Zami
Zami
Sheet
AC 13 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Sneak AttackLevel 1
When Zami hits with a finesse or ranged weapon attack and meets the Sneak Attack conditions.
Once per turn, Zami deals an extra 1d6 damage to a creature she hits with a finesse or ranged weapon attack when she has advantage on the attack, or when the target is within 5 feet of an ally who is not incapacitated and Zami does not have disadvantage.
- Thieves' CantLevel 1
Zami knows the secret language of thieves and can recognize hidden messages, coded marks, and subtle signals used by criminal networks.
- ExpertiseLevel 1
Zami gains double her proficiency bonus with Stealth and thieves' tools. Her Stealth modifier is already included in the skills list.
- TraitGenasi (Water)Darkvision, 60 feet.
- TraitGenasi (Water)Acid Resistance, Zami has resistance to acid damage.
- TraitGenasi (Water)Amphibious, Zami can breathe air and water.
- TraitGenasi (Water)Swim Speed, Zami has a swimming speed of 30 feet.
- Shape Water, Zami knows the shape water cantripGenasi (Water)Constitution is her spellcasting ability for this cantrip.
- TraitGenasi (Water)Ability Score Increase, Constitution increases by 2 and Wisdom increases by 1.
- Ship's PassageSailor
Zami can secure free passage on sailing ships for herself and her adventuring companions, provided she is welcome aboard and her presence does not create an obvious danger. She knows the signs and customs of sailors, can find passage aboard a vessel, and can recognize basic maritime hazards.
Spells
1 spellSpellcasting. Zami casts with Constitution (spell save DC 12, to hit with spell attacks).
Cantrips (at will):
Gear
10 itemsWeapons
- RapierA finely balanced one-handed finesse blade suitable for close combat.
- Shortbow and arrowsA ranged martial weapon with a quiver containing 20 arrows.
- 2×DaggerA second light finesse weapon kept for emergencies or throwing.
- ClubA simple bludgeoning weapon carried as part of her sailor's kit.
Tools
- Thieves' toolsA set of specialized tools for opening locks and disarming traps.
Gear
- Burglar's packA pack containing supplies such as a bedroll, rope, tinderbox, rations, and other adventuring necessities.
- Silk ropeStrong silk rope, useful for climbing, securing cargo, or tying prisoners.
- Lucky charmA small lucky charm from the Drowned Star, shaped like a fishhook wrapped in blue cord.
- Common clothesPractical clothing suitable for travel and shipboard work.
Purse
- 10×Gold piecesCoins saved from years of shipboard work and portside jobs.
Appearance
Zami is a lean, athletic water genasi woman with sea-blue skin, dark teal hair that drifts as though underwater, and pale turquoise eyes with no visible pupils. Thin streams of water bead along her arms and gather at her fingertips when she is excited or angry. She wears a weathered leather jerkin beneath a salt-stained sailor's coat, soft deck boots, and a red scarf tied around her wrist. Her movements are quick, balanced, and fluid, like a wave slipping around an obstacle.
Mannerisms
Zami constantly rolls a coin or fishhook across her knuckles, pauses to taste the air before entering unfamiliar places, and refers to dangerous situations as if they were changing weather. When lying, she smiles too broadly and taps two fingers against her wrist.
Personality
Zami is restless, observant, and irreverently cheerful in dangerous situations. She trusts sailors, strays, and people who know how to keep a secret. She has little patience for ceremony, but she enjoys clever wordplay, risky bets, and turning an enemy's confidence against them.
Ideals
Freedom. No captain, king, god, or law owns the sea, and no one has the right to own me.
Bonds
The Drowned Star and Captain Veyra are part of Zami's chosen family. She will risk almost anything to discover Veyra's fate and reclaim the ship from the officials who stole it.
Flaws
Zami assumes every authority figure is corrupt until proven otherwise. She cannot resist a locked door, a rigged game, or a chance to embarrass someone who believes they are untouchable.
Quirks
Background
Zami was born during a storm that shattered three fishing boats against the black reefs outside a coastal genasi settlement. Her water genasi blood was blamed for the disaster by frightened villagers, but an old navigator named Captain Veyra saw something different in the child. Veyra took Zami aboard her ship, the Drowned Star, and taught her to read currents, knots, stars, and the moods of crews. Zami learned quickly, especially the parts of sailing that involved moving unseen across a deck, slipping into locked cabins, and taking back what dishonest officers had stolen from desperate sailors. When the Drowned Star was seized by a corrupt harbor magistrate, Veyra disappeared and the crew was scattered. Zami survived by working as a deckhand, courier, and occasional thief in ports along the coast. She now travels as a rogue, using her speed, charm, and talent for finding overlooked opportunities to uncover what happened to her captain. She claims she wants only freedom and enough coin to never serve under another master, but beneath that claim is a stubborn determination to find Veyra and repay the debt she owes to the woman who gave her a life at sea.
“Veyra took Zami aboard her ship, the Drowned Star, and taught her to read currents, knots, stars, and the moods of crews.”
- Background
- Sailor
Connections
Species
Genasi (Water)
Media
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