Yellow
Yellow
Sheet
AC 18 · HP 65 · 60 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
Weapons
Tools
Languages
Features
26 featuresBonus action
- Measured Combination
When After taking the Attack action
Yellow makes two melee attacks with Brightpin or another monk weapon, then can make an unarmed strike as a bonus action.
- Flurry of Blows
When After taking the Attack action
Yellow spends 1 ki to make two unarmed strikes as a bonus action.
- Martial ArtsLevel 1
Yellow can use Dexterity instead of Strength for unarmed strikes and monk weapons. Her unarmed strikes deal 1d6 damage, and she can make one unarmed strike as a bonus action after attacking with a monk weapon or unarmed strike. She can spend 1 ki to make two bonus-action unarmed strikes, Dash or Disengage as a bonus action, or Dodge as a bonus action.
- Way of the KenseiLevel 3
Yellow gains proficiency with martial melee weapons and chooses the longsword as one of her kensei weapons. When she makes an unarmed strike as part of the Attack action while wielding her longsword, she gains +2 AC until the start of her next turn. She can use her longsword with Dexterity and as a monk weapon. She can also use a bonus action to make a ranged weapon attack with a kensei ranged weapon, gaining +2 to the attack roll if she makes no other attacks with that weapon during the turn.
Always on
- Stunning StrikeLevel 5
When When she hits with a melee weapon attack
Yellow spends 1 ki to force a creature hit by her melee weapon attack to make a DC 15 Constitution saving throw or become stunned until the end of her next turn.
- Sharpen the Blade
When As a bonus action while wielding Brightpin
Yellow spends 1 ki to add +1 to attack and damage rolls with Brightpin for 1 minute.
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, Yellow's AC equals 10 + her Dexterity modifier + her Wisdom modifier.
- KiLevel 2
Yellow has 10 ki points, regained after a short or long rest. Her ki save DC is 15.
- Unarmored MovementLevel 2
Yellow's speed increases by 20 feet while unarmored. She can move along vertical surfaces and across liquids during her turn without falling during the movement.
- Deflect MissilesLevel 3
When Yellow is hit by a ranged weapon attack, she can use her reaction to reduce the damage by 1d10 + 15. If this reduces the damage to 0, she can catch the projectile and spend 1 ki to make a ranged attack with it.
- Slow FallLevel 4
Yellow can use her reaction to reduce falling damage by 50.
- Extra AttackLevel 5
Yellow can attack twice, instead of once, whenever she takes the Attack action.
- Ki-Empowered StrikesLevel 6
Yellow's unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- EvasionLevel 7
If Yellow succeeds on a Dexterity saving throw against an effect that normally deals half damage on a success, she instead takes no damage. She takes half damage on a failed save.
- Stillness of MindLevel 7
Yellow can use her action to end one effect on herself causing her to be charmed or frightened.
- Purity of BodyLevel 10
Yellow has immunity to disease and poison damage.
- One with the BladeLevel 6
Yellow's kensei weapons count as magical for overcoming resistance and immunity to nonmagical attacks and damage. Once per turn, she can spend 1 ki to add +1 to attack and damage rolls with one kensei weapon for 1 minute, up to a maximum of +3. Brightpin is a moon-touched longsword and does not grant a numerical attack or damage bonus.
- Ability Score IncreaseVariant HumanIncrease Dexterity by 1 and Wisdom by 1.
- AgeVariant HumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentVariant HumanHumans tend toward no particular alignment.
- SizeVariant HumanMedium.
- SpeedVariant Human30 feet.
- FeatVariant HumanMobile. Yellow's speed increases by 10 feet, difficult terrain does not cost extra movement when she Dashes, and after making a melee attack against a creature she does not provoke opportunity attacks from that creature for the rest of the turn.
- Skill VersatilityVariant HumanYellow gains proficiency in Perception.
- LanguagesVariant HumanCommon and one additional language.
- Rustic HospitalityFolk Hero
Yellow is known among common people as an ordinary worker who once stood up to extraordinary danger. She can find a place to hide, rest, or receive modest aid among peasants, farmers, laborers, and other folk who recognize her reputation.
