Пагода Вечного пламени | Партия


Масатака Соичиро

В игре
Автор:   awex
Раса:   Человек
Класс:   Шиноби
Мировоззрение:   Принципиальный нейтральный
Обаяние:Пугающий
Внешность
Среднего роста и возраста абсолютно с виду средний молодой мужчина. Первое, что можно подумать о нем: уставший от безмерного труда крестьянин. Немного вытянутое лицо, усеянное морщинами, короткие черные волосы, карие глаза. Абсолютно холодный взгляд. Взор мертвеца.

Темные простые одежды, ничем особым не выделяющиеся.

Характер
История
Навыки
LN Medium Male Human Rogue
5 LVL (7300 EXP)
Languages: Japanese / Ainu
Proficiency Bonus: +3

ABILITY SCORES 10, 12, 14, 7, 12, 8
Strength 10 [+0] (+PB, if Melee)
Dexterity 18 [+4] (+PB, if Ranged)
Constitution 14 [+2] (+HP, Con×Lvl)
Intelligence 14 [+2] (+PB, if Spell), если это спелкаст абилити
Wisdom 12 [+1]
Charisma 10 [+0]

SAVING THROWS
Dexterity, Intelligence

SKILLS & TOOLS
— Acrobatics (class), Deception (bckgr), Insight (class, expert), Investigation (class), Perception (class, expert), Stealth (bckgr, trinket),
— Tools (thieves' tools, disguise kit, poisoner's kit, Go)

SPELLS
1st lvl: Detect Magic

RACIAL HUMAN FEAT
Ability Score Increase: Your ability scores each increase by 1.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet
Languages. You can speak, read, and write Common and one extra language of your choice.

BACKGROUND CRIMINAL FEAT
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set (Go), thieves' tools
Equipment: A crowbar, a set of dark common clothes including a hood, a belt pouch containing 15 gp
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

ROGUE CLASS FEATURES
Proficiencies: Light armor, Simple weapons, hand crossbows, long swords, rapiers, short swords, Thieves' tools, a disguise kit, poisoner's kit.
— Feature (1 lvl): Expertise (PBx2 for 2 Insight & Perception)
— Feature (1 lvl): Sneak Attack (3d6)
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have a disadvantage on the attack roll!.
— Feature (1 lvl): Thieves' Cant
During your rogue training, you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey sue h a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
— Feature (2 lvl): Cunning Action (You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.)
— Feature (3 lvl): Roguish Archetype (Assassin)
— Feature (3 lvl): Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have an advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
— Ability Score Improvement (4 lvl): +1 to Dex & Int
— Feature (5 lvl): Uncanny Dodge
Starting at the 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Инвентарь
HP 38/38 | AC 15 | SLOTS 1st lvl: 1/1
Class/Racial Abilities:

Weapons & Armor:
— Ninjato+1 | 1d6+4+1 piercing;
— Shortbow | 1d6+4 piercing;
quiver of 19 arrows
— Kunai x2 | 1d4+4 piercing | Finesse, thrown (range 20/60);
— Leather armor | AC 11 + 4 DEX

Equipment:
— Shinobi Clothes | кратко описать тут или во внехе, обычно это кимоно и ваше хаори
— Burglar's Pack (backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feel of hempen rope strapped to the side of it)
— Vial with Greater Healing 4d4+4
— Ninja' scroll (stealth+1)
— thieves' tools
— Crowbar
— bell pouch (30 yen)
— талисман-омамори: Bane (бумажный конверт; -1d4 к атаке или броскам юрэй против себя)

Синдзе Ясамура

В игре
Автор:   Coil
Раса:   Шикигами
Класс:   Буси
Мировоззрение:   Нейтральный добрый
Обаяние:Молчаливый
Внешность
Возраст: 16
Рост: 168
Вес: 54

Невысокий крепко сложенный бледнолицый юноша с пепельно-белыми волосами. От него было бы невозможно отвести взгляд, если бы не полностью черные, словно бездна, глаза. Дабы не привлекать к себе нежелательное внимание, почти всегда ходит чуть опустив голову и глядит в пол.



