Jashiro
Jashiro
Sheet
AC 15 · HP 75 · 50 ft., climb 50 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
Weapons
Tools
Languages
Features
26 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Martial ArtsLevel 1
When unarmed or wielding only Monk weapons and not wearing armor or using a shield, use Dexterity instead of Strength for attack and damage rolls, roll 1d10 for Martial Arts damage, and make an Unarmed Strike as a Bonus Action after taking the Attack action with an unarmed strike or Monk weapon.
- Uncanny Metabolism and Focused AttacksLevel 2
As a Bonus Action, spend 1 Focus Point to make two Unarmed Strikes, take the Disengage action and the Dash action, or take the Dodge action.
- Wholeness of BodyLevel 6
As a Bonus Action, regain hit points equal to 1d6 + Wisdom modifier + Monk level. You can use this feature a number of times equal to your Wisdom modifier, and regain all uses on a Long Rest.
Reaction
- Deflect AttacksLevel 3
When a creature misses you with a melee attack, you can take a Reaction to reduce the damage of one attack against you by 1d10 + Dexterity modifier + Monk level. If this reduces the damage to 0, you can spend 1 Focus Point to redirect the attack at a creature within 5 feet, making a Monk weapon or Unarmed Strike attack against it.
- Slow FallLevel 4
When you take damage from a fall, use your Reaction to reduce the damage by five times your Monk level.
Always on
- Unarmored DefenseLevel 1
While unarmored and not using a shield, AC equals 10 + Dexterity modifier + Wisdom modifier.
- Monk's FocusLevel 1
Gain 12 Focus Points, regained when you finish a Short or Long Rest. Spend Focus Points on Monk features, including Flurry of Blows, Patient Defense, Step of the Wind, and Stunning Strike.
- Monk Skill ProficienciesLevel 1
Choose two skills from Acrobatics, Athletics, History, Insight, Religion, and Stealth. Jashiro chose Acrobatics and Insight.
- Uncanny MetabolismLevel 2
When you roll Initiative and have no Focus Points, regain 4. You can also regain all expended Focus Points by taking a Short Rest and spending at least 30 minutes of it meditating.
- Unarmored MovementLevel 2
Your Speed increases by 20 feet while you are not wearing armor or wielding a shield. You can use Step of the Wind to bring a willing creature of your size or smaller with you until the end of your turn.
- Open Hand TechniqueLevel 3
When you hit a creature with an Unarmed Strike as part of Flurry of Blows, you can impose one effect: it must succeed on a Dexterity saving throw or be knocked Prone, it must succeed on a Strength saving throw or be pushed up to 15 feet away, or it cannot take Reactions until the start of your next turn.
- Ability Score ImprovementLevel 4
Gain proficiency in one additional skill or tool of your choice. Jashiro chose Investigation.
- Stunning StrikeLevel 5
Once per turn when you hit a creature with a melee weapon or an Unarmed Strike, you can spend 1 Focus Point to force a Constitution saving throw. On a failure, the creature has the Stunned condition until the start of your next turn.
- Empowered StrikesLevel 6
Your Unarmed Strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- EvasionLevel 7
When you make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure. You don't gain this benefit while Incapacitated.
- Acrobatic MovementLevel 9
When you use Step of the Wind, you gain the benefits of both the Dash and Disengage actions, and your jump distance is doubled for the turn.
- Heightened FocusLevel 10
Your Unarmored Movement bonus increases to 20 feet. When you use Flurry of Blows, you can spend 1 Focus Point to make three Unarmed Strikes instead of two. When you use Patient Defense, you can spend 1 Focus Point to gain Temporary Hit Points equal to two rolls of your Martial Arts die. When you use Step of the Wind, you can spend 1 Focus Point to choose a willing creature within 5 feet to gain the same benefits.
- Self-RestorationLevel 10
At the end of each of your turns, you can end one of the following conditions on yourself: Charmed, Frightened, or Poisoned.
