Syliir Darkwillow

Graceful and Deadly Drow Huntress

Female Drow Elf
NG Medium Humanoid
Class: Ranger(Hunter)/Monk(Kensei)/Rogue/Warlock(Archfey)
Level: 4/5/1/2
Height: 5’10", Weight: 125
Hair: Dark Blue, Eyes: Amethyst, Skin: Dusky Purple
Age: 113
Background: Fallen Noble
Passive Perception: 20, Passive Investigation: 15
Ability Score Modifier Saving Throw
STR 10 + 0 + 0
DEX 20 + 5 + 9
CON 10 (19) + 0 ( + 4) + 0 ( + 4)
INT 12 + 1 + 5
WIS 14 + 2 + 2
CHA 14 + 2 + 2
AC: 20
Armor Worn: Bracers of Defense
Initiative: + 5
Speed: 40 (Climb 40, Swim 40)
Proficiency: + 4
Hit Points: 128
Hit Dice: 4d10/8d8
Number of Attacks: 2
Weapon Attack Bonus Damage Range Notes
Annûnil + 10 1d8 or 1d10 + 6 slashing Versatile (1d10)
Dagger + 9 1d6 + 5 piercing 20/60 Light, Finesse, Thrown
Handaxe + 9 1d6 + 5 slashing 20/60 Light, Thrown
Longbow + 9 1d8 + 5 piercing 150/600 Ammunition, Heavy, Two-Handed
Unarmed + 10 1d6 + 6 bludgeoning
Skill Name Total Ability Proficiency Temp.
Acrobatics + 9 DEX ( 5 ) + 4 + 0
Animal Handling + 2 WIS ( 2 ) + 0 + 0
Arcana + 1 INT ( 1 ) + 0 + 0
Athletics + 4 STR ( 0 ) + 4 + 0
Deception + 2 CHA ( 2 ) + 0 + 0
History + 1 INT ( 1 ) + 0 + 0
Insight + 6 WIS ( 2 ) + 4 + 0
Intimidation + 2 CHA ( 2 ) + 0 + 0
Investigation + 5 INT ( 1 ) + 4 + 0
Medicine + 2 WIS ( 2 ) + 0 + 0
Nature + 1 INT ( 1 ) + 0 + 0
Perception + 10 WIS ( 2 ) + 4 + 4
Performance + 2 CHA ( 2 ) + 0 + 0
Persuasion + 6 CHA ( 2 ) + 4 + 0
Religion + 1 INT ( 1 ) + 0 + 0
Sleight of Hand + 5 DEX ( 5 ) + 0 + 0
Stealth + 13 DEX ( 5 ) + 4 + 4
Survival + 6 WIS ( 2 ) + 4 + 0
Other Proficiencies
Tool Proficiencies: Thieves’ Tools
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Shields
Languages: Common, Elvish, Drow Sign Language, Thieves’ Cant, Sylvan, Draconic, Undercommon, Thassilonian