Характер
Кому-то может показаться скромным и сдержанным.
Старается не создавать и не влезать в конфликты, отлично зная отведенное ему место в мире.
История
Ясамуру обучали искусству войны с демонами и вбивали в голову то, что это единственная возможность для подобных ему, проявить себя. Один единственный путь, которому он может следовать. Юноша до сих пор в это свято верил. Он был уверен, что только так он сможет искупить проступок отца, который с легкостью отдал жизнь своего первенца демонам, тем самым заключив с ними сделку. И все ради того, чтобы выиграть в бессмысленной войне с соседним кланом. Если бы не мать, обменявшая себя на Синдзе, и договор с ками смерти, он не стоял бы тут... живой.
Навыки
NG Medium Male Shikigami Hexblade
5 LVL (10300 EXP/14000 EXP)
Languages: Japanese / Ainu
Proficiency bonus: +3


ABILITY SCORES 16, 11, 17, 15, 11, 15
Strength 13 [+1] (+PB, if Melee)
Dexterity 16 [+3] (+PB, if Ranged)
Constitution 16 [+3] (+HP, Con×Lvl)
Intelligence 15 [+2]
Wisdom 11 [+0]
Charisma 17 [+3] (+2, if Spell)

SAVING THROWS
Wisdom, Charisma

SKILLS & TOOLS
— Religion, Arcana (class), Intimidation (race), Performance (Calligraphy), Acrobatics (bckgr)
— Calligrapher's Supplies, vehicles (land) (bckgr)

SPELLS
Cantrips: Eldritch Blast, Green-Flame Blade, Sword Burst
1st lvl: Armor of Agathys, Shield, Detect Good and Evil
2nd lvl: Blur, Branding Smite, Darkness

SHIKIGAMI (ORC) FEAT
Darkvision
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Menacing
You gain proficiency in the Intimidation skill.
Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.


FOLK HERO: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

YOUR CLASS FEATURES
Proficiencies: medium armor, shields, and martial weapons
— Feature (1 lvl): Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.
— Feature (1 lvl): Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
— Feature (2 lvl): Eldritch Invocations
Fiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Thirsting Blade(Prerequisite: 5th level, Pact of the Blade feature): You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
— Feature (3 lvl): Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

— Feat (4 lvl): WAR CASTER
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Инвентарь
HP 43/43 | AC 16 | SLOTS 3rd lvl: 2/2
Class/Racial Abilities:

Weapons & Armor:
— Whip | 1d4+4 slashing | Finesse, reach (10ft); Magic +7 to hit
— Катана Фиолетового Лотоса | 1d8+5 slashing, lightning | 5000 gp | Versatile (1d10); Magic +8 to Hit
— Leather armor | AC 11 + DEX (3) + Shield (2)
— Eldritch Blast | 1d10 Force | Range(120ft); +6 to hit


Equipment:
— [какие] Common clothes/серый кимоно, мино (плащ-дождевик из соломы), хакама цвета индиго, стянутые, обмотками кяхан с изумрудными лентами, на ногах гэта (деревянная обувь)
— Explorer's Pack
— Vial with Greater Healing 4d4+4
— Calligrapher's tools, a shovel, an iron pot, a set of common clothes, and a pouch
— Shield (jade bracelet) (bought for 10gp)
— Arcane symbol (jade scabbard)
— A Brooch made from a small insect encased in amber (Trinket,+1 Arcana)
— White Kitsune Mask


Это Юя

Вне игры
Автор:   Hrisson
Раса:   Человек
Класс:   Джорогумо
Мировоззрение:   Хаотичный добрый
Обаяние:Таинственный
Внешность
Характер
История
Навыки
CG MEDIUM FEMALE HUMAN DRUID 4
4 LVL (2700 EXP)
Languages: Japanese + Druidic
Proficiency bonus: +2

ABILITY SCORES:
Strength 6 [-2] (+PB, if Melee)
Dexterity 14 [+2] (+PB, if Ranged)
Constitution 10 [+0] (+HP, Con×Lvl)
Intelligence 12 [+1]
Wisdom 16 [+3] (+PB, if Spell)
Charisma 14 [+2]

Ability score calculation:


