**Class & Level:** Monk 6 (Way of the Drunken Master)
Class & Level: Monk 6 (Way of the Drunken Master) Species: Wood Elf Background: Charlatan Alignment: Chaotic Good Faith: Ilmater Player: kennjason
Female, age 24. 5'4", 143 lbs. Fair but sunkissed skin, emerald green eyes, long pale blonde hair.
Long pale blonde hair set high in a ponytail, weaved into a long fishtail braid. Multiple small gems are woven into her ponytail and through the braid. A pale lavender button-down shirt under a soft, well-fitted brown jacket that moves like a second skin. Dark pants tucked into well-worn knee-high leather boots, with a small dagger slightly poking out from the top edge of her left boot. She carries a long slender pole with some random ribbons tied along the top, and a slightly battered leather-bound notebook she whistles and writes her various "poems and stories of inspiring great loves" in as they travel about and meet new people.
She comes off as very bubbly and asks as many questions to as many people she can come across, but easily switches to quiet and focused when the time calls.
Traits: I fall in and out of love easily, and I'm always bounding for the next adventure. I watch and study everyone and everything around me and have a knack for getting stuck in a good book. I have a joke for every occasion, especially occasions where humor is inappropriate.
Ideal: Fairness. I never target people who can't afford to lose a few coins. I always gather all the information before acting.
Bond: I owe everything to my mentor and family for guiding my new path. I will try my best to keep on my track.
Flaw: I can't resist a pretty face, good ale, or the chance of some serious coin.
Born to a poor human mother, Aurora never knew anything of her father besides being a charming elvish gentleman passing through. Growing up in a poorer district of Kleable, the capital of the Ish Empire, the world was her oyster. Free-spirited and full of mischief from a young age, she watched and listened to everything she could, soaking it up like a sponge.
Her mother saw the spark and endless potential of her daughter, and tried her best to guide her out of trouble. It didn't help that Aurora was most fascinated by some of the more vibrant personalities hanging around port. She learned a variety of scrupulous talents from them, eventually getting caught into her own whirlwind of mischief. It wasn't until she was 17 that her mother found out how deep her daughter had gotten caught up — when Aurora found herself on the wrong side of a con gone bad with the head of a local mercenary band. Smuggling her daughter out of port was a last fleeting hope of keeping her out of her binds.
It was a few weeks later, traveling through to the border of the Ilmese Empire, that the two came across a small group of priests to the Crying God Ilmater sitting around a campfire at dusk. It seemed her mother's prayers had been heard — they warmly offered food and safety. As Aurora slept, her mother told the small band everything: of Aurora's missing father, her past and present, and of the dreams she had hoped for her wayward daughter.
Come morning, the group offered to escort the ladies to their humble monastery. Along the way, the senior priest Brother Fanthal questioned Aurora on her ideals and watched her interactions with others. After a week of conversation and discovery, Aurora awoke one day to a note from her mother — and a new path forward.
| AC | 16 |
| HP | 51 |
| Speed | 50 ft. (Walking), 30 ft. (Flying) |
| Initiative | +3 |
| Hit Dice | 6d8 |
| Proficiency Bonus | +3 |
| Ki Points | 6 / Short Rest |
| Ki Save DC | 14 |
Ability Scores: STR 9 (−1) · DEX 17 (+3) · CON 16 (+3) · INT 8 (−1) · WIS 16 (+3) · CHA 10 (+0)
Saving Throws: Advantage against being charmed; Immune to magical sleep.
Top Skills: Acrobatics +6 · Perception +6 · Sleight of Hand +6 · Stealth +6 · Insight +3 · Deception +3
Senses: Darkvision 60 ft. · Passive Perception 16
| Attack | Bonus | Damage |
|---|---|---|
| Unarmed Strike | +7 | 1d6+4 Bludgeoning |
| Flurry of Blows | +7 | 1d6+4 Bludgeoning |
| Quarterstaff | +6 | 1d6+3 Bludgeoning |
| Dart | +6 | 1d4+3 Piercing |
| Deflect Missiles Attack | +6 | 1d6+3 |
Way of the Drunken Master — Unpredictable, flowing combat style. Flurry of Blows also grants Disengage and +10 ft. speed until end of turn.
Flurry of Blows — Spend 1 ki after Attack action to make two unarmed strikes as a bonus action.
Patient Defense — Spend 1 ki to Dodge as a bonus action.
Step of the Wind — Spend 1 ki to Disengage or Dash as a bonus action; jump distance doubled.
Deflect Missiles — Reaction to reduce ranged weapon damage; if reduced to 0, can spend 1 ki to throw it back (range 20/60, +6, 1d6+3).
Stunning Strike — On hit, spend 1 ki to force CON save (DC 14) or target is stunned until end of next turn.
Extra Attack — Attack twice when taking the Attack action.
Ki-Empowered Strikes — Unarmed strikes count as magical.
Focused Aim — On a miss, spend 1–3 ki to add +2 per ki point to the attack roll.
Slow Fall — Reaction to reduce falling damage by 30.
Wood Elf: Fleet of Foot (speed 35 ft.), Mask of the Wild, Fey Ancestry, Trance, Elf Weapon Training.
Attuned: Eldritch Claw Tattoo · Winged Boots
Notable: Quarterstaff · Darts (×10) · Disguise Kit · Forgery Kit · Potion of Healing · Wraps of Dyamak (Dormant) · Fine Clothes
Languages: Common, Elvish
Tools: Brewer's Supplies, Disguise Kit, Flute, Forgery Kit