Tovera Raviwr

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Tovera Raviwr 1th level Monk (warrior of the elements).

Description

  • Greenish halfdragon, somewhat on the smaller size for

(Physical+)

History

"Halfdragon assassin" raised by a blue dragon for crimes, (Cult of A dragon, but the main Cult is scattered during this time so it's just a bunch of smaller cults with no organization), cult was kicked over by an adventurer party, character was left for dead. After slowly recovering, encountered "Father" the blue, who dismissed her as corrupted and left her behind, off to start some new scheme. Character joins a caravan heading to (insert starting tavern).

Notable- She isnt actually a half-blue, she's a half bronze, tarnished to a sickly greenish color. There's unexplored history there that I havnt written yet. She believes she's just a oddly colored half-blue. (raviwr is Draconic for corrupt) https://draconic.twilightrealm.com/

Character Statistics

Basic Statistics

Passive Skills:

  • Insight: 14
  • Perception: 12

Speed: 30 feet
Maximum Hit Points: 9
Armor Class: 15
Initiative: +2

Attributes

Strength 12 (+1)   Dexterity 17 (+3)   Constitution 13 (+1)
Intelligence 8 (-1)   Wisdom 14 (+2)   Charisma 10 (+0)

Proficiency

Proficiency bonus: +2

Proficient Saves

  • Strength
  • Dexterity

Proficient Weapons & Armor

  • Simple Weapons
  • Martial weapons with the Light property

Proficient Skills

  • Deception
  • Stealth
  • Athletics
  • Insight

Tool and Music

  • Calligrapher’s Supplies
  • Leatherworker's Tools

Background Points

Personality Traits:
(TBD)

Ideals:
(TBD)

Bonds:
(TBD)

Flaws:
(TBD)

Languages:
Common, Draconic, Common Sign Language, Sylvian

Special Rules

Breath Weapon (Bronze)
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical lightning in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw DC 11 (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 Lightning damage. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance (Bronze)
You have Resistance to Lightning damage

Darkvision
You have Darkvision with a range of 60 feet.

Draconic Flight
When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.

Monk Level 1: Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

   :Simple Melee weapons
   :Martial Melee weapons that have the Light 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.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Monk Level 1: Unarmored Defense

While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.

Feats

Cult of the Dragon Initiate:
Origin Feat You gain the following benefits.

Dragon’s Tongue. You know Draconic. If you already know Draconic when you select this feat, you instead learn one language of your choice from the language tables in the Player’s Handbook or chapter 2 of this book.
Dragon’s Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.
Inspired by Fear. When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

Spells

Equipment

Encumbrance: xlb (Light, -10); xlb (Heavy, -20); xlb (Maximum)
Carried: x lb on person, +x lb Pack.)

Weapons

Standard Dagger:
Carefully balanced blades for thrusting or throwing.
Damage: 1d6 (monk weapon) (+4+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d6 (monk weapon) (+4); Ranged 20/60; Finesse;

Armor

Robe glamored to the form of a simple breastplate.

Gear

  • Trinket: Vial of Dragonsblood. (Blood of a dragon that Father defeated.)
  • Dragon Cultist gear
    • Calligrapher’s Supplies,
    • Dagger,
    • Glass Bottle,
    • Lamp,
    • Manacles,
    • Oil (5 flasks),
    • 2 Pouches,
    • Robe,
    • Rope,
    • 30 GP
  • Monk Gear (50g)
    • Short Sword (10gp /2lbs)
    • Explorer's Pack (10gp/55lbs)
      • An Explorer’s Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.
    • Leatherworker's Tools (5 gp/5lbs)