Shasthir Qorash
Shasthir Qorash
Sheet
AC 14 · HP 39 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- HistoryINT
- InsightWIS
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalCON
Weapons
Tools
Languages
Features
24 featuresAction
- Extra AttackLevel 5
You can make two attacks instead of one whenever you take the Attack action on your turn.
Bonus action
- Flurry of Blows
When After taking the Attack action
Make three Unarmed Strikes as a Bonus Action after spending 1 Focus Point.
- Martial ArtsLevel 1
You gain proficiency with simple weapons and martial weapons that have the Light property. You can use Dexterity instead of Strength for Unarmed Strikes and monk weapons. Your unarmed strikes deal 1d6 bludgeoning damage, and you can make one Unarmed Strike as a Bonus Action after attacking with an unarmed strike or monk weapon.
- Flurry of Blows, Patient Defense, and Step of the WindLevel 2
When you take the Attack action on your turn, you can make one Unarmed Strike as a Bonus Action. By spending 1 Focus Point, you can make two Unarmed Strikes instead, or take the Disengage and Dash actions as a Bonus Action and gain a temporary Speed increase for the turn.
- Slow FallLevel 4
When you use Patient Defense, you gain the Dodge action and can move up to half your Speed without provoking Opportunity Attacks as part of the same Bonus Action.
- TraitDragonbornDraconic Flight, beginning at level 5, manifest spectral wings as a Bonus Action to gain a Fly Speed equal to your Speed for 10 minutes. Usable once per Long Rest.
Reaction
- Deflect AttacksLevel 3
When When hit by an attack roll
Reduce incoming attack damage by 1d10 + 5 and potentially redirect the attack.
Always on
- Open Hand TechniqueLevel 3
When When a Flurry of Blows Unarmed Strike hits
Force a creature hit by Flurry of Blows to make a saving throw or be pushed 15 feet, knocked Prone, or prevented from taking Reactions.
- Stunning StrikeLevel 5
When When an Unarmed Strike hits
Spend 1 Focus Point to attempt to Stun a creature hit by an Unarmed Strike.
- Poison Breath
When Action or in place of an attack
Exhale poisonous energy in a 15-foot cone. Creatures in the area make a Constitution saving throw, taking 2d10 poison damage on a failed save and half as much on a success.
- Unarmored DefenseLevel 1
While not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
- Focus PointsLevel 2
You gain a pool of 6 Focus Points, represented by the Focus feature. You regain all expended Focus Points when you finish a Long Rest, and you can regain some through meditation as part of Uncanny Metabolism.
- Uncanny MetabolismLevel 2
Once per Long Rest when you roll Initiative, you can regain all expended Focus Points and regain hit points equal to three times your Monk level. You can then use Flurry of Blows as part of the same Initiative roll without spending a Focus Point.
- Unarmored MovementLevel 2
Your Speed increases by 10 feet while you are not wearing armor or wielding a shield.
- Warrior of the Open HandLevel 3
You gain the Warrior of the Open Hand subclass, which teaches techniques for controlling opponents through precise unarmed strikes and disciplined movement.
- Ability Score ImprovementLevel 4
You gain a feat or increase one ability score by 2, or two ability scores by 1, according to the 2024 advancement rules. This character retains the specified final ability scores.
- Heightened FocusLevel 5
Your Focus features improve. Flurry of Blows allows three Unarmed Strikes, Patient Defense can grant both Dodge and Disengage, and Step of the Wind can grant both Dash and Disengage when used with Focus.
- Empowered StrikesLevel 6
Your Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Wholeness of BodyLevel 6
You can use your body and spirit to heal yourself. As a Magic action, you regain hit points equal to three times your Monk level. You can use this feature once per Long Rest.
- TraitDragonbornDraconic Ancestry, Green dragon ancestry grants poison resistance and Poison Breath.
- Breath Weapon, exhale poison in a 15-foot coneDragonbornCreatures in the area make a Constitution saving throw against DC 13, taking 2d10 poison damage on a failed save and half as much on a success. Usable a number of times equal to proficiency bonus per Long Rest.
