Zephyra Cinder-Scale
Zephyra Cinder-Scale
Sheet
AC 14 · HP 43 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- Flurry of Blows
When After taking the Attack action
Spend 1 Focus point to make two unarmed strikes.
- Step of the Wind
When On your turn
Spend 1 Focus point to take the Disengage and Dash actions, and your jump distance is doubled.
- Patient Defense
When On your turn
Spend 1 Focus point to take the Dodge action.
- Martial ArtsLevel 1
You can use DEX instead of STR for unarmed strikes and monk weapons. Your martial arts die is 1d6. You can make one unarmed strike as a bonus action.
Reaction
- Deflect AttacksLevel 3
Use your reaction to reduce damage from a melee or ranged attack by 1d10 + DEX (3) + Monk Level (5).
Always on
- Unarmored DefenseLevel 1
While wearing no armor and no shield, your AC equals 10 + Dexterity modifier + Wisdom modifier.
- Monk's FocusLevel 2
You have 5 Focus Points. You can spend them on Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your speed increases by 10 feet while you are not wearing armor or a shield.
- Uncanny MetabolismLevel 2
When you roll Initiative, you can regain all expended Focus points and roll your Martial Arts die to regain HP (once per Long Rest).
- Open Hand TechniqueLevel 3
Whenever you hit a creature with an attack from your Flurry of Blows, you can impose Topple, Push, or Addle.
- Stunning StrikeLevel 5
Once per turn, spend 1 Focus point on a hit to force a CON save (DC 14) or the target is Stunned until the end of your next turn.
- Breath Weapon (2d10 Fire, 15 ftDragonborn (Brass)Cone, DEX Save DC 14)
- TraitDragonborn (Brass)Damage Resistance (Fire)
- TraitDragonborn (Brass)Darkvision (60 ft.)
- TraitDragonborn (Brass)Draconic Flight (1 minute fly speed once per Long Rest)
- Alert (Origin Feat)Criminal
You gain a +3 bonus to Initiative rolls. Immediately after rolling initiative, you can swap your initiative with one willing ally.
Gear
6 itemsWeapons
- QuarterstaffA versatile monk weapon.
- 2×DaggerSmall concealable blade.
- 5×DartsThrown ranged weapons.
Tools
- Thieves' ToolsEssential for picking locks.
- CrowbarGrants advantage on Strength checks to break open items.
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and waterskin.
Appearance
Zephyra has shimmering bronze scales that catch the light like polished metal. She stands tall with a lean, wiry build honed by years of training and survival. She typically wears dark, practical charcoal gi with burnt-orange accents, and her hands are neatly wrapped in white linen. Her amber eyes are sharp and constantly scanning her surroundings.
Mannerisms
She has a habit of standing on the balls of her feet as if ready to spring, and she often tilts her head slightly to the side when listening to people, as if gauging the weight of their words.
Personality
Zephyra is quiet and incredibly disciplined, a stark contrast to her rough upbringing. She speaks with a measured tone and values efficiency above all else. Though she was raised by criminals, she holds a deep sense of personal integrity and finds no joy in cruelty. She is slow to trust but fiercely loyal once someone has earned her respect.
Ideals
Balance. The chaos of the streets must be tempered by the order of the soul. No one is beyond the reach of a better life.
Bonds
I owe my life and my purpose to Master Kriv. I will bring honor to his teachings by rooting out the corruption that remains in my home.
Flaws
I am habitually suspicious of any form of organized authority, often assuming that laws are just masks for greed.
Quirks
Background
Zephyra's life began in the shadow of a sprawling city where she was sold as an orphan to the Gilded Hand, a powerful criminal syndicate. For years she worked as a runner and lookout, but her conscience prevented her from becoming a true villain. She secretly leaked information to bring down corrupt officials who exploited the poor, working against her own masters from within. When the organization was eventually purged from the city and turned to desperate banditry in the wilds, Zephyra felt trapped in a life she never chose. At fourteen, her path crossed with a group of adventurers. Rather than fighting them, she provided the tactical information they needed to dismantle the bandit camp. Master Kriv, a Dragonborn monk within the party, recognized the flame of discipline beneath her rough exterior and took her as his apprentice. Under his guidance, she mastered the Way of the Open Hand, proving her prowess by outmaneuvering even the party's expert rogue in friendly sparring. Now eighteen, she has returned to her city of birth to forge her own legacy and use her skills to protect the streets that once tried to swallow her whole.
“For years she worked as a runner and lookout, but her conscience prevented her from becoming a true villain.”
- Background
- Criminal
Connections
Species
Dragonborn (Brass)
Media
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