SAVING THROWS:
Intelligence, Wisdom

SKILLS & TOOLS:
— Deception (background), +1 (trinket)
— Investigation (human), passive 18 (feat)
— Medicine (class)
— Perception (class), passive 20 (feat)
— Sleight of Hand (background)

— Disguise kit (background)
— Herbalism kit (class)
— Shamisen (background)

SPELLS:
Cantrips: Guidance, Produce Flame, Thorn Whip
1st lvl: Entangle, Goodberry, Speak with Animals + Detect Magic
2nd lvl: Barkskin, Moonbeam, Pass without Trace, Spike Growth

RACIAL ABILITES: HUMAN (VARIANT)
— Stat bonus: Wisdom +1, Charisma +1
— Skill proficiency: Investigation

— Feat: Observant.
Quick to notice details of your environment, you gain the following benefits:
* Increase your Intelligence or Wisdom score by 1, to a maximum of 20 (Wisdom was chosen).
* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


BACKGROUND ABILITIES: HERMIT (profs. & equipment from Charlatan)
— Skill Proficiencies: Deception, Sleight of Hand
— Tool Proficiencies: Disguise kit, Shamisen

— Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.


CLASS FEATURES: DRUID (lv 4)
— Proficiencies: Light, Medium armor + Shields; clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears; herbalism kit; INT, WIS saves; 2 skills (Medicine, Perception)

— Feature (lv 1): Druidic language
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

— Feature (lv 1): Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of 1). The spells must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

At 1st level, you know two cantrips of your choice from the druid spelllist. You will learn additional druid cantrips of your choice at higher levels.

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + PB + WIS
Spell attack modifier = PB + WIS

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can use a druidic focus as a spellcasting focus for your druid spells.


— Feature (lv 2): Wild Shape
You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short ar long rest.
Your druid level determines the beasts you can transform into.

Vou can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. lf the creature has any legendary or lair actions, you can't use them.

* When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


— Subclass (lv 2): Circle of the Moon

— Ability score improvement/Feat (lv 4): War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you lake damage.

* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


SUBCLASS FEATURES: MOON DRUID

— Feature (lv 2): Combat Wild Shape
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain ld8 hit points per level of the spell slot expended.

— Feature (lv 2): Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Инвентарь
HP 23/23 | AC 15 | SLOTS 1st lvl: 4/4, 2nd lvl: 3/3

CLASS/RACIAL ABILITIES:
— Wild Shape 2/2 (recharge on short/long rest)

WEAPONS & ARMOUR:
— Катана (scimitar) | 1d6+1 slashing | Finesse, light, magic +1 to hit
— Ножны от катаны (shield) | AC +2
— Особенно прочное многослойное кимоно (leather armor) | AC 11 + DEX
— Components pouch

EQUIPMENT:
— Fine Clothes | кимоно с узором черепов и костей, хаори в черно-пурпурную клетку, простая овальная маска, закрывающая все лицо, из березовой коры
— Scholar's Pack (backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife)
— an old divination card bearing your likeness (trinket; grants Deception +1)
— Vial with Greater Healing (heals 4d4+4)
— Disguise kit, a deck of marked cards, a belt pouch with 15 gp

Уэна Момо

Вне игры
Автор:   Мантра от невменоза
Раса:   Человек
Класс:   Ямабуси
Мировоззрение:   Принципиальный нейтральный
Обаяние:Крутой
Внешность
Характер
История
Навыки
LN MEDIUM FEMALE HUMAN MONK
4 LVL (2700 EXP)
Languages: Japanese, Any (Human), Any (Far Traveler)
Proficiency bonus: +2

ABILITY SCORES
Strength 18 [+4] (+PB, if Melee)
Dexterity 18 [+4] (+PB, if Ranged)
Constitution 14 [+2] (+HP, Con×Lvl)
Intelligence 10 [+0]
Wisdom 18 [+4] (+PB, if Spell)
Charisma 14 [+2]

Ability score calculation:


SAVING THROWS
Strength, Dexterity, Constitution

SKILLS & TOOLS
— Acrobatics (monk), Athletics (monk), Animal Handling (Trinket), Insight (Far Traveler), Perception (Far Traveler), Survival (Human)
— Tools (Cook's Utensils)
— Gaming Set (Go)