Annûnil, Dagger, Handaxe, Longbow, Quiver of 20 Arrows, Amulet of Health, Bag of Holding, Boots of the Winterlands, Bracers of Defense, Insignia of Claws, Ring of Water Walking, Arcane Focus (Crystal Pendant), Backpack, Bedroll, Traveler’s Clothes, Grappling Hook, Healer’s Kit, Holy Symbol (Amulet), Mess Kit, Potion of Healing, 50’ Silk Rope, Signet Ring, Soap, Two-Person Tent, Thieves’ Tools, Tinderbox, Waterskin, Whetstone
Total Weight Carried: 18/150 lbs.
Current Cash: 21 gp, 0 sp, 7 cp
Annûnil (The Sunset Star) is a + 1 silver longsword that was gifted to Syliir from the elves of her homeland in the Mierani Forest. The blade was forged from mithril, and images of leaves, vines, and stars were etched into it. Powdered amethyst was inlaid into the runes and stars. A small silver raven, the holy symbol of The Raven Queen, dangles from the pommel by a silken braid. The hilt and scabbard are covered with intricately-detailed purple and silver silk wrappings. In addition to the sword’s normal properties, the gems also twinkle with a faint light when undead are within 120 feet of it. The light is not bright enough to even be considered dim light, but it is enough to alert the wielder.
During her time aboard the Wavecutter, Syliir was given a pair of magical bracers by the master of arms, ThIron. These silver bracers are elf-made and are carved with images of a ship at sail (one in day, the other at night). In addition to their normal magical properties, these bracers also float on water, and the wearer has advantage on Strength (Athletics) checks to swim. The bracers also seem to have the heart of a sailor, as the wearer will feel occasional urges to consume more than a healthy share of alcoholic beverages.
Given to the Darkwillow family as a gift, this elf-made amulet bears the likeness of a crescent moon, an age-old symbol of the surface drow and their friendship with other elves. In addition to its normal properties, the wearer of this amulet has advantage on Charisma (Persuasion) tests when conveying messages of friendship to other elves (surface or drow).
Aspect of the Moon
You no longer need to sleep and cannot be forced to sleep by any means.
Boots of the Winterlands
Resistance to Cold, Ignore difficulty when moving through ice or snow, can ignore temperatures up to -100 degrees.
Colossus Slayer (1/Round)
Deal extra 1d8 damage with a weapon attack to creature below its HP maximum.
Darkvision (120’)
You have superior darkvision.
Deflect Missile (1d10 + 10)
Use reaction to reduce damage from ranged attacks.
Drow Magic
Dancing Lights (at will), Darkness (1/day), Faerie Fire (1/day)
Favored Enemy (Undead)
+ 2 bonus to damage, track, and recall information.
Fey Ancestry
Advantage on saving throws against being charmed, and magic can’t put you to sleep.
Fey Presence (1/short rest, DC 14 Wis)
As an action, you can cause each creature in a 10’ cube originating from you to make a Wis save. Each creature that fails is either charmed or frightened by you (your choice) until the end of your next turn.
Flurry of Blows
1 ki: After taking the Attack action, make two unarmed attacks as a bonus action.
Green Lord’s Gift
Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
Ki (5/short rest)
Spend ki to activate certain special monk abilities.
Martial Arts (1d6)
Unarmed attacks deal extra damage and may use Dex or Str; after taking the Attack action, you may make one unarmed strike as a bonus action.
Natural Explorer
Advantage on initiative rolls, ignore difficult terrain, on the first turn of combat you have advantage on attack rolls against enemies that have not acted yet, travel benefits.
Path of the Kensei
Longswords and Longbows are monk weapons for you.
Patient Defense
Spend 1 ki to take the Dodge action as a bonus action on your turn.
Primeval Awareness
Communicate with beasts and detect enemies.
Ranged Flurry
You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Ring of Water Walking
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Slow Fall (-25 damage)
Use reaction to reduce falling damage by 5x monk level.
Sneak Attack (1d6)
Finesse or ranged weapons deal extra damage when you have adjacent ally or advantage.
Step of the Wind
1 ki: Take Disengage or Dash action, double jump for turn.
Stunning Strike (Con save, DC 14)
1 ki: Creature struck with melee attack is stunned until end of your next turn.
Sunlight Sensitivity
Disadvantage on attack rolls and Perception when in direct sunlight.
Meditate for 4 hours a day, gain benefit of 8 hours of sleep.
Unarmored Defense
You AC equals Dex + Wis when not wearing armor or using a shield.
Unarmored Movement ( + 10’)
Gain increased speed when not wearing armor or using shield.
SPELLS (Ranger)
Spell Attack: + 6
Spell Save DC: 14
1st Level
Cure Wounds, Goodberry, Hunter’s Mark
SPELLS (Warlock)
Spell Attack: + 6
Spell Save DC: 14
Eldritch Blast, Mage Hand
1st Level
Healing Elixir, Hex, Shield
Personality Traits
Confusingly Strong Code of Ethics – “Others are unable to comprehend my strong code of honor.”
Wanderlust – “I was driven to leave my home by wanderlust.”
Nature – “No matter what is created by the civil world, the natural world is more important.”
Relic – “I would die to recover an ancient relic of my family that was lost long ago.”
Fight Fair – “I will rarely fight fairly, I’m much more likely to kill you in your sleep.”
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.

Syliir Darkwillow

Legends of Thassilon kerkuta MichaelPerry