Jasper Osa Jori Character in Meskou | World Anvil
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Jasper Osa Jori

Jasper is a powerful individual, raised from a young age travelling the seas he once had a near-death experience causing him to drown, but something, the Endless Leviathan wanted him alive and gave him powers in order to assist Kyojin's cause.

Relationships

Jasper Osa Jori

Ally (Vital)

Towards Kyojin Bougan Yogsha

3
5

Honest


Kyojin Bougan Yogsha

Messiah (Important)

Towards Jasper Osa Jori

2
2

Honest


Relationship Reasoning

Their link with the Endless Leviathan .

Nerissa Jori

Sister

Towards Jasper Osa Jori

0
3

Honest


Jasper Osa Jori

Brother

Towards Nerissa Jori

3
3

Honest


Species
Year of Birth
14 AS 1 Years old
Spouses
Siblings
Children
Pronouns
He/Him
Gender
Male

Jasper Osa Jori CR: Tough?

Medium humanoid, any
Armor Class: 12 (15 With Mage Armour)
Hit Points: 36/72/120 (12d8 + 24) 12d8+24
Speed: 30 ft , swim: 50 ft

STR

18 +4

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

12 +1

CHA

18 +4

Saving Throws: CHA +7, CON +5, WIS +2
Skills: Deception +7, Intimidation +7, Arcana +4, Perception +2, Stealth +5
Damage Vulnerabilities: Lightning, Radiant
Damage Resistances: Non-Silvered Weapons
Damage Immunities: Cold, Necrotic
Condition Immunities: Frightened, Blinded, Poisoned, Exhaustion
Senses: Darkvision 120 ft, Passive Perception 12
Languages: Undercommon, Merani, Serenity
Challenge Rating: Tough?

Charisma: Attack +8, Save: 16, Damage +4

2/day:
Eye of Innocence. They attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, they make an ability check using their spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.   Yogsha's Sibling. As an action, they create a perfect illusion of themself that lasts for 1 minute, or until the concentration is lost. The illusion gains its own turn and can change positions with them as an action. Spells can be cast through.

3/day:
Guardians Patience. Cast mage armour as an action that lasts for an hour.



Moon Aspect. They no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, they can spend all 8 hours doing light activities, such as reading and keeping watch.   Gift of the Depths. They can breathe underwater, and gain an increased swimming speed.   Levithan's Sight. They can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   Whispers of the Grave. They can cast speak with the dead at will, without expending a spell slot.   Bringer of Peace. When rolling a nat 1 for an attack, or drops to 0hp roll upon the wild magic table.   Redemption Bond. They can choose 4 creatures, as long as they are within 30ft they each gain a 1d4 per turn.

Actions

ACTIONS:
Hands of Enlightenment. Two beams of crackling energy streak toward a creature within 200ft. They make a ranged spell attack against the target. On a hit, the target takes 1d10+4 force damage per beam and reduce speed by 10ft.   Levithan's Voice. They point at one creature they can see within 60ft, and the sound of the scream of a siren fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d12 necrotic damage.   Rapier of Life Stealing. +8 to hit, 1d8+4 piercing. When they attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. they also gain 10 temporary hit points.     BONUS ACTIONS:
Ocean Tide. After using Levithan's Voice they can briefly surround themselves with a silvery burst of water, they teleport up to 30 feet to an unoccupied space that they can see.   Hands of Wisdom. They have a pool of healing power that can restore 75 HP per long rest. As a bonus action, they can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Reactions

Bringer of Peace. When they knock a creature unconscious they can use their reaction even in an anti-magic sphere and stabilize a creature.

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