Hetsko Sharhe
Hetsko Sharhe
Sheet
AC 15 · HP 123 · 45 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalDEX
Weapons
Tools
Languages
Features
33 featuresAction
- Extra AttackLevel 5
When On his turn
Hetsko makes three attacks with the Attack action, or four if he spends 1 ki point for Flurry of Blows.
- Empty Body
When On his turn by spending 4 ki points
Hetsko becomes invisible, gains resistance to nearly all damage, and gains an additional action each turn for 1 minute.
- Perfect SelfLevel 20
Hetsko can use an action to regain 4 expended ki points by meditating for 1 minute. He must finish a long rest before using this feature again.
Bonus action
- Flurry of Blows, Open Hand Technique
When After taking the Attack action and spending 1 ki point
Hetsko makes two unarmed strikes as a bonus action after taking the Attack action, and each hit can knock a target prone, push it 15 feet, or remove its reactions until the end of his next turn.
- Step of the Wind
When On his turn by spending 1 ki point
Hetsko can Dash, Disengage, or make a bonus-action unarmed strike through ki-fueled mobility.
- Martial ArtsLevel 1
Martial Arts allows Hetsko to use Dexterity instead of Strength for monk weapons and unarmed strikes, roll a d8 for his Martial Arts damage, and make one unarmed strike as a bonus action after attacking with a monk weapon or unarmed strike.
- Unarmored MovementLevel 2
Hetsko can make Dash or Disengage as a bonus action, and can make one additional attack as a bonus action after taking the Attack action.
Reaction
- Deflect MissilesLevel 3
When When hit by a ranged weapon attack
Hetsko reduces damage from a ranged weapon attack by 1d10 + 35. If the damage becomes 0, he can catch the missile and spend 1 ki point to throw it back.
Always on
- Stunning StrikeLevel 5
When When he hits with a monk weapon or unarmed strike
After hitting with a monk weapon or unarmed strike, Hetsko forces a Constitution saving throw against DC 18. On a failure, the target is stunned until the end of his next turn.
- Unarmored DefenseLevel 1
While unarmored and not wielding a shield, Hetsko adds his Wisdom modifier to his AC.
- KiLevel 2
Hetsko can spend ki points to fuel special abilities. He has 15 ki points, regained after a short or long rest. Ki save DC is 18.
- Monastic Tradition: Way of the Open HandLevel 3
Hetsko chooses the Way of the Open Hand, learning techniques that manipulate opponents through precise unarmed strikes.
- Open Hand TechniqueLevel 3
When Hetsko hits a creature with one of his Flurry of Blows attacks, he can impose one of three effects: knock it prone, push it up to 15 feet, or prevent it from taking reactions until the end of his next turn.
- Ability Score ImprovementLevel 4
Hetsko gains the Ability Score Improvement feature at this level. His provided ability scores already include all requested manual adjustments and human bonuses.
- Unarmored Movement ImprovementLevel 9
Hetsko's unarmored movement bonus increases to 15 feet, and he can move along vertical surfaces and across liquids during his turn without falling during the movement.
- Ability Score ImprovementLevel 8
Hetsko gains the Ability Score Improvement feature at this level. His provided ability scores already include all requested manual adjustments and human bonuses.
- Stillness of MindLevel 6
Hetsko can use his action to end one effect on himself causing him to be charmed or frightened. Beginning at this level, he can spend 1 ki point to remove one such effect from another creature by touch.
- Ki-Empowered StrikesLevel 6
Hetsko's unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Slow FallLevel 4
Hetsko can add his Wisdom modifier to his monk level when determining the amount of time he can hold his breath.
- Ability Score ImprovementLevel 12
Hetsko gains the Ability Score Improvement feature at this level. His provided ability scores already include all requested manual adjustments and human bonuses.
- Diamond SoulLevel 14
Hetsko can reroll a failed saving throw, taking the second result, but must use the new result. He can use this feature once per long rest.
- Cloak of ShadowsLevel 11
Hetsko can use his action to become invisible for 1 minute, gain resistance to all damage except force damage, and gain an extra action on each turn. He can also spend 4 ki points to use this feature again after its first use.
- Purity of BodyLevel 10
Hetsko can use his action to end one disease or one effect causing blindness, deafness, paralysis, or poisoning on himself.
