Whisp Qazbek
Whisp Qazbek
Sheet
AC 16 · HP 31 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- HistoryINT
- InsightWIS
- PerceptionWIS
- ReligionINT
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
17 featuresBonus action
- Martial Arts Strike
When After taking the Attack action with an unarmed strike or monk weapon
Whisp makes one unarmed strike as a bonus action after using the Attack action with an unarmed strike or monk weapon.
- Flurry of Blows
When After taking the Attack action
Whisp spends 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
When On her turn
Whisp spends 1 ki point to take the Dodge action as a bonus action.
- Step of the Wind
When On her turn
Whisp spends 1 ki point to Dash or Disengage as a bonus action, and her jump distance is doubled for the turn.
- Martial ArtsLevel 1
Whisp can use Dexterity instead of Strength for her unarmed strikes and monk weapons. Her unarmed strikes deal 1d4 damage. When she uses the Attack action with an unarmed strike or monk weapon, she can make one unarmed strike as a bonus action.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
Whisp reduces damage from a ranged weapon attack by 1d10 + 6 and may catch the missile if the damage is reduced to 0.
Always on
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, Whisp's AC equals 10 + her Dexterity modifier + her Wisdom modifier.
- KiLevel 2
Whisp has 3 ki points, regained after a short or long rest. She can spend ki for Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Whisp's unarmed movement increases by 10 feet while she is not wearing armor or wielding a shield.
- Monastic Tradition: Way of ShadowLevel 3
Whisp follows the Way of Shadow, learning to manipulate darkness, silence, and misdirection as extensions of her movement.
- Shadow ArtsLevel 3
Whisp can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence without material components, using Wisdom as her spellcasting ability.
- Ability Score IncreaseAir GenasiConstitution increases by 2 and Dexterity increases by 1.
- DarkvisionAir GenasiWhisp can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Unending BreathAir GenasiWhisp can hold her breath indefinitely while she is not incapacitated.
- Lightning ResistanceAir GenasiWhisp has resistance to lightning damage.
- Mingle with the WindAir GenasiWhisp can cast levitate once per long rest, using Constitution as her spellcasting ability. She does not need material components for this casting.
- Ship's PassageSailor
Whisp can secure free passage for herself and her companions on sailing vessels, provided she behaves herself and does not endanger the crew. She knows the general principles of sailing and navigation, and can identify ships, their rigging, and common maritime hazards.
Spells
1 spellSpellcasting. Whisp Qazbek casts with Wisdom (spell save DC 12, to hit with spell attacks).
2nd level:
Gear
8 itemsWeapons
- ShortswordA simple but well-balanced monk weapon, carried in a wrapped leather sheath.
- 10×DartLight throwing darts with blue thread wound around their grips.
- Belaying PinA stout wooden club once used as a shipboard belaying pin.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Silk RopeA tightly coiled silk rope, useful for climbing rigging or escaping poorly planned situations.
- Lucky CharmA small brass compass with a cracked glass face, treated as a sailor's lucky charm.
- Common ClothesPlain travel clothes patched at the knees and cuffs.
Purse
- 10×Gold PiecesCoin saved from maritime work and odd jobs.
Appearance
Whisp is a lean, long-limbed female Air Genasi with platinum hair that constantly lifts and streams as if caught in an invisible breeze. Her ice-blue eyes are sharply luminous, with faint silver rings around the irises. Pale blue-gray skin carries subtle whorls resembling wind-carved stone, and her breath fogs briefly even in warm air. She wears practical monk's clothing beneath a weather-stained sailor's coat, with strips of blue cloth tied around her wrists to mark the direction of the wind.
Mannerisms
Whisp tilts her head toward the nearest draft before answering a question. When thinking, she taps two fingers against her wrist in a steady rhythm, like a sailor counting waves. She rarely stands with both feet planted for long, instead shifting her weight as if balancing on a moving deck.
Personality
Whisp is restless, observant, and quietly competitive. She speaks to strangers as though they are already fellow travelers, but she becomes intensely focused when someone claims that a problem is impossible. She prefers practical solutions over dramatic ones, although her practical solutions frequently involve climbing something unsafe, borrowing a boat, or walking directly into weather that sensible people avoid.
Ideals
Nothing worthwhile should be handed to you by magic. Effort gives a choice its meaning, and choice is the truest form of freedom.
Bonds
She carries a cracked brass compass that belonged to Braska, the sailor who taught her discipline. She will cross any distance to learn what became of her unknown mother, though she refuses to ask her father for the answer.
Flaws
Whisp treats asking for help as a personal defeat, especially when the problem could be solved with enough time and effort. She is also constitutionally incapable of leaving a mystery alone, even when investigating it puts innocent people at risk.
Quirks
Background
Whisp was born in a high desert ravine during a storm that tore the roofs from three villages. Her father, a proud djinn who called himself Zafr al-Muqaddar, claimed that her birth had been granted by a wish whose wording he had forgotten. Whisp never believed him. To her, the wind did not feel like a gift or a command. It felt like a question. Her mother's name, face, and fate were never offered, and every time Whisp asked, her father answered with another dazzling story instead of the truth. As a child, Whisp learned to move through the djinn's pleasure palace without disturbing a single hanging lamp. An old human deckhand named Braska noticed her balance and taught her the discipline of shipboard footwork, breathing with the rise and fall of the deck, and striking only after the body had already decided to move. Whisp eventually left her father after refusing a wish that would have made her instantly wise. She told him that if wisdom could simply be wished into existence, nobody would deserve it. Now she travels from port to port, working passage as a sailor, courier, and occasional problem solver. She is determined to prove that every meaningful thing can be achieved through patience, practice, and choice, even if the wind keeps carrying her somewhere else first.
“Her father, a proud djinn who called himself Zafr al-Muqaddar, claimed that her birth had been granted by a wish whose wording he had forgotten.”
- Background
- Sailor
Connections
Species
Air Genasi
Media
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