SPELLS
1st lvl: Detect Evil And Good (1/day)

FAR TRAVELER BACKGROUND FEAT
All Eyes On You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

YOUR CLASS FEATURES
Proficiencies: simple weapons, shortswords

Feature (1 lvl): Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Feature (1 lvl): Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Feature (2 lvl): Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
- Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Feature (2 lvl): Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Feature (3 lvl): Monastic Tradition: Way of the Four Elements
- Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

Daichi no yure (2 ki)
Fist of Unbroken Air
You can spend 2 ki points as an action to shake the ground with a powerful stomp, shoving a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Sora no kaminari (2 ki)
Fist of Four Thunders
As an action, you clap your hands to create a thunderous force that sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage, plus an extra 1d8 thunder damage for each additional ki point you spend, and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Feature (3 lvl): Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Feat (4 lvl): Resilient (Con)
- Your Constitution increases by 1.
- You gain proficiency with Constitution saving throws.

Feature (4 lvl): Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Инвентарь
HP 31/31| AC 18 | Ki 4/4
Abilities: Detect Evil And Good 1/1

Weapons & Armor:
— Quarterstaff | 1d6 bludgeoning | Versatile (1d8)
— Unarmed Strike (right hand) | 1d4+1 bludgeoning | Magic +1 to hit | 精神 (Spirit)
— Unarmed Strike (left hand) | immunity -> resistance -> susceptibility | 禁制 (Forbidden)
— Unarmored Defense | AC 10 + DEX + WIS
— 10 darts

Equipment:
— Traveler's Clothes
— Black and white hip-length haori
— Hard-shell Turtle Menpo
— Explorer's Pack
— Go gaming set
— Poorly wrought maps from homeland
— Small piece of jewelry worth 10 gp in the style of Hokkaido's craftsmanship
— Dried cedar cone (Trinket)
— Pouch containing 5 gp

— Vial with Greater Healing 4d4+4

Тик-Ток

В игре
Автор:   sweetcream
Раса:   Человек
Класс:   мальчик
Мировоззрение:   Принципиальный добрый
Обаяние:Симпатичный
Внешность
В ярком круге у дороги сидел мальчишка лет пятнадцати, скуластый и узкоплечий, с нестриженными лохмами. Он кутался в потёртый халат, подоткнутый под набедренную повязку, а из-под той торчали голые ноги-спички. Мальчишка был страшно занят, хоть и постоянно оглядывался.
Характер
История
Навыки
Commoner, 1 lvl, 4 HP, 10 AC, +2 to carpenter tools
Инвентарь
Старая хламида. Набедренная повязка. Соломенные сандалии

бабушка Вагата

В игре
Автор:   sweetcream
Раса:   Человек
Класс:   оками рёкана «Хазбин»
Мировоззрение:   Нейтральный добрый
Обаяние:Приятный
Внешность
Вчерашняя старушка бойко высыпала в котёл крупно порубленные клубни дайкона, под сводами кухонного закутка клубился сытный пар.
Характер
История
Навыки
Commoner, 1 lvl, 4 HP, 10 AC, +2 to cook tools
Инвентарь

Оогу

В игре
Автор:   sweetcream
Раса:   Человек
Класс:   староста
Мировоззрение:   Хаотичный нейтральный
Обаяние:Трусливый
Внешность
Староста заспешил навстречу, то кланяясь, то соединяя руки перед заштопанным на животе кимоно. Это был дородный старик в коричневых хламидах, с трудом наклонявший пузатый торс.
Характер
История
Навыки
Commoner, 1 lvl, 4 HP, 10 AC, +2 to Persuade
Инвентарь

Орочи-сан

В игре
Автор:   sweetcream
Раса:   верный старым дорогам
Класс:   травник
Мировоззрение:   Принципиальный добрый
Обаяние:Таинственный
Внешность
На порог ступил нескладный и долговязый мужчина. Его самой примечательной чертой были волосы цвета мокрого угля; такие чёрные, что утренний свет как будто тонул в них. Они спускались вдоль его плеч двумя сальными космами, которые мужчина едва потрудился перевязать кожаными шнурками. Под плащом виднелось застиранное серое кимоно, а под тем — другое. Несмотря на тёплую осень, Орочи-сан постоянно мёрз.
Характер
История
Навыки
Druid ? / Cleric of Nature ?
Инвентарь

