Oluwajide Morozan
Oluwajide Morozan
Sheet
AC 20 · HP 203 · 60 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
36 featuresAction
- Empty BodyLevel 18
When On your turn.
Spend 4 ki to become invisible for 1 minute, gain resistance to all damage except force, and gain a flying speed equal to your walking speed.
- TranquilityLevel 17
When On your turn.
Spend 4 ki to cast sanctuary on yourself without material components.
- Wholeness of Body
When On your turn.
Spend 3 ki to heal a creature you touch for 60 hit points.
- Purity of Body and Timeless BodyLevel 10
You can use your action to end one effect on yourself causing you to be charmed or frightened. Starting at 15th level, you also suffer none of the frailty of old age and cannot be aged magically.
Bonus action
- Martial Arts Bonus Strike
When After taking the Attack action with an unarmed strike or monk weapon.
Make one unarmed strike as a bonus action after attacking with an unarmed strike or monk weapon.
- Flurry of Blows
When After taking the Attack action.
Make two unarmed strikes as a bonus action.
- Step of the Wind
When On your turn.
Disengage or Dash as a bonus action, and jump distance is doubled.
- Patient Defense
When On your turn.
Take the Dodge action as a bonus action.
- Martial ArtsLevel 1
You gain a martial arts die, which is a d4. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. When you use the Attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action. The martial arts die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack.
Spend 1 ki to deflect a ranged weapon missile, potentially catch it and throw it back.
- Diamond SoulLevel 14
You gain proficiency in all saving throws. As a reaction, you can spend 1 ki point to reroll a saving throw you fail.
- Slow FallLevel 4
You gain the ability to use your reaction to spend 1 ki point and reduce falling damage by five times your monk level, or 100 points.
- Stone's EnduranceGoliathAs a reaction, reduce damage taken by 1d12 + 5. You can use this trait once per short or long rest.
Always on
- Stunning Strike
When When you hit another creature with a melee weapon attack.
Spend 1 ki to attempt to stun a creature hit by a melee weapon attack. The target makes a DC 19 Constitution saving throw.
- KiLevel 2
You gain a pool of 20 ki points. You regain all expended ki when you finish a short or long rest. Ki features use your Wisdom modifier. Ki save DC is 19.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus becomes 15 feet at 6th level, 20 feet at 10th level, and 25 feet at 14th level.
- Monastic TraditionLevel 3
You choose the Way of the Open Hand as your monastic tradition. It grants additional features at 3rd, 6th, 11th, and 17th level.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another eligible feat.
- Open Hand TechniqueLevel 3
When you use Flurry of Blows, you can impose one of three effects on each hit, with no saving throw: knock the target prone, push it up to 15 feet, or prevent it from taking reactions until the end of your next turn.
- Ki-Empowered StrikesLevel 6
Your unarmed strikes and monk weapons count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Monastic Tradition FeatureLevel 6
You gain proficiency in one artisan's tool or one musical instrument of your choice. You can also speak one additional language of your choice.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another eligible feat.
- Unarmored Movement ImprovementLevel 9
Your unarmored movement lets you move along vertical surfaces and across liquids during your turn without falling during the movement.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or another eligible feat.
- Tongue of the Sun and MoonLevel 13
You gain the ability to speak and understand all spoken languages. Any creature can understand you if you are speaking a language it knows. You are also immune to disease and poison.
- Unarmored Movement ImprovementLevel 14
Your unarmored movement bonus increases to 25 feet, for a total walking speed of 60 feet. You also gain the ability to move along vertical surfaces and across liquids as part of your movement.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement or another eligible feat.
- Ability Score ImprovementLevel 19
You gain an Ability Score Improvement or another eligible feat.
- Perfect SelfLevel 20
When you roll initiative and have no ki points remaining, you regain 4 ki points.
- Natural AthleteGoliathYou have proficiency in the Athletics skill.
