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Djin Krostai - AI-generated fantasy Character

Djin Krostai

Human · Monk (Way of the Open Hand) · Level 20 · Folk Hero

Djin Krostai

Djin is patient with frightened people, children, animals, and anyone doing honest work.
AC27
HP223/223
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 27 · HP 223 · 60 ft.
AlignmentLawful GoodGenderMaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords,
All monk weapons through Perfect Self,
Unarmed strikes

Tools

One type of artisan's tools, smith's tools

Languages

Common,
Dwarvish

Features

28 features

Action

  • 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 spell

Spellcasting. Djin Krostai casts with a spellcasting ability ( to hit with spell attacks).

9th level:

Gear

10 items

Weapons

  • Quarterstaff
    A short wooden staff used for walking, practice, and combat.

Tools

  • Shovel
    A shovel carried as a reminder of his farming community and used whenever rebuilding is more important than fighting.
  • Iron pot
    A small iron cooking pot used to prepare communal meals.

Gear

  • Monk's robes
    A plain charcoal robe suitable for meditation and travel. It provides no armor bonus.
  • Small bowl
    A small metal bowl used for meals and alms.
  • Taito metal gloves
    A 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 pack
    A dungeoneer's pack containing a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, and waterskin.
  • Common clothes
    A set of simple common clothes.
  • Belt pouch
    A belt pouch containing the last of his starting coin.

Purse

  • 20×
    Gold pieces
    Starting 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

He names each major stance of Taito after a type of terrain, such as quarry, riverbank, or bridge footing.
He repairs broken tools before replacing them, even when the repair takes longer.
He quietly counts the people in every room before sitting down.
He smells his metal gloves after a battle and pretends not to notice the scent of hot iron.
He cannot pass an overloaded cart without lifting it or helping unload it.

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.”
From their backstory
Background
Folk Hero

Connections

Species

Human

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