Абуро

В игре
Автор:   sweetcream
Раса:   Человек
Класс:   хозяйка купален
Мировоззрение:   Нейтральный добрый
Обаяние:Симпатичный
Внешность
Купальни госпожи Абуро пользовались в Касенамуре доброй славой — и не напрасно. Правда, их экзотическую владелицу то обвиняли в ремесле гейши, то восхищались её любезностью.
Характер
История
Навыки
Bard from College of Swords (гейша-убийца) ??? lvl

Basic:
STR -1 | DEX +3 | CON +0 | WIS +1 | INT +1 | CHA +3
HP 18 | AC 13 | No armor | +5 to hit | +3 to dmg
3x bardic inspiration (d6) or blade flourish
two-weapon fighting style (+2 dmg to second attack too)
cantrips and spells 1-2 lvl
Инвентарь
банное полотенце
солнечные нити

настоятель Онидзука

В игре
Автор:   sweetcream
Раса:   Человек
Класс:   каннуси-но-синто
Мировоззрение:   Хаотичный добрый
Обаяние:Странный
Внешность
На пороге стоял высокий широкоплечий мужчина с исполосованным шрамами лицом, запущенной щетиной и воинственной стрижкой почти наголо. Ногти на ногах почернели от дорожной грязи. Вместо ножей и доспехов этот детина носил просторное жреческое платье-харигину. Одеяние священника не сходилось на широкой груди, потому вместо синтоистского каннуси здоровяк больше напоминал пирата. Голос Онидзуки соответствовал внешности, а ещё от него несло перегаром.
Характер
История
Навыки
Cleric of Life 1 / Rogue 1
Инвентарь
– Cleric Vestments
– Sake, much more sake

Аяка

В игре
Автор:   sweetcream
Раса:   ёкай
Класс:   юрэй
Мировоззрение:   Нейтральный злой
Обаяние:Пугающий
Внешность
Глаза не обманывали Масатаку: в дальнем углу стояла девочка, стояла неподвижно. Её силуэт повторяло строгое белоснежное кимоно до самого пола, перехваченное над талией широким поясом-оби. Носочки маленьких ступней были соединены. Волосы падали на глаза густой чёлкой, оставляя открытыми лишь вздёрнутый нос-пуговку и рот, подчёркнутый алым. Открытые предплечья… уродовали красные полосы.
Характер
История
Навыки
– Fear, enhanced: legendary, 1/encounter (WIS on CON Save vs. DC 14, take 3d6 PSY or Frightened on a failure, player's choice)
– Animate Dead: 1/long rest (raise Skeleton or Zombie)
– Levitate: 1/short rest (flying speed)
– Inflict Wounds: 4/short rest (+4 to hit melee, 3d10 NEC)
– Spare the Dying: cantrip (stabilize at 0 HP)
Инвентарь

Шинхарэ

В игре
Автор:   sweetcream
Раса:   Человек
Класс:   охотники на ёкай
Мировоззрение:   Принципиальный добрый
Обаяние:Крутой
Внешность
Таинственная и молчаливая Юя, обладающая манерами утончённой дочери сёгуна и отстранённым видением мира как огромной загадки человеческого бытия. Иногда кажется, что у неё больше общего с духами, чем с людьми из плоти и крови. Её кимоно украшено узором из черепов и костей, хаори в чёрно-пурпурную клетку, а лицо может скрыть гладкая овальная маска из берёзовой коры. Ей около двадцати, она может считаться молодой женщиной.

Рослая Уэна Момо, исходившая юг страны от моря до моря. Она родилась высоко в горах и мечтает о жизни в столичной роскоши. Темперамент легко срывает её в драку, но в целом она любит поесть и повеселиться. И не любит паршивых деревенщин. Просторные шаровары и накидка увешаны бусами и талисманами, выдавая суеверность и обширный опыт путешествий. Виски выбриты. Нижнюю челюсть может закрыть оскаленная самурайская маска-менпо из черепашьего панциря. Ей только семнадцать, но уверенности хватит на пять взрослых мужчин.
Характер
История
Юя — воспитанница Хошикаге вместе с Синдзе, Храма Светотени, известного склонностью к оккультной интроспекции и применению тёмных сил.

