Djin Krostai
Djin Krostai
Sheet
AC 27 · HP 223 · 60 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
28 featuresAction
- Wholeness of Body
When As an action
You can heal yourself for 60 hit points as an action. Once used, you must finish a long rest before using it again.
- Quivering Palm
When After hitting with an unarmed strike
You can set up a quivering palm after hitting a creature with an unarmed strike and spending 3 ki. For up to 17 days, you can use an action to end the effect, forcing the target to make a Constitution saving throw. On a failure it is reduced to 0 hit points, or it takes 10d10 necrotic damage on a success. The effect can also be ended harmlessly.
- Stillness of MindLevel 7
You can end one effect on yourself causing you to be charmed or frightened. Starting at level 10, you can use an action to end one effect on a creature by touch.
Bonus action
- Flurry of Blows
When After taking the Attack action on your turn
Spend 1 ki to make two unarmed strikes as a bonus action after taking the Attack action.
- Step of the Wind
When On your turn
Spend 1 ki to take the Disengage or Dash action as a bonus action, and double your jump distance for the turn.
- Patient Defense
When On your turn
Spend 1 ki to take the Dodge action as a bonus action.
- Martial ArtsLevel 1
You can use Dexterity instead of Strength for monk weapon and unarmed attack and damage rolls. You can roll Martial Arts damage instead of normal unarmed strike damage. When unarmored and using no shield, you can make one unarmed strike as a bonus action after attacking with a monk weapon or unarmed strike.
Reaction
- Deflect MissilesLevel 3
You can deflect missiles with your reaction, reducing ranged weapon damage by 1d10 + 20 + your Dexterity modifier. If reduced to 0, you can catch the missile and spend 1 ki to make a ranged attack with it.
Always on
- Open Hand Technique
When When hitting with a Flurry of Blows attack
When you hit a creature with one of your Flurry of Blows attacks, you can impose one effect without a saving throw: knock it prone, push it up to 15 feet, or prevent it from taking reactions until the end of your next turn.
- KiLevel 2
You gain a pool of 20 ki points. You regain all expended ki after a short or long rest. Ki options include Flurry of Blows, Patient Defense, and Step of the Wind.
- Unarmored MovementLevel 2
Your unarmored movement increases by 10 feet while not wearing armor or wielding a shield.
- Monastic TraditionLevel 3
Choose the Way of the Open Hand. Your tradition features are listed below.
- Ki-Empowered StrikesLevel 6
You can add your proficiency bonus to your unarmed strike damage rolls. Your unarmed strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.
- Unarmored Movement ImprovementLevel 6
Your unarmored movement increases by another 5 feet.
- Unarmored Movement ImprovementLevel 9
Your unarmored movement increases by another 5 feet. You can move along vertical surfaces and across liquids during your turn without falling during the movement.
- Purity of Body and Diamond SoulLevel 14
Your body becomes immune to disease and poison, and you gain proficiency in all saving throws. When you fail a saving throw, you can spend 1 ki to reroll it and must use the new result.
- Unarmored Movement ImprovementLevel 14
Your unarmored movement increases by another 5 feet.
- Perfect SelfLevel 17
You gain proficiency in every monk weapon and unarmed strikes, and your unarmed strikes deal 1d10 damage. You can enter the Astral Projection spell effect for up to 1 hour by spending 8 ki, without material components.
- Unarmored Movement ImprovementLevel 18
Your unarmored movement increases by another 5 feet, for a total base speed of 60 feet before other modifiers.
- Diamond SoulLevel 14
You gain proficiency in all saving throws. You can spend 1 ki to reroll a failed saving throw, as described by Diamond Soul.
- Perfect SelfLevel 20
When you roll initiative and have no ki points remaining, you regain 4 ki points.
