Sakoya
Sakoya
Sheet
AC 12 · HP 27 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresAlways on
- Tides of ChaosLevel 1
When After casting a sorcerer spell of 1st level or higher
Sakoya gains advantage on one attack roll, ability check, or saving throw before the end of her next turn after using this feature. The Dungeon Master may then call for a Wild Magic Surge.
- Subtle Spell
When When casting a spell
Sakoya spends 1 sorcery point to cast a spell without verbal or somatic components.
- Twinned Spell
When When casting an eligible spell
Sakoya spends sorcery points equal to a spell's level to target a second creature with a spell that normally targets only one creature and does not have a range of self.
- SpellcastingLevel 1
Sakoya is a 5th-level spellcaster. Her spellcasting ability is Charisma. She can use an arcane focus or component pouch to cast sorcerer spells.
- Wild Magic SurgeLevel 1
Sakoya's magic comes from an unpredictable connection to raw arcane forces. The Dungeon Master can have her trigger a Wild Magic Surge after she casts a sorcerer spell of 1st level or higher. The surge is determined by rolling on the Wild Magic Surge table.
- Font of MagicLevel 2
Sakoya has 5 sorcery points. She regains all expended sorcery points when she finishes a long rest. She can use sorcery points to create spell slots or fuel Metamagic.
- MetamagicLevel 3
Sakoya can spend sorcery points to alter her spells. She knows Twinned Spell and Subtle Spell. Twinned Spell costs sorcery points equal to the spell's level, and Subtle Spell costs 1 sorcery point.
- Ability Score ImprovementLevel 4
Sakoya gains an Ability Score Improvement. She selected the Actor feat, increasing her Charisma by 1, gaining advantage on Charisma checks made to impersonate another person, and allowing her to mimic the speech of another person after hearing them speak for at least 1 minute.
- Cantrip VersatilityLevel 4
Sakoya can learn two additional sorcerer cantrips and can replace one sorcerer cantrip she knows whenever she gains a level in this class.
- TraitHalf-ElfDarkvision, Sakoya can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, Sakoya has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHalf-ElfSkill Versatility, Sakoya gains proficiency in two skills, Acrobatics and Nature.
- TraitHalf-ElfLanguages, Sakoya can speak, read, and write Common, Elvish, and Infernal.
- False IdentityCharlatan
Sakoya maintains a false identity as a traveling charm-seller and minor fortune-teller. She can create a convincing persona, complete with supporting documentation and familiar contacts, though she prefers using the identity to make people laugh rather than deceive them cruelly.
Spells
11 spellsSpellcasting. Sakoya casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level (2 slots):
Gear
7 itemsWeapons
- Light crossbowA light crossbow suitable for emergencies when magic is a poor choice, along with 20 bolts.
Tools
- Disguise kitA small set of convincing tools used to alter appearances and maintain false identities.
- Forgery kitTools for producing forged papers, seals, and other plausible documents.
Gear
- Component pouchA leather container holding the minor materials required for Sakoya's spells.
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Fine clothesTraveling clothes of practical cut, decorated with colorful charms and stitched pockets.
Purse
- 15×Gold piecesMoney saved from performances, charm-selling, and carefully chosen opportunities.
Appearance
Sakoya is a striking half-elf with long black hair gathered into two messy braids, each threaded with colorful charms, bits of polished glass, tiny bells, and fragments of painted bone. Her bright amber eyes gleam with restless amusement, and her grin usually suggests that a reckless idea has just occurred to her. A thin, mysterious scar curves above the right side of her upper lip. She dresses in practical adventuring clothes, layered for movement and travel, with a weathered green coat covered in stitched pockets and dangling trinkets. When her magic stirs, sparks crawl over her fingers and her eyes briefly flash with impossible colors.
Mannerisms
Sakoya taps her charms together while thinking, tilts her head when someone lies, and punctuates dramatic statements by flicking a spark from one fingertip. She often begins plans with, "Now, hear me out," then immediately asks everyone else what they think.
Personality
Sakoya is endlessly curious, quick-witted, and almost aggressively likable. She approaches the world as though every ruin, monster, and suspicious stranger might contain a wonderful story. She loves grand plans, but she is not domineering, and makes a point of asking her companions for their opinions before committing to one. She lives in the present, trusts instinct over certainty, and uses humor to keep fear from settling over the group.
Ideals
No one gets left out of the plan. Freedom means giving every companion a voice, even when the strangest idea wins.
Bonds
The people who trust Sakoya with their lives are the closest thing she has to a home. She also carries a cracked silver charm that belonged to someone connected to her vanished past, though she claims it is merely lucky.
Flaws
Sakoya treats serious danger like an invitation to improvise. She hides fear behind jokes, refuses to explain the scar above her lip, and sometimes protects her carefully constructed false identities more fiercely than the truth deserves.
Quirks
Background
Sakoya was raised between two worlds, never quite belonging to the careful traditions of her elven relatives or the practical bustle of the human settlements where she spent most of her childhood. Her first undeniable eruption of Wild Magic occurred during a traveling festival, when a simple card trick caused every lantern in the square to bloom into floating miniature moons. The crowd called it a miracle, her family called it dangerous, and Sakoya called it the best joke she had ever accidentally told. She soon learned that her magic responded less to study than to impulse, emotion, and the strange rhythm of the moment. For years, Sakoya traveled under borrowed names, selling enchanted trinkets, performing harmless fortunes, and collecting charms from anyone willing to trade. She became skilled at reading a room and even better at leaving one before difficult questions could catch her. The scar above her lip appeared during an incident she refuses to explain. Whenever asked about it, she smiles, points out something interesting nearby, and changes the subject. Despite her evasive nature, Sakoya is deeply loyal to the people who travel with her. She dreams up enormous plans, but insists on hearing every companion's concerns before acting. To her, an adventuring party is not a collection of heroes, but a temporary constellation, each person necessary to keep the others from falling into the dark.
“The crowd called it a miracle, her family called it dangerous, and Sakoya called it the best joke she had ever accidentally told.”
- Background
- Charlatan
Connections
Species
Half-Elf
Media
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