Момо — выходец из Акари-Мирай, Храма Света Будущего, где готовят яростных и неукротимых паладинов грядущего дня.
Навыки
Monk of the Earth Element 4 / Druid of the Circle of Moon 4 (паук-джорогумо)
Инвентарь

Ичираки

Персонаж мертв
Автор:   sweetcream
Раса:   Человек
Класс:   рамен-шеф
Мировоззрение:   Нейтральный злой
Обаяние:Странный
Внешность
Второй спорщик скрылся за углом террасы. На долю Синдзе остались высокий рост, потёртое коричневое кимоно и косичка сальных волос. Небогатая одежда могла принадлежать каждому третьему мужчине в Касенамуре, а прочие приметы — какому-нибудь пожилому человеку.
Характер
История
Навыки
Commoner, 1 lvl, 4 HP, 10 AC, +2 to Sleight of Hand
Инвентарь
«Ичираки-рамен», рационы ∞, трубка с медовым табаком

Враг

Персонаж мертв
Автор:   sweetcream
Раса:   ёкай
Класс:   духи и призраки
Мировоззрение:   Хаотичный злой
Обаяние:Пугающий
Внешность
Есть духи добрые и духи злые. В последний день, предсказанный Буддой, Небо пойдёт войной на царство тьмы.
Характер
История
Навыки
Большинство злых ёкай принадлежит к undead, fiend, fey или devil. Necrotic damage в их случае является лечением, non-magical атаки имеют сопротивление. Некоторые могут быть уязвимы к Radiant, Fire или другим элементам. Некоторые имеют дополнительные сопротивления или иммунитеты. Некоторых ёкай не в силах убить человек.

Список известных врагов:

Инвентарь

Вечногорящий

Персонаж мертв
Автор:   sweetcream
Раса:   ками
Класс:   бог с горы Гассан
Мировоззрение:   Хаотичный добрый
Обаяние:Таинственный
Внешность
Характер
История
Навыки
Инвентарь

загадки Касенамуры

Персонаж мертв
Автор:   sweetcream
Раса:   место
Класс:   забытое прошлое
Мировоззрение:   Нейтральный добрый
Обаяние:Приятный
Внешность
В Касенамуре есть свои секреты, добрый путник.
Характер
История
Навыки
Инвентарь
1. окама-сама (хозяйка рёкана «Хазбин» в Большом Доме);
2. староста (живёт на верхнем этаже Большого Дома);
3. Орочи-сан (травник, живёт за вишнёвым садом на отшибе);
4. Ичираки-сан (держит Ичираки-рамен);
5. дедушка Мао (держит бытовой магазин);
6. госпожа Абуро (хозяйка горячих купален на восточном берегу озера);
7. семья Тик-Тока и его сестры Аяки-чан (живёт на выселках за северным огородом);
8. настоятель храма синто Онидзука (живёт у вишнёвого сада).

Радуга Касенамуры

Персонаж мертв
Автор:   sweetcream
Раса:   ёкай
Класс:   семь самураев
Мировоззрение:   Нейтральный
Обаяние:Крутой
Внешность
— …так же, как сжёг Радугу Касенамуры.
Характер
История
— Кровавый ветер Акай: красный доспех и сердце тигра!
— Хозяйка копья Оренжи, похожая на рассвет перед сэппуку!
— Хитрый мастер засад Кийро, нападающий из жёлтого тумана!
— Небесные близнецы Рокусё-кун и Аой-чан, зеленоглазый палач и лазурная целительница!
— Непобедимый странствующий монах Айоро, чьи кулаки — как шторм синего океана!
— И наконец… их командир, преданный самурай фиолетового лотоса Мурасаки, зарубивший неисчислимых разбойников ради защиты нашей Касенамуры! Мы все обожаем истории о них!
Навыки
???
Инвентарь