Silken Character in The Sundered Worlds | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Silken

CW: death, undeath, freezing, frostbite, desiccation, spiders, limb loss

Silken remembers only that they died. Not the circumstances that led to it or her life before that, just bitter cold and the thought, "I am dying." They came back to awareness somewhere in the Southern Desolation during the spring thaw, no longer cold and covered in filth. Their limbs were stiff and aching, and she was ravenously hungry. She was so focused on the pain in her body, it was some time before they noticed their arms.
One was frostbitten and desiccated, careful lines of pristine white stitching holding it to her elbow. The other was missing at the shoulder, and in its place was a woven prosthetic, also made of brilliant white silk.
Eventually, a Mythalenairran trader found them and took them home to Lyra Basin. Silken could barely move and had little control over their body. Determined, she apprenticed to a weavers' guild to discipline agility into her undead fingers and trained with the votaries to build strength in her undead body. After extensive meditation and physical therapy, Silken regained full use of their own form and discovered they had some control over whatever forces supported their unlife. From the frostbitten hand, she can push out energy in the form of tiny spiders that stitch together the unhealthy places in a person's body. From the silk hand, she can exude spiders of frost that spread icy necrosis.
The more control she gained, the prouder she grew. Silken doesn't know why they have a second chance at life, but they refuse to squander it. They've mastered both skill and craft, and they intend to share that mastery with another. She just has to find someone worthy.

Personality

Anyone should pride themselves on returning from the dead, and any additional accomplishment after that is nearly miraculous, or so Silken believes. They have accomplished so much since actually dying, it would be wasteful to keep these talents to themself. They rose rapidly through the ranks of the Lyra Basin Weavers' Guild, becoming a master weaver in just a few years. They trained so devotedly with the faithful that their entire community was suprised when they didn't join the Web. Silken even developed the dexterity to play the large harps common among Lyran musicians.
Silken has no idea who or what they were before they died, or why they are no longer dead. The singular grain of doubt she carries takes the shape of that uncertainty. Sometimes they wonder if their talents are only a result of whatever forces are animating them, but ultimately they don't believe the answer matters. Whether her abilities are her own or those of some strange power, her skills are still worth sharing with the world.
It's important to Silken that they continue to improve. If they could discover life after death, what else waits beyond their current limits? In all things, from craft to combat to ki, Silken wants to push just a little bit further, just to see what's next.

Presentation

Silken presents a striking figure. Their skin is icy white with blotches of black frostbite on their nose and extremities. One arm is woven entirely of brilliant white silk, while the other appears dead to the elbow. Her eyes are pure black, and her hair is perfectly straight and smooth, the same pristine white as the silk on their arms. They are frightfully thin and carry a high, cold energy in their smile.
They had an entire wardrobe of magnificently embroidered clothing before leaving the Basin, but now they carry only a couple of high-necked, sleeveless tunics with intricate scenes of winter and wildflowers woven across them, as well as flowing trousers wrapped tight against the calves. She favors whites, creams, and palest blues.
While they don't have the odor expected of someone covered in desiccated flesh, Silken refuses even the assumption that she might smell bad. Nestled carefully in their pack are a few vials of wildflower perfume from the Lyran meadows.
Besides the tattered clothes on their back, Silken came to with another instrument: a staff made of a petrified spider's leg. It was an integral part of their training and physical therapy after coming to the Basin and they hope to pass it on to their successor.

Fighting Style

Silken never stops moving across the battlefield. They flit from one enemy to another, evading clumsy blows and wide shots. They'll never admit it, not even to themself, but tapping into their ki hurts. Painful, irregular twitches pulse in their fingers and toes for a few seconds every time they expend their energy. The twitches don't seem to be getting worse as her power grows, but they certainly aren't going away either.
Current Status
Seeking a protégé worthy of their tutelage
Ancestry
Reborn
Ethnicity
Age
Unknown
Children
Pronouns
they/she
Gender
femme-ish
Presentation
thoughtlessly feminine
Eyes
all black
Hair
waist-length and perfectly smooth, bright white
Skin Tone/Pigmentation
icy white, with dark patches of frostbite
Height
1.3m
Weight
waifish

Silken

5 Level (0/14000 XP for level-up) Guild Artisan Background Reborn, Mythalenairra Race / Species / Heritage Alignment
Monk
Level 5
Hit Dice: 5/5
1d8+0 Class 1

STR
16
+3
DEX
18
+4
CON
10
+0
INT
9
-1
WIS
14
+2
CHA
14
+2
30
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
5 / 5
Ki
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+7 Dexterity
+0 Constitution
-1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+2 Deception CHA
-1 History INT
+5 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
-1 Nature INT
+5 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +7 DEX 1d6+4 bludgeoning
Staff +7 DEX 1d6+4 bludgeoning
 versatile (1d8)
Attacks
Ancestry: Reborn
  • Darkvision: 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.
  • Deathless Nature: You have escaped death, a fact represented by the following benefits:
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
  • Knowledge from a Past Life: You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Culture: Mythalenairra
  • Superior Darkvision: If you have darkvision from your ancestry, it has a radius of 120 feet. If you do not have darkvision from your ancestry, you have adapted to a life of underground darkness. 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 grey.
  • Twinkling Tricks: Mythalenairran culture honors Lilryth by incorporating her magic into everyday life. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You do not need material components to cast these spells in this way.
  • Background: Guild Artisan
  • Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
  • Class: Monk
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 a range of 20/60 using 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.
  • 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.
  • Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • Monastic Tradition: Way of Mercy
  • Hands of Healing: At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
  • Hands of Harm: At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

  • Features & Traits
    Explorer's pack, weaver's tools, herbalism kit, a letter of introduction from the Lyra Basin Weavers' Guild, spider leg staff, Paralyzing Needle

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
    Common, Abyssal, Sylvan, TBD, weaver's tools, lever harp, herbalism kit

    Languages & Proficiencies
    "I believe that anything worth doing is worth doing right. I can't help it, I'm a perfectionist."
    "I like to talk at length about my profession."

    Personality Traits
    "My talents were given to me so that I could use them to benefit the world."

    Ideals
    "I don't know why I was given a second chance or if I deserve it, but I'm going to make the best of it!"

    Bonds
    "It's usually safe to assume I'm the most capable person in any given situation."

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.


    Cover image: by Athevra via Adobe Spark

    Comments

    Please Login in order to comment!