Gear
8 itemsWeapons
- Brightpin, moon-touched longswordA plain longsword chosen as Yellow's kensei weapon. It is a moon-touched magic sword that sheds dim light in a 15-foot radius and bright light in a 5-foot radius when unsheathed in darkness. It grants no attack or damage bonus.
- QuarterstaffA simple quarterstaff used for drills, walking, and occasionally fighting when Brightpin is being kept safe.
- 10×DartTen balanced darts in a cloth roll.
Tools
- Woodcarver's toolsA set of artisan's tools used for cart and wheel repair.
Gear
- HorseA light riding horse suitable for long roads and rough village tracks.
- Riding saddle and tackA saddle, bridle, and basic riding tack.
- Traveler's clothesA commoner's shirt, trousers, sandals, and faded blue sash.
Purse
- Coin pouchA small pouch containing 10 gp, representing Yellow's savings and the remains of her village reward.
Appearance
Yellow is a compact human woman with a strong back, weather-browned skin, and dark hair cut bluntly at the jaw so it cannot catch on a collar or sword guard. Her ochre work shirt is clean but repeatedly mended, with one sleeve visibly newer than the other. She wears a faded blue sash, soft travelling trousers, and carefully rewrapped sandals. Within a minute of meeting her, people notice that she stands unnervingly still, then moves all at once, and that she polishes the brass guard of her sword far more carefully than she repairs anything else she owns. Her sword, Brightpin, is a plain longsword whose blade gives off a gentle moonlike glow in darkness.
Mannerisms
Yellow pauses before answering difficult questions, pressing her thumb against the sword's guard as if checking a pulse. She counts doorways when entering a building, sleeps with one sandal on, and folds repaired clothing along the seams rather than the original creases.
Personality
Yellow is quiet in crowded rooms, direct in conversation, and unexpectedly gentle with animals, children, and people who are embarrassed by poverty. She dislikes grand speeches but remembers small promises with perfect accuracy. She has a dry sense of humor and considers unnecessary drama a kind of litter.
Ideals
Protection should be practical. A promise matters only when it costs something to keep, and power is best measured by how much harm it prevents.
Bonds
Brightpin belonged to the people of her village before it belonged to her. She will never willingly let it be claimed by a lord, collector, or temple that values ownership more than protection.
Flaws
Yellow assumes that anyone using ornate language is trying to hide a simple intention. She can be stubbornly suspicious of institutions, refuses help until she is already exhausted, and sometimes treats a mystery as a debt that must be paid even when wiser people would walk away.
Quirks
Background
Yellow was born in a river village where her family repaired carts, sharpened farm tools, and made do with whatever iron could be salvaged. Her name began as a childhood nickname after she spent an entire summer wearing the same sun-faded yellow work shirt. It stuck because she never saw a reason to replace a useful thing merely because it had become part of her. As a girl, she learned to balance on cart rails, fence posts, and mule harnesses, developing the careful footwork that later became the foundation of her martial training. When a band of armed collectors came to seize the village grain, Yellow discovered an old sword hidden beneath the floorboards of the communal storehouse. The weapon, Brightpin, was not sharp enough to be impressive, but it shone in the dark and seemed to hum faintly whenever someone nearby lied. Yellow used it to lead the villagers through the mill tunnels, disarm the collectors, and hold the passage until help arrived. Afterward, an itinerant sword-monk named Vardos took her on as a student, teaching her that a blade was not a symbol of nobility, but a promise to place danger between the helpless and whoever had brought it. Yellow eventually joined a monastery devoted to the Way of the Brush and Sword, where she learned to turn restraint, patience, and blunt practical sense into a disciplined fighting art. She now travels because Brightpin has begun glowing at places where no one remembers a lie, and Yellow suspects the sword is pointing toward an unfinished debt.
“Her name began as a childhood nickname after she spent an entire summer wearing the same sun-faded yellow work shirt.”
- Background
- Folk Hero
Connections
Species
Variant Human
Media
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