Ojọ
Ojọ
Sheet
AC 14 · HP 18 · 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
14 featuresBonus action
- Cunning ActionLevel 2
When On your turn
Use a bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
When On your turn
Use a bonus action to make a thieves' tools check, take the Use an Object action, or perform certain rapid manipulations.
Always on
- Sneak AttackLevel 1
When Once per turn when the attack qualifies
Deal an extra 2d6 damage once per turn when attacking with advantage or when an ally is adjacent to the target, using a finesse or ranged weapon.
- ExpertiseLevel 1
When Whenever making a qualifying check
Double proficiency bonus for Stealth and thieves' tools checks.
- Feline Agility
When When you move on your turn
Double your movement for the turn. You cannot use this trait again until you move 0 feet on one of your turns.
- Thieves' CantLevel 1
You know the secret mix of language, gestures, and coded expressions used by rogues. You can communicate hidden messages to other creatures who know Thieves' Cant, and you recognize such messages from others.
- Roguish ArchetypeLevel 3
You gain proficiency with thieves' tools. You also gain the benefits of the Thief archetype.
- Second-Story WorkLevel 3
When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. You can climb faster and more effectively, treating difficult climbing surfaces as ordinary terrain when practical.
- DarkvisionTabaxiYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of the turn. You cannot use this trait again until you move 0 feet on one of your turns.
- Cat's ClawsTabaxiYour claws are natural weapons that deal 1d4 slashing damage on a hit. You can use your claws to climb difficult surfaces without needing an ability check.
- Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
- LanguagesTabaxiYou can speak, read, and write Common and one other language, Tabaxi.
- City SecretsUrchin
You know the secret patterns and practical routes of the city streets. You can find passages through urban settlements that others overlook, and you can locate enough food and shelter for yourself and your companions, provided the city has such resources to offer.
Gear
9 itemsWeapons
- RapierA finely balanced one-handed finesse blade with a narrow, leaf-shaped point.
- ShortbowA light ranged weapon suitable for ambushes and rooftop fighting.
Armor
- Leather armorFlexible, worn leather armor reinforced at the shoulders and ribs.
Tools
- Thieves' toolsA set of picks, tension bars, files, and other tools for opening locks and disabling traps.
- Disguise kitA compact kit containing cosmetics, false hair, cloth scraps, and simple theatrical materials.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's packA small pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Common clothesPlain, patched clothing suitable for blending into poor neighborhoods.
Purse
- 10×Gold piecesMoney saved from odd jobs, cautious thefts, and old favors.
Appearance
A lean, long-limbed tabaxi with tawny fur marked by irregular charcoal stripes, large amber eyes, and a tail that moves with quiet deliberation. Their hands are narrow and dexterous, with darkened, callused fingertips from years of climbing, lock work, and sleeping rough on splintered rooftops. They wear a well-maintained leather jerkin beneath a patched russet cloak, soft boots, and a belt arranged with practical precision. Their most noticeable habit is the moment before they speak, a small intake of breath through the nose as though tasting the air for lies.
Mannerisms
Before answering, Ojọ draws a careful breath through their nose and tilts their head slightly. They rarely stand still, shifting weight from foot to foot or tracing invisible routes across nearby walls with one finger. When suspicious, they stop blinking for several seconds.
Personality
Quietly observant and difficult to surprise, Ojọ is generous with food, information, and second chances, but never with trust. They treat every room as a map of exits, cover, and useful surfaces. Around children and other outsiders, their guarded expression softens immediately. Around authority figures, their politeness becomes almost theatrical.
Ideals
Freedom. No one should be owned by a master, a guild, a debt, or the street. Every person deserves at least one unlocked door.
Bonds
I still protect the hidden network of street children who raised me, and I will risk almost anything to keep their shelters and names safe.
Flaws
I cannot resist proving that I noticed a weakness, even when keeping silent would be safer. I also distrust anyone who offers kindness without asking for something in return.
Quirks
Background
Ojọ was born beneath the market bridges of a crowded river city, where the stalls above provided shade, falling fruit, and an endless education in the habits of careless people. Their first lessons came from other street children, who taught them which watch officers accepted apologies, which shopkeepers counted coins twice, and which rooftops could bear a tabaxi's weight. Ojọ learned to survive by carrying messages, lifting purses only when hunger demanded it, and opening locked doors for those who promised not to ask questions. The promises were rarely kept, but the locks were always honest.
“The promises were rarely kept, but the locks were always honest.”
- Background
- Urchin
Connections
Species
Tabaxi
Media
0 imagesNo images yet.
Turn Ojọ into a sheet
A high-res, share-ready sheet you can post or print.