- Fleet StepLevel 11
Immediately after you use Flurry of Blows, you can move up to 10 feet without provoking Opportunity Attacks.
- Improved Focus and Martial ArtsLevel 12
Gain two additional Focus Points, for a total of 12. Your Martial Arts die becomes 1d10.
- DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, discerning colors only as shades of gray.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your Speed until the end of that turn. Once used, this trait cannot be used again until you move 0 feet on one of your turns.
- Cat's ClawsTabaxiYour claws are natural weapons that can make unarmed strikes, dealing slashing damage on a hit. You also have a climbing speed equal to your walking speed.
- Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
- Magic Initiate (Wizard)Sage
Magic Initiate (Wizard): Jashiro learned a small measure of practical magic while studying old texts. He knows two Wizard cantrips and one level 1 Wizard spell, chosen below. He can cast the level 1 spell once without a spell slot per Long Rest, and can also cast it using any spell slots he has. Intelligence is his spellcasting ability for these spells.
Spells
3 spellsSpellcasting. Jashiro casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level:
Gear
10 itemsWeapons
- ShortswordA light melee weapon used as a Monk weapon.
- 10×DartsA supply of ordinary ammunition for practice and travel.
Tools
- Calligrapher's suppliesA small, well-kept container for ink and quills.
Gear
- Traveler's clothesSimple, unarmored travel clothes suitable for martial practice.
- Book of loreA leather-bound collection of copied notes and observations.
- InkA small bottle for writing ink.
- QuillUsed for copying and annotating documents.
- Ink penA compact container for ink and other small supplies.
- Scholar's packA practical travel bag.
Purse
- 8×Gold piecesCoin for ordinary expenses.
Appearance
Jashiro is a lean, long-limbed tabaxi with tawny fur, dark rosettes, and a pale ruff that lies neatly against his throat. He stands with his weight poised over the balls of his feet, as if a quiet step might begin at any moment. He smells faintly of cedar shavings and dried tea, a scent he attributes to his scroll case and does not notice on himself. His plain, carefully patched travel robes leave his hands and feet free.
Mannerisms
When listening, he settles his weight forward and holds perfectly still, ears angled toward the speaker. He answers after a measured pause, as though checking the wording against an invisible page.
Personality
Patient, observant, and exacting, Jashiro prefers clear procedures and verified testimony to dramatic promises. He is courteous even when disagreeing, though his precise questions can make a conversation feel like an examination.
Ideals
A fair record must preserve inconvenient facts as carefully as flattering ones. Order is useful only when it serves the truth.
Bonds
He carries a water-warped page from the archive's oldest survey book and intends to find the original source of its disputed annotations. He still follows Kall's advice to verify a claim before repeating it.
Flaws
When a claim conflicts with a written record, he can become so intent on resolving the discrepancy that he neglects immediate danger and the feelings of the people involved.
Quirks
Background
Jashiro was raised among traveling tabaxi who copied maps, tallied caravan stores, and traded the histories of distant roads. He was always more interested in the margin notes than the routes themselves. At a remote archive, he became a copyist under the stern instruction of Kall, a taciturn keeper who taught him that a record is only as honest as the hand that makes it. Jashiro learned to read several scripts, keep his body still for hours, and move without disturbing a room when the work demanded it. When a flood damaged the archive, Jashiro discovered that several old survey books had been quietly altered. Rather than accuse anyone without proof, he began tracing the changes and following their trail in person. His studies became a discipline of breath, balance, and controlled force, guided by a small monastery that valued restraint as much as strength. Now he travels as a scholar and a monk, collecting testimony and comparing it with the written record. He hopes to return with enough evidence to restore the archive's history, though he knows the truth may implicate people he once trusted.
“He was always more interested in the margin notes than the routes themselves.”
- Background
- Sage
Connections
Species
Tabaxi
Media
0 imagesNo images yet.
Turn Jashiro into a sheet
A high-res, share-ready sheet you can post or print.