- Tongue of the Sun and MoonLevel 13
Hetsko can enter a special meditation for 1 minute, gaining the benefits of the Tongues spell and resistance to all damage. He can use this feature once per long rest.
- Diamond SoulLevel 14
Hetsko gains proficiency in all saving throws. When he fails a saving throw, he can spend 1 ki point to reroll it and must use the second result.
- Tongue of the Sun and MoonLevel 13
Hetsko can perfectly understand every spoken language, and any creature that can understand a language can understand him.
- Ability Score IncreaseHumanEach ability score increases by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language of choice.
- WandererOutlander
Hetsko has an excellent memory for maps, terrain, and routes. He can recall the general layout of terrain, settlements, and natural features, and can find food and fresh water for himself and up to five others each day, provided the land offers those resources.
Gear
9 itemsWeapons
- QuarterstaffA balanced wooden staff used as a walking aid, weapon, and route marker.
- ShortswordA short blade suitable for a monk trained in simple weapons and shortswords.
- 10×DartSmall balanced darts carried in a wrapped leather bundle.
Gear
- Dungeoneer's PackA pack containing practical gear for underground and wilderness travel.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hunting TrapA compact iron trap used to catch game or impede pursuers.
- Trophy from a HunterA token from a slain or defeated creature encountered in the wilderness.
- Traveler's ClothesRugged clothing adapted for heat, dust, and long travel.
Purse
- 10×Gold PiecesCoin carried in a stitched belt pouch.
Appearance
Hetsko is a tall, powerfully lean human man with deep brown skin, a closely shaved head, and a broad-trimmed sun hat woven from pale desert reeds. He wears layered tan leathers, a wrapped scarf, and a practical face mask that conceals his mouth and much of his jaw while traveling. His hands are notably weathered, with thickened palms, dry knuckles, and long fingers shaped by years of staff work, climbing, and survival in harsh country. Before speaking, he usually pauses to listen to the wind, draws one measured breath through his mask, and then answers in a low, calm voice. A long sentinel spear-staff rests easily in his hand, and his clothing is marked with small, deliberate knots that indicate water sources, safe roads, and recent danger.
Mannerisms
He stops at crossroads and turns his head slightly before choosing a direction, as if listening to the road itself. He speaks only after a deliberate breath through his mask. When teaching, he draws diagrams in dust with the butt of his staff, then erases them with one sweep of his heel.
Personality
Hetsko is patient, observant, and difficult to provoke. He treats every stranger as a traveler until proven otherwise, but he notices every hand near a weapon and every person who avoids looking at the water supply. He has a dry, understated humor and a habit of answering grand questions with practical ones, such as who has eaten, who is missing, and how far the next shelter lies.
Ideals
Balance. The road belongs to no ruler, priest, or warlord. Every traveler deserves a fair chance to reach the next sunrise, and Hetsko will oppose anyone who turns passage into a privilege for the powerful.
Bonds
The desert roads are his responsibility. He will risk everything to protect travelers, guides, and wandering communities from those who exploit their dependence on safe passage.
Flaws
He assumes that anyone who wants to help must eventually want something in return. When a situation becomes emotionally complicated, he disappears into duty, distance, or silence rather than risk being known.
Quirks
Background
Hetsko Sharhe was born among a human caravan culture that measured wealth in remembered roads rather than coins. As a child, he learned to read dunes, stars, animal tracks, and the changing color of distant stone. When a caravan vanished during a season of false wells and predatory raiders, Hetsko was found days later walking alone, carrying the broken shaft of the guide who had saved him. A secluded monastery took him in, not because he was peaceful, but because he had already discovered the first discipline of the monk, the ability to keep moving while fear demanded that he stop. Years of training made him a patient watcher and a devastating close-quarters fighter. He eventually returned to the roads, choosing neither monastery nor court, and became a masked sentinel who appears wherever travelers are most likely to be forgotten. He escorts the lost, marks hidden water, exposes false guides, and leaves before gratitude can become obligation. Few know his face, and fewer know whether Hetsko Sharhe is his birth name or a title passed from one desert guardian to another. To those he saves, he is simply the quiet man beneath the wide hat, walking ahead with a staff and listening for danger.
“As a child, he learned to read dunes, stars, animal tracks, and the changing color of distant stone.”
- Background
- Outlander
Connections
Species
Human
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