Weyn Senshen
Weyn Senshen
Sheet
AC 20 · HP 111 · 60 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
30 featuresAction
- Wholeness of BodyLevel 6
When On his turn
Weyn restores 36 hit points to himself as an action.
Bonus action
- Flurry of Blows
When After taking the Attack action
Weyn makes two unarmed strikes or attacks with a monk weapon, then can make two additional unarmed strikes as a bonus action by spending 1 ki point.
- Patient Defense
When On his turn
Weyn takes the Dodge action as a bonus action by spending 1 ki point.
- Step of the Wind
When On his turn
Weyn takes the Dash or Disengage action as a bonus action and doubles his jump distance by spending 1 ki point.
- Martial ArtsLevel 1
Weyn's unarmed strikes deal 1d6 bludgeoning damage. When he uses the Attack action with an unarmed strike or monk weapon, he can make one unarmed strike as a bonus action. He can use Dexterity instead of Strength for monk weapon and unarmed strike attacks.
- KiLevel 2
Weyn has 12 ki points, regained after a short or long rest. His ki save DC is 17. He can use Flurry of Blows for two bonus-action unarmed strikes, Patient Defense to Dodge as a bonus action, and Step of the Wind to Dash or Disengage as a bonus action and double his jump distance.
Always on
- Stunning StrikeLevel 5
When When he hits with a melee weapon attack
Weyn makes two melee attacks and can spend 1 ki point after a hit to force a DC 17 Constitution saving throw against stunning.
- Unarmored DefenseLevel 1
While wearing no armor and not wielding a shield, Weyn's AC equals 10 + his Dexterity modifier + his Wisdom modifier. His AC is 20.
- Unarmored MovementLevel 2
Weyn's speed increases by 20 feet while unarmored and not wielding a shield. His walking speed is 50 feet.
- Deflect MissilesLevel 3
Weyn can catch or deflect a ranged weapon attack using his reaction, reducing the damage by 1d10 + 17. If this reduces the damage to 0, he can spend 1 ki point to redirect the missile with a ranged attack.
- Monastic Tradition, Way of the Open HandLevel 3
Weyn follows the Way of the Open Hand, using precise strikes, breath control, and restorative discipline to control opponents and preserve life.
- Open Hand TechniqueLevel 3
After hitting a creature with one of the attacks granted by Flurry of Blows, Weyn can impose one effect on the target. It must succeed on a DC 17 Dexterity save or be knocked prone, a DC 17 Strength save or be pushed up to 15 feet, or it cannot take reactions until the end of Weyn's next turn.
- Ability Score ImprovementLevel 4
Weyn increases his Dexterity by 1 and his Constitution by 1 through disciplined training.
- Slow FallLevel 4
When Weyn takes falling damage, he can use his reaction to reduce it by 60.
- Extra AttackLevel 5
Weyn can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ki-Empowered StrikesLevel 6
Weyn's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Ability Score ImprovementLevel 8
Weyn increases his Dexterity by 1 and his Constitution by 1 through continued physical refinement.
- EvasionLevel 7
When Weyn is subjected to an effect that allows him to make a Dexterity saving throw for half damage, he takes no damage on a successful save and half damage on a failed save.
- Stillness of MindLevel 7
Weyn can use his action to end one effect on himself causing him to be charmed or frightened.
- Purity of BodyLevel 10
Weyn is immune to disease and poison.
- MobileLevel 12
Weyn gains the Mobile feat. His speed increases by 10 feet, difficult terrain does not cost him extra movement when he Dashes, and after making a melee attack against a creature he does not provoke opportunity attacks from that creature for the rest of the turn, whether the attack hits or misses.
- TranquilityLevel 11
After completing a long rest, Weyn gains the effect of Sanctuary until his next long rest or until he attacks or forces a creature to make a saving throw. The save DC is 17.
- Ability Score IncreaseHumanStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHumanBase walking speed of 30 feet.
- Extra LanguageHumanWeyn speaks Draconic in addition to Common.
- Extra SkillHumanWeyn gains proficiency in Medicine.
- Military RankSoldier
Weyn retains his military rank and can invoke the authority and influence of his former organization. Soldiers loyal to his old command recognize his service, offer shelter when appropriate, and may provide limited assistance, provided he does not bring them unreasonable danger or dishonor.
