Raena'malarra
Monk 3
Class & Level
Noble
Background
Dustin
Player Name
Drow
Race
Chaotic neutral
Alignment
2363
Experience Points
110
Age
5'
Height
100 lbs
Weight
Pale blue
Eyes
Twilight blue
Skin
White
Hair
Strength
-1
8

Dexterity
+3
17

Constitution
+1
12

Intelligence
+0
10

Wisdom
+1
13

Charisma
+2
15

Inspiration
+2  Proficiency

Saving Throws
 +1  Strength
 +5  Dexterity
 +1  Constitution
 +0  Intelligence
 +1  Wisdom
 +2  Charisma

Skills
 +5  Acrobatics (Dex)
 +1  Animal Handling (Wis)

 +0  Arcana (Int)
 -1  Athletics (Str)
 +2  Deception (Cha)
 +2  History (Int)
 +1  Insight (Wis)
 +2  Intimidation (Cha)
 +0  Investigation (Int)
 +1  Medicine (Wis)
 +0  Nature (Int)
 +3  Perception (Wis)
 +2  Performance (Cha)
 +4  Persuasion (Cha)
 +0  Religion (Int)
 +3  Sleight of Hand (Dex)
 +5  Stealth (Dex)
 +1  Survival (Wis)
Portrait
16
AC
 
+3
INIT
 
40'
SPD


Max Hit Points: 21
21
Current Hit Points


Temporary Hit Points


Hit Dice: 3d8
Hit Dice Spent:

Death Saves
Successes

Failures


Attacks & Spellcasting
Quarterstaff Atk +5; 1d6+3 or 1d8+3 bludgeoning
Darts Atk +5; 1d4+3 piercing, Thrown (20/60)
Unarmed Atk +5; 1d4+3 bludgeoning
Hand crossbow Atk +5; 1d6+3, 60/120

Features & Traits
Drow Traits: 
Fey Ancestry You have advantage on saving throws versus being charmed. Sleep magic doesn't work on you.
Trance No need to sleep; meditate 4 hours of day.
Superior Darkvision 120' radius.
Sunlight Sensitivity You have disadvantage on attack rolls and on Perception checks that rely on sight while in direct sunlight.
Drow Magic Know "dancing lights" cantrip at first level, "faerie fire" once per day at 3rd level, and "darkness" once per day at 5th level. Charisma is the spellcasting ability.

Class: 
Unarmored Defense When wearing no armor or shield, AC = 10 + Dex modifier + Wis modifier.
Martial Arts While using monk weapons or unarmed: Use Dex for attack and damage rolls; Roll d4 (improves by level) for unarmed strike or monk weapon; When using Attack action with a monk or unarmed strike, you can make one unarmed strike as a bonus action.
Deflect Missiles Use reaction to deflect a missile. Roll 1d10 + sex mod + level to reduce the damage. If damage reduced to 0, you can spend 1 ki pt to make a ranged attack.

Noble: 
Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Ki Abilities: 
Ki Points 3
Ki Save DC 8 + proficiency + Wisdom
Flurry of Blows Spend 1 ki after attack action to get 2 more unarmed attacks as a bonus action.
Patient Defense Spend 1 ki to take Dodge as a bonus action. (Attackers are disadvantaged, have advantage on dexterity saves.)
Step of the Wind Spend 1 ki to Disengage or Dash as a bonus action, and jump is doubled for the turn.
Elemental Attunment See Notes.
Water Whip See Notes.

Personality Traits
If you do me an injury, I will crush you, ruin your name, and salt your fields.
My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.

Ideals
Independence. I must prove that I can handle myself without the coddling of my family (chaotic).

Bonds
My house's alliance with another noble family must be sustained at all costs.

Flaws
I have an insatiable desire for carnal pleasures.

Equipment
Monk Equipment Quarterstaff, dungeoneer's pack, 10 darts.
Dungeoneer's pack Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin. Also, 50' hempen rope attached to the side of the pack.
Noble Equipment Set of fine clothes, signet ring, scroll of pedigree, money purse, pack of cards.
Trinket A little silver skull on a belt worn around the waist.
Cloak dark green with silver trim on the inside edge.
Potion of Healing heal 2d4+2 hit points.
Riding horse Morndir, brother of Eidelwyn's horse, the most beautiful, jet black horse in the world.
Hand crossbow 
Quarrels 20
Bracers +2 

CP:
111
SP:
65
EP:
GP:
838
PP:
1


Treasure

13  Passive Perception

Other Proficiencies and Languages
Rapiers, short swords, hand crossbows, simple weapons. Flute. Card games.

Languages: Common, Elvish, Dwarvish

Monk
Spellcasting ability: Wisdom
Spell Save DC: 11
Spell Attack Bonus: +3
Cantrips
Elemental Attunement Cantrip

Dancing Lights (Cantrip) Range: 120'. Duration: Concentration up to 1 minute. Create 4 torch-sized lights (torches, lanterns, or glowing orbs) that hover. Each light sheds light in a 10' radius. Move them up to 60' on your turn as a bonus action. Lights must be within 20' of another light created by this spell.


Level 1
Number of Slots: 1
Slots Expended:
  Water Whip 
Costs 2 ki. Use a bonus action.

Level 2
Number of Slots: 1
Slots Expended:
  Faerie Fire  Once per day. No material needed. 20' cube highlights stuff in green, blue or violet light. Any creature in there is outlined if a Dex save is failed. Lasts up to a minute. Concentration. Use Charisma as the spell casting ability.

Images

Photos of Milligan Vick. Costume by same. http://milliganvick.deviantart.com/art/Silence-Drow-Ranger-Dota-2-313554540


Religion

Although I am not Gaeruili's cleric, she is the goddess I most respect and try to emulate. Here are some reasons why: • She is the daughter of Saeron, who created the Drow race, and of the elfish goddess Callindrana. • She has a neutral outlook. She can't be viewed as either good or evil. • She gave all the races of elves the gift of Dreams while waking. • She helped Saeron by giving his Drow a way to survive. She created the dark for them and even made the light of day cause no harm to them in those dark places she made. • She also made forests for the wood elves, where they thrived. • Stories say that when some of the wood elves left the forests, she wept. Seas were formed of her tears. But although some elves made new homes beyond the forests, Gaeruili did not abandon them. She awaits their return. • High elves still honor her. I find it fascinating also that she is so important to the wood elves and respected by the high elves, too. I hold no particular enmity toward the other elfish races. In fact, I wish to meet them, see how they live their lives and what makes them so different from my people other than skin color and where we make our homes.


Notes

Lars is dwarf pirate wizard. Garrick is a high elf rogue. Meluiwen is a wood elf cleric. Ciara is a half elf bard. Eidelwen is a wood elf paladin. Finwen is a wood elf scout --- Elemental Attunement You can use your action to briefly control elemental forces nearby, causing one of the following effects: * Create a harmless, instant sensory effect related to air, earth, fire or water, such as a shower of sparks, a puff of wind, a spray of light mist, or gentle rumbling of stone. * Instantly light or snuff a candle, a torch or campfire. * Chill or warm up to 1 pound of nonliving material for up to 1 hour. * Cause earth, fire, water or mist that can fit within a 1 foot cube to shape itself into a crude form you designate for 1 minute. Water Whip Spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature you can see within 30' must make a Dex save. If failed, the creature takes 3d10 bludgeoning, plus 1d10 for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half damage, and is not pulled or knocked prone.