Toma Seki
Toma Seki
Sheet
AC 11 · HP 93 · 50 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
29 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Martial Arts Bonus Strike
When After taking the Attack action with an unarmed strike or monk weapon
Make two unarmed strikes or monk weapon attacks as a bonus action after taking the Attack action. At level 10, the Martial Arts die is 1d10.
- Flurry of Blows
When After taking the Attack action
Spend 1 Focus Point to make two unarmed strikes as a bonus action. One hit can apply Open Hand Technique.
- Step of the Wind
When On your turn
Spend 1 Focus Point to Dash, Disengage, or both as a bonus action.
- Patient Defense
When On your turn
Spend 1 Focus Point to take the Dodge action as a bonus action.
- Martial ArtsLevel 1
Your unarmed strikes and monk weapons use Martial Arts damage, may use Dexterity instead of Strength, and you can make an unarmed strike as a bonus action after attacking with an unarmed strike or monk weapon. Your Martial Arts die is 1d8.
- Wholeness of BodyLevel 6
You can regain hit points by expending Focus Points as a bonus action. You regain a number of hit points equal to one roll of your Martial Arts die plus your Wisdom modifier for each Focus Point spent. You can use this feature once per Long Rest.
- TraitGoblinNimble Escape, allowing you to take the Disengage or Hide action as a Bonus Action a number of times equal to your Proficiency Bonus per Long Rest.
Reaction
- Deflect AttacksLevel 3
When a creature hits you with an attack roll, you can use your Reaction to reduce the attack's damage by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0, you can spend 1 Focus Point to redirect the attack's force and make a ranged attack against a creature within 60 feet.
- Slow FallLevel 4
When you take damage from a fall, you can use your Reaction to reduce the damage by an amount equal to five times your Monk level.
Always on
- Unarmored DefenseLevel 1
While unarmored and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
- Weapon MasteryLevel 1
You gain mastery with three weapons, chosen from weapons with which you are proficient. Your mastered weapons use their applicable Weapon Mastery properties.
- Focus PointsLevel 2
You gain 10 Focus Points, which fuel your Focus features. You regain all expended Focus Points when you finish a Long Rest, and you can regain some through meditation during a Short Rest.
- Uncanny MetabolismLevel 2
When you roll Initiative and have no Focus Points remaining, you regain 4 Focus Points. You can use this feature once per Long Rest.
- Unarmored MovementLevel 2
Your Speed increases by 10 feet while you are not wearing armor or wielding a shield. At level 10, this increase is 20 feet.
- Warrior of the Open HandLevel 3
You can use the Open Hand Technique when you hit a creature with one of the attacks granted by Flurry of Blows. The target must succeed on a Dexterity saving throw or be pushed up to 15 feet, be knocked Prone, or have its Speed reduced to 0 until the start of your next turn.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another feat for which you qualify.
- Stunning StrikeLevel 5
When you hit another creature with a melee weapon attack or an Unarmed Strike, you can spend 1 Focus Point to attempt a Stunning Strike. The target makes a Constitution saving throw. On a failed save, it has the Stunned condition until the start of your next turn. On a successful save, its Speed is halved until the start of your next turn, and the next attack roll against it before then has Advantage.
- Empowered StrikesLevel 6
Your unarmed strikes and monk weapons count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- EvasionLevel 7
When you make a Dexterity saving throw to take half damage from an effect, you instead take no damage on a success and half damage on a failure.
- Stillness of MindLevel 7
At the end of each of your turns, you can remove one of the following conditions from yourself: Charmed, Frightened, or Stunned.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another feat for which you qualify.
- Acrobatic MovementLevel 9
You gain the ability to move across vertical surfaces and liquids during your turn without falling during the movement.
- Heightened FocusLevel 10
Your Focus features that cost 1 Focus Point now cost 0 Focus Points once per turn. Your Martial Arts die becomes 1d10.
- Self-RestorationLevel 10
If you have no Focus Points remaining when you roll Initiative, Uncanny Metabolism restores 5 Focus Points instead of 4. You can also remove the Charmed, Frightened, or Poisoned condition from yourself at the end of a Long Rest.
- TraitGoblinDarkvision, granting sight in darkness out to 60 feet.