Gear
11 itemsWeapons
- ShortswordA simple, balanced shortsword with a wrapped grip and a plain iron guard.
- 10×DartTen balanced darts stored in a bamboo case.
Tools
- Gaming SetA set of carved wooden tiles used for a traditional strategy game.
- FluteA polished bamboo flute with a deep, mellow tone.
Gear
- Dungeoneer's PackA pack containing bedroll, tinderbox, mess kit, rations, rope, waterskin, and other travel necessities.
- Insignia of RankA metal insignia showing Weyn's former rank in the Kolestorm mercenary company.
- Trophy from a Fallen EnemyA small token taken from a defeated enemy, kept as a reminder of the cost of war.
- Common ClothesPlain, durable clothing suitable for travel and camp work.
- Belt PouchLoose coins saved from military service and recent contracts.
- Herbalist's Field KitDried roots, leaves, clean cloth, needles, thread, and small jars of salve used for field medicine. These supplies have no special mechanical healing bonus.
Purse
- 10×Gold PiecesGold pieces carried in the belt pouch.
Appearance
Weyn Senshen is a bald, weathered human man with a compact, wiry build shaped by decades of marching, drilling, and disciplined practice. His skin is bronze from long campaigns beneath open skies, and his hands are heavily callused but remarkably gentle when tending wounds. His most noticeable feature is his broad, expressive jaw. When he eats, he chews slowly and thoughtfully, exposing a chipped lower molar, and when he laughs, his whole mouth opens in a sudden, boyish grin. His voice is usually a low, dry murmur, but when startled or angry he draws breath through his nose in three sharp measured pulls before speaking. He dresses in layered travel robes beneath a faded soldier's sash, carries a polished wooden flute, and keeps bundles of dried herbs tucked into nearly every pouch.
Mannerisms
Weyn checks the knots on his herb pouches whenever he is thinking. Before treating an injury, he asks the patient to describe the pain in exactly three words. He plays a few quiet flute notes before sleep, and when danger approaches, he stops breathing audibly and becomes unnervingly still.
Personality
Weyn is patient, observant, and quietly authoritative. He listens without interrupting, remembers the names of servants and stable hands, and speaks to frightened people in the same measured tone he uses with injured soldiers. He has a dry sense of humor and enjoys pretending that his flute practice is a tactical exercise. Though he appears detached, he is deeply protective of anyone who trusts him with their safety.
Ideals
Preservation. Life is not cheap merely because soldiers are accustomed to spending it. Skill exists to prevent suffering, not to make suffering more efficient.
Bonds
The surviving members of Weyn's old medical caravan are his family, and he sends part of every payment toward their care. He also carries the insignia of a fallen Kolestorm captain who taught him that a soldier's first duty is to keep people alive.
Flaws
Weyn treats personal exhaustion as a moral failure and will continue working long after his body demands rest. He is also slow to forgive commanders who sacrifice ordinary people for an abstract victory. When pressured, his calm becomes coldness, and he may refuse practical compromises simply because they resemble the orders he once disobeyed.
Quirks
Background
Weyn Senshen served for most of his adult life as a field operative in a foreign mercenary company known as the Kolestorm, a disciplined band famed for sudden strikes, careful retreats, and contracts carried out without needless cruelty. He began as a camp orderly, learning which roots reduced fever, which leaves stopped bleeding, and how to close a wound while arrows were still falling. His quiet competence eventually brought him into the ranks of the company's martial adepts, where he learned that the same breath used to steady a frightened patient could also focus a strike. Weyn became both soldier and healer, a man trusted to stand in the front line and kneel beside the fallen moments later. Age has made him less interested in glory and more interested in preventing avoidable suffering. He left the Kolestorm after a contract placed profit above the lives of civilians, refusing an order that would have turned a village into a warning. Now he travels as a mercenary by necessity, but he chooses companions who understand that survival is not the same as victory. He serves as the group's healer, using herbs, pressure, splints, and calm instructions to patch minor wounds before they become serious. During quiet watches he plays his flute, favoring slow melodies from the eastern roads, and claims that every camp sounds less frightened after hearing music.
“Weyn became both soldier and healer, a man trusted to stand in the front line and kneel beside the fallen moments later.”
- Background
- Soldier
Connections
Species
Human
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