Sayo
Sayo
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Weapons
Tools
Languages
Features
10 featuresAction
- Monk Weapon Strike
When When making an unarmed strike or attack with a monk weapon
Sayo makes a Dexterity-based unarmed strike or attacks with a monk weapon, dealing 1d4 bludgeoning damage with an unarmed strike.
Bonus action
- Martial Arts Follow-Up
When After taking the Attack action with an unarmed strike or monk weapon
Sayo makes one unarmed strike as a bonus action after taking the Attack action with an unarmed strike or monk weapon.
- Martial ArtsLevel 1
Sayo can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons. When she uses the Attack action with an unarmed strike or monk weapon, she can make one unarmed strike as a bonus action. Her unarmed strikes deal 1d4 bludgeoning damage.
Always on
- Unarmored DefenseLevel 1
While wearing no armor and not wielding a shield, Sayo's Armor Class equals 10 + her Dexterity modifier + her Wisdom modifier.
- TraitAir GenasiDarkvision is not granted by the 2014 air genasi traits.
- Unending BreathAir GenasiSayo can hold her breath indefinitely while she is not incapacitated.
- Lightning ResistanceAir GenasiSayo has resistance to lightning damage.
- Mingle with the WindAir GenasiSayo can cast Levitate once per long rest without using a spell slot or material components. Constitution is her spellcasting ability for this spell.
- TraitAir GenasiSayo speaks Common and Primordial.
- Ship's PassageSailor
Sayo can secure free passage on sailing ships for herself and her adventuring companions, provided she is willing to work as part of the crew during the voyage.
Spells
1 spellSpellcasting. Sayo casts with Constitution (spell save DC 12, to hit with spell attacks).
2nd level:
Gear
8 itemsWeapons
- ShortswordA light, balanced blade suitable for monk training and close combat.
- 10×DartSmall balanced darts that can be thrown with precision.
- Belaying pinA weighted wooden pin used aboard ships, also functioning as a club.
Gear
- Dungeoneer's packA sturdy pack containing basic adventuring supplies, including bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- Silk rope, 50 feetStrong silk rope useful for climbing, tying, or securing cargo.
- Lucky charmA small brass compass with a cracked glass face, found among the wreckage of Sayo's first ship.
- Common clothesSimple travel clothes suited to deck work and martial movement.
Purse
- 10×Gold piecesLoose coins earned from shipboard labor and odd jobs.
Appearance
Sayo is a slender female air genasi with platinum hair that lifts and streams in an unfelt breeze. Her striking ice-blue eyes have almost silver pupils, and her pale skin carries a faint pearlescent sheen. She dresses in practical, sleeveless traveling clothes wrapped with blue-gray sashes, leaving her hands and feet free for martial practice. Small currents of air stir around her whenever she becomes excited or angry.
Mannerisms
Sayo turns her face slightly whenever someone speaks, as though listening to a distant change in the wind. She rarely stands with both feet planted for long, and she unconsciously times her breathing to the movement of nearby flames, curtains, or loose leaves.
Personality
Sayo is quiet in crowded places but becomes unexpectedly talkative when discussing weather, distant ports, or unusual methods of escape. She dislikes being pitied and responds to kindness by trying to repay it immediately, often before the other person has finished offering help. She is observant, self-contained, and more sentimental than she wants anyone to know.
Ideals
Freedom. No authority, family, monastery, or destiny has the right to decide where a person belongs. The wind is honest because it never pretends to stay.
Bonds
The silver compass left by her djinn father is the only proof that either parent ever wanted her. She will cross oceans to learn what happened to her mother and whether her father abandoned her or was prevented from returning.
Flaws
Sayo has little patience for beggars and assumes that anyone asking for charity is choosing dependence over effort. She can be needlessly cruel to people who remind her of helplessness, especially when she is frightened that she may become dependent on others herself.
Quirks
Background
Sayo was born during a night when every sail in the harbor strained toward the same impossible horizon. Her father was a djinn who appeared in the storm, stayed long enough to leave her mother with a child and a silver compass, then vanished into the upper air. Her mother disappeared before Sayo could remember her face. The harbor folk called the child Whisper because she could move across a deck without making a sound and because candles guttered whenever she cried. Raised among sailors, Sayo learned early that freedom was not an idea but a direction. She worked as a deckhand, lookout, and occasional cargo runner until a shipwreck left her stranded at a secluded monastery built into sea cliffs. The monks taught her to turn falling, footwork, breath, and the restless pressure inside her blood into disciplined movement. Sayo eventually left the monastery, not because she rejected its teachings, but because she believed discipline should help a person choose their path rather than cage them. She now travels wherever the wind seems strongest, carrying her father's compass and an ingrained contempt for beggars, whom she sees as people surrendering their freedom instead of fighting for it.
“Her mother disappeared before Sayo could remember her face.”
- Background
- Sailor
Connections
Species
Air Genasi
Media
0 imagesNo images yet.
Turn Sayo into a sheet
A high-res, share-ready sheet you can post or print.