- Powerful BuildGoliathYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Mountain BornGoliathYou are acclimated to high altitude, including elevations above 20,000 feet, and you are naturally adapted to cold climates.
- Goliath Ability Score IncreaseGoliathYour Strength increases by 2 and your Constitution increases by 1.
- SizeGoliathMedium.
- SpeedGoliath30 feet.
- Ship's PassageSailor
You can always secure free passage on sailing ships for yourself and your companions in exchange for service. You may also be confident of a passage from port to port, though the ship's captain determines the route and schedule.
Gear
12 itemsWeapons
- QuarterstaffA simple wooden staff used for practice, balance, and combat.
- 10×DartA set of ten darts for ranged attacks and training exercises.
- Belaying PinA belaying pin taken from the Dawn's Measure, functioning as a club.
Tools
- Navigational ChartsA collection of navigational charts and notes from his voyages.
Gear
- Explorer's PackA small explorer's pack containing practical adventuring supplies.
- Hemp RopeA coil of hempen rope, useful aboard ships and in the wilderness.
- Silk SashA silk sash worn by sailors of his former crew.
- Common ClothesA set of common clothes suitable for travel between ports and monasteries.
- PouchA pouch containing the modest savings of a veteran sailor.
- Set of DiceA set of dice used for games aboard ship.
- Brass WhistleA brass whistle once used to signal during storms.
Purse
- 10×Gold PiecesStarting currency retained after purchasing the listed equipment.
Appearance
A towering, broad-shouldered goliath with slate-gray skin, pale blue eyes, and long black hair braided with small brass navigation rings. His body is heavily muscled but unusually balanced and economical in movement. White geometric markings cross his shoulders and forearms, recording the names of ships and sailors he has saved. He wears simple sea-blue monk's robes beneath a weathered sailor's coat, with a rope belt, soft footwraps, and a string of smooth beach stones tied around one wrist.
Mannerisms
He pauses before answering difficult questions, as if waiting for the sea to settle. He rolls the beach stones around his wrist when thinking, taps twice on wooden surfaces before boarding a vessel, and automatically checks knots, doors, and ceiling beams whenever he enters a room.
Personality
Quietly attentive and unexpectedly warm, Oluwajide treats every conversation like a shared watch on deck. He is patient with fear, respectful toward honest labor, and protective of anyone who is underestimated. He enjoys terrible sailor jokes, keeps meticulous mental maps, and becomes almost playful when teaching someone how to balance or tie a knot.
Ideals
Endurance is compassion. The strongest person in any room is the one who can choose not to dominate it. Every breath should make someone else's burden lighter.
Bonds
The crew of the vessel Dawn's Measure gave him a home when his clan feared he had abandoned their traditions. He carries their names on his skin and will cross any sea to protect a surviving member of that crew. He also seeks the pirate captain who caused the wreck that killed his first teacher.
Flaws
He is unable to leave a challenge unanswered, even when retreat would save lives. He judges himself by impossible standards and hides pain until it becomes dangerous. When someone mocks sailors, goliaths, or disciplined training, his calm can fracture into sudden, frightening violence.
Quirks
Background
Oluwajide was born among a goliath clan that moved between high mountain valleys and a storm-battered coastal settlement. His people taught him that strength existed to carry burdens, not to display them. As a young man, he joined a merchant vessel as a deckhand, fascinated by the way sailors read wind, current, and sky with the same patience his elders used to read a mountain's mood. During a disastrous crossing, a wave threw him against the mast and left him trapped beneath a collapsed spar. He survived by breathing slowly, listening to the rhythm of the hull, and waiting for the exact instant when the sea's pressure shifted. That moment became the foundation of his discipline.
“His people taught him that strength existed to carry burdens, not to display them.”
- Background
- Sailor
Connections
Species
Goliath
Media
0 imagesNo images yet.
Turn Oluwajide Morozan into a sheet
A high-res, share-ready sheet you can post or print.