- TraitDragonbornDamage Resistance, poison.
- TraitDragonbornDarkvision, see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- Shelter of the FaithfulAcolyte
You can usually find shelter, food, and basic assistance from temples, shrines, and religious communities that share your faith or recognize your devotional service. Such aid is not guaranteed, but you are generally received as a fellow worshiper.
Spells
3 spellsSpellcasting. Shasthir Qorash casts with a spellcasting ability ( to hit with spell attacks).
Cantrips (at will): ,
1st level:
Gear
10 itemsWeapons
- QuarterstaffA simple but well-balanced quarterstaff used for travel, meditation, and defense.
- 5×DaggersLight thrown blades used as backup weapons and ritual cutting tools for herbs and bandages.
Tools
- Calligrapher's SuppliesA small kit containing ink, quills, parchment, and a ruled writing board.
Gear
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy SymbolA holy symbol of the island shrine, carved from green-veined sea stone.
- Prayer BookA collection of devotional writings and philosophical meditations copied by Shasthir himself.
- 5×IncenseScented sticks burned during morning contemplation and healing rites.
- VestmentsCeremonial robes worn during shrine observances.
- Common ClothesPlain clothing for travel and work.
Purse
- 25×Gold PiecesCoin kept for ferries, food, lodging, and charitable purchases.
Appearance
Shasthir is a lean green dragonborn with jade scales darkened to moss along his shoulders and spine. Pale gold eyes sit beneath a broad brow, and two swept-back horns frame his calm, angular face. His robes are travel-worn but carefully mended, colored in muted reed green and moonlit gray. A cord of prayer beads hangs beside a healer's satchel, and his hands bear faint stains from herbs, ink, and poultices. His movements are economical and deliberate, with the quiet balance of someone accustomed to wet decks, steep cliffs, and long roads.
Mannerisms
He pauses before answering difficult questions and exhales softly through his nose as though testing the air. When treating someone, he narrates each step in a calm, instructional voice. He touches one prayer bead whenever he passes a shrine, grave, or place where someone has suffered.
Personality
Shasthir is patient, observant, and quietly compassionate. He asks careful questions before offering advice, and he treats philosophy as a practical discipline rather than an academic pursuit. He has a dry sense of humor, especially when confronted by people who mistake silence for weakness. Though disciplined, he is not austere, and he takes genuine pleasure in strong tea, sea air, well-made tools, and a cleanly copied page.
Ideals
Measured action. Every force can heal or harm, and wisdom lies in choosing the smallest necessary force while accepting responsibility for its consequences.
Bonds
The island shrine that trained him is his spiritual home, and he will risk almost anything to protect its people, sacred texts, and medicinal gardens.
Flaws
He can become coldly judgmental toward people who act from passion, especially when their choices endanger others. He also hides illness, exhaustion, and fear behind ritual composure, convinced that accepting help too readily burdens those who trust him.
Quirks
Background
Shasthir was hatched in a small dragonborn fishing settlement on the Moonshae Isles, where his family kept old stories of green dragons as warnings against pride, poison, and the seduction of easy power. His scales marked him as an heir to that ancestry, but his elders taught him that inheritance was a burden to discipline rather than a destiny to obey. As a young man, he entered a remote island shrine devoted to balance, service, and the careful study of suffering. There he learned to prepare medicines, set bones, copy sacred texts, and listen without rushing to judgment. When a fever swept through several island villages, Shasthir traveled between them with the shrine's healers. He discovered that his patience was as valuable as his remedies, and that a calm hand could preserve a life when a stronger hand would only cause harm. The shrine's elders also trained his body, teaching him to turn breath, balance, and focused movement into defense. Now he wanders the Moonshae Isles as a healer and philosopher, offering aid where he can and investigating rumors of poisoned wells, corrupted relics, and old draconic influences. He believes the difference between medicine and venom is often only a matter of measure, intention, and knowledge.
“As a young man, he entered a remote island shrine devoted to balance, service, and the careful study of suffering.”
- Background
- Acolyte
Connections
Species
Dragonborn
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