- TraitGoblinFey Ancestry, granting Advantage on saving throws to avoid or end the Charmed condition.
- TraitGoblinFury of the Small, allowing you to deal extra damage equal to your Proficiency Bonus to a larger creature when you deal damage to it, usable a number of times equal to your Proficiency Bonus per Long Rest.
- Criminal ContactCriminal
You have contacts among criminals who can provide information, warnings, introductions, or limited assistance, though they expect discretion and repayment. Your criminal experience also grants proficiency with thieves' tools and one gaming set.
Gear
12 itemsWeapons
- SpearA balanced spear with a wrapped grip, used as both a weapon and walking staff.
- 5×DaggerSmall blades used for close combat, throwing, and utility work.
Tools
- CrowbarA crowbar useful for prying doors, crates, and loose stones.
- Thieves' toolsTools for picking locks and disabling traps.
- Gaming set, diceA set of bone dice marked with tiny goblin tally scratches.
Gear
- Hooded lanternA hooded lantern that sheds bright light in a 30-foot radius and dim light for another 30 feet.
- 2×Flask of oilOil for a lantern or for creating a flammable hazard.
- Traveler's clothesA set of ordinary travel clothes, patched and carefully maintained.
- 2×PouchA small belt pouch for coins and lockpicks.
- Explorer's packA simple explorer's pack containing a bedroll, mess kit, tinderbox, waterskin, rope, and basic trail supplies.
- Monastic suppliesSpare monk's wraps, a whetstone, cord, and monastery travel supplies.
Purse
- 27×Gold piecesLoose coins saved from old jobs and honest work.
Appearance
A wiry, broad-shouldered goblin with olive-green skin, a flattened nose, and large ears nicked from years of alley fights. His left eye is amber and his right eye is clouded pale gray. He keeps his black hair shaved close except for a short, uneven strip tied with red thread. His hands are heavily callused, and his patched monk's wraps conceal small brass tokens taken from old jobs. He wears practical brown clothing beneath a faded red sash, with a crowbar strapped across his back and a small wooden bead cord around his wrist.
Mannerisms
Toma speaks in short bursts and often glances toward ceilings, drains, and high windows before entering a room. He rolls his shoulders before a fight, as if loosening a knot, and bows with exaggerated politeness to anyone who has just threatened him.
Personality
Toma is observant, dryly funny, and stubbornly protective. He acts unimpressed when nervous and treats minor inconveniences as serious tactical problems. He has little patience for sermons, but he respects anyone who keeps a promise when breaking it would be easier.
Ideals
Freedom. No one should be owned by a gang, a lord, a debt, or a cage. If a person can still choose where to place their feet, they are not beaten.
Bonds
The youngest members of his old criminal crew are still like family to him. He will risk almost anything to keep them from being recruited by violent gangs or corrupt officials.
Flaws
He assumes every offer has a hidden price and every authority figure is waiting for an excuse to use him. When frightened, he becomes controlling, secretive, and more likely to steal something simply to prove that he still can.
Quirks
Background
Toma grew up beneath the raised streets of a crowded trade city, where goblin families lived among drainage tunnels, abandoned cellars, and the warm machinery beneath wealthy districts. He learned early that being small was useful only if he was quick, quiet, and willing to crawl where others would not. By adolescence he was carrying messages for burglars, opening locks for smugglers, and serving as the lookout for a crew that robbed merchants who treated goblins as vermin. Toma was never the strongest member of the gang, but he was the one who could take a blow, keep moving, and remember every exit. A failed robbery brought him into the orbit of a wandering monastery. Toma had been cornered in a bell tower after refusing to abandon a younger gang member. Instead of handing him to the watch, an old monk offered him water and asked why he fought so hard to protect people who had already left him behind. Toma stayed at the monastery long enough to learn discipline, breath control, and the art of turning an opponent's force back upon them. He eventually left after discovering that his former gang had begun targeting refugee families. Now he travels as a reluctant protector, using the skills of a criminal and the training of a monk to break chains, expose predatory bosses, and settle debts that no honest court will touch.
“He learned early that being small was useful only if he was quick, quiet, and willing to crawl where others would not.”
- Background
- Criminal
Connections
Species
Goblin
Media
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