- Ability Score IncreaseHuman+1 to all ability scores
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century
- AlignmentHumanHumans tend toward no particular alignment
- SizeHumanMedium
- SpeedHuman30 feet
- LanguagesHumanCommon and one extra language of your choice
- Rustic HospitalityFolk Hero
Common folk remember Djin as one of their own and will shelter him, hide him, and provide simple food when they can, though they may not risk their lives for him.
Spells
1 spellSpellcasting. Djin Krostai casts with a spellcasting ability ( to hit with spell attacks).
9th level:
Gear
10 itemsWeapons
- QuarterstaffA short wooden staff used for walking, practice, and combat.
Tools
- ShovelA shovel carried as a reminder of his farming community and used whenever rebuilding is more important than fighting.
- Iron potA small iron cooking pot used to prepare communal meals.
Gear
- Monk's robesA plain charcoal robe suitable for meditation and travel. It provides no armor bonus.
- Small bowlA small metal bowl used for meals and alms.
- Taito metal glovesA pair of simple iron gloves made from reforged agricultural tools. They function as reinforced unarmed strikes, dealing the monk's normal unarmed strike damage and gaining no separate weapon bonus.
- Dungeoneer's packA dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, and waterskin.
- Common clothesA set of simple common clothes.
- Belt pouchA belt pouch containing the last of his starting coin.
Purse
- 20×Gold piecesStarting currency from the monk class and folk hero background.
Appearance
Djin is a 2.7 metre tall human with an immensely broad frame, heavy muscle, and the compact density of a stone pillar. He wears ordinary charcoal monk robes reinforced only where necessary to survive his movements, with broad metal gloves wrapped in leather at the wrists. His black hair is tied behind his head in a small tail, and his beard is short, scruffy, and uneven. He stands with both feet planted squarely and distributes his weight so evenly that he seems already braced against the world. Within a minute of meeting him, most people notice the faint scent of iron, cedar oil, and hot grain that clings to his gloves and robes. He never seems aware of it.
Mannerisms
When waiting, Djin places his hands behind his back and settles his weight evenly through both feet. He speaks in a quiet, measured voice that makes others lower their own voices to hear him. Before a fight, he taps each metal glove once against his sternum, then becomes completely motionless.
Personality
Djin is patient with frightened people, children, animals, and anyone doing honest work. He is blunt with bullies, careful with promises, and unexpectedly fond of terrible jokes told over communal meals. He treats mastery as a direction rather than a possession, and he would rather be corrected by a skilled opponent than praised by a fool.
Ideals
Strength is a loan from the world. It must be spent on those who have less of it, never hoarded for personal comfort.
Bonds
The people of his birthplace gave him his metal gloves, and he will cross kingdoms to defend their homes or repay a kindness given to any honest laborer.
Flaws
Djin assumes that if he can solve a problem physically, he should. He has little patience for people who complain without acting, and his sense of responsibility can make him override the wishes of those he is trying to protect. He also refuses to retreat from a person in danger, even when doing so would save more lives overall.
Quirks
Background
Djin was born in a remote farming settlement where his size made him useful long before it made him feared. He hauled flooded carts from ditches, carried injured villagers across collapsed bridges, and learned that strength had meaning only when placed between danger and someone who could not withstand it. A traveling monastery saw him hold a failing granary door shut through an entire night while families escaped through the rear wall. Rather than recruit him with promises of glory, its master offered him a broom and told him to learn how to stand still. Djin accepted both challenges. At the monastery, he developed Taito, a practical fighting discipline built around rooted footwork, explosive entries, and turning an opponent's momentum into a sudden collapse. He calls the style unfinished because every victory reveals another weakness. His metal gloves are not enchanted weapons or symbols of rank. They were made from salvaged plow fittings by villagers he once protected, and he wears them to remember that every blow should have a purpose. Now Djin travels wherever the helpless are being cornered, seeking worthy teachers, dangerous trials, and the perfect stillness from which Taito can move.
“A traveling monastery saw him hold a failing granary door shut through an entire night while families escaped through the rear wall.”
- Background
- Folk Hero
Connections
Species
Human
Media
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