Kholl Al-Eaqarab Character in Urbûn | World Anvil
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Kholl Al-Eaqarab

artwork: Desert Prince by Zephyri

Kholl al-Eaqarab

Kholl is a genasi man of the al-badia people of Ashad and, with his brother, the last surviving warrior of the Eaqarab tribe.

Physical Description

General Physical Condition

As an Earthsoul, Kholl has dark, reddish skin and is heavily muscled.

Body Features

Kholl bears an unique physical feature rarely seen among genasi.His body is etched with strange lines of energy, that glowed in a golden-colour.

Mental characteristics

Personal history

Kholl al-Eaqarab was born in the sand sea but became an orphan early in In 387. The entire Eaqarab tribe save for a single other member (his brother Pebble) was slaughtered by a warforged regiment, comanded by general Hakam el Sallah. Watching in silence his people were put to torch and blade, Kholl became suspicious bitter and recentful, of citydwellers and any thing and any one affiliated with the massacre. Orphaned and alone in a small market town gutted by conflict, "Kaldhun", as he was then known, lived on the streets, begging and stealing food to survive and provide for his brother.
Current Location
Species
Ethnicity
Year of Birth
374 PC -342 Years old
Children
Pronouns
He/him
Gender
Male
Eyes
gold
Hair
waist-length braids and dreadlocks
Skin Tone/Pigmentation
dark chocolate
Height
187 cm
Weight
92 kg
Other Affiliations

Kholl

6 Level (0/23000 XP for level-up) Barbarian Background Outlander Race / Species / Heritage Genasi Alignment
Barbarian
Level 6
Hit Dice: 6/6
1d12+5 Class 1

STR
20
+5
DEX
18
+4
CON
20
+5
INT
10
+0
WIS
12
+1
CHA
16
+3
130
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
40, (35 burrow)
Speed (walk/run/fly)
4 / 4
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+4 Dexterity
+8 Constitution
+0 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
+3 Deception CHA
+0 History INT
+1 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+4 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Cheftain's Fury +8 STR 2d6+5 Bludgeoning
 Heavy, Two-Handed
Handaxe +8 STR 1d6+5 Slashing
Javelin +8 STR 1d6+5 Piercing
Stone Fists +8 STR 1d6+5 Bludgeoning
Attacks
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Genie-kin
Your genie heritage allows you to connect more easily to creatures that share your elemental nature. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check

Mountain Pass
You have a burrowing speed of 25 feet which you can use to burrow through nonmagical, unworked earth and stone. While burrowing in this way, you leave a hole large enough for Medium or smaller creatures to follow unhindered. Additionaly, you can move across difficult terrain made of earth or stone without expending extra movement.

Stone Fists
You may use a bonus action to harden your fists into natural weapons. When you make melee attacks with your fists, you may deal 1d6 + your strength modifier bludgeoning damage. Your fists deals double damage to Objects and structures.

Tremorsense
You have tremorsense up to 30 feet so long as you are in physical contact with solid earth, stone or dirt.
As a bonus action, you can increase the range your of Tremmorsense by 30 feet for 1 minute, provided that you don't move. Once you use this ability you can’t use it again until you complete a short or long rest. Instead, you may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest.

One with the Earth
You know the Mold Earth cantrip. Once you reach 3rd level, you can cast the Earth Tremor spell once. Once you reach 5th level, you can also cast the Erupting Earth spell once, requiring no material components. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Storm Aura
When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Features & Traits
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Primordial, Undercommon,

Buzuq, Mason's tools,

Languages & Proficiencies
I’ll settle for nothing less than perfection—in myself, in my cropmates, in everything.

Personality Traits
There's a reason I'm good at what I do, I pay attention to the details.

Ideals
The warforged regiment that invaded my homeland destroyed valuable territory and resulted in the near extinction of my tribe. Their leading commander, Hakam el Sallah, must pay for what he has done.

I carry a trinket that spiritually and emotionally ties me to my people and my home.

Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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