end with being the last one standing.
“The smiths gave Khar two narrow blades, reinforced wrists, and a command protocol that rewarded speed above all else.”
- Background
- Soldier
Connections
Species
Warforged
Media
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