Solonar Quickblade

Swift and Deadly Drow Hunter

Description:
Male Drow (Netherelf)
NG Medium Humanoid
Class: Ranger(Gloom Stalker)/Monk(Kensei)/Rogue(Scout)
Level: 4/8/4
Height: 6’1", Weight: 165
Hair: White, Eyes: Blue-Gold, Skin: White
Age: 135
Background: Dread Homeland
Passive Perception: 22, Passive Investigation: 20, Passive Stealth: 31
Ability Score Modifier Saving Throw
STR 11 + 0 + 0
DEX 22 + 6 + 11
CON 14 + 2 + 2
INT 10 + 0 + 5
WIS 14 + 2 + 2
CHA 14 + 2 + 2
AC: 21 (23)
Armor Worn: Bracers of Defense (Agile Parry)
Initiative: + 10
Speed: 45 (Climb 45, Swim 45)
Proficiency: + 5
Hit Points: 136
Hit Dice: 4d10/12d8
Number of Attacks: 2
Resistances and Immunities
Damage Resistances: Cold
Damage Immunities:
Condition Immunities:
Weapon Attack Bonus Damage Range Notes
+ 3 Silver Rapier + 14 1d8 + 9 slashing Finesse
+ 1 Silver Dagger + 12 1d6 + 7 piercing 20/60 Light, Finesse, Thrown
+ 1 Longbow + 12 1d8 + 7 piercing 150/600 Ammunition, Heavy, Two-Handed
Unarmed + 12 1d6 + 7 bludgeoning
Skill Name Total Ability Proficiency Temp.
Acrobatics + 11 DEX ( 6 ) + 5 + 0
Animal Handling + 7 WIS ( 2 ) + 5 + 0
Arcana + 5 INT ( 0 ) + 5 + 0
Athletics + 10 STR ( 0 ) + 5 + 5
Deception + 2 CHA ( 2 ) + 0 + 0
History + 0 INT ( 0 ) + 0 + 0
Insight + 2 WIS ( 2 ) + 0 + 0
Intimidation + 2 CHA ( 2 ) + 0 + 0
Investigation + 10 INT ( 0 ) + 5 + 5
Medicine + 2 WIS ( 2 ) + 0 + 0
Nature + 10 INT ( 0 ) + 5 + 5
Perception + 12 WIS ( 2 ) + 5 + 5
Performance + 2 CHA ( 2 ) + 0 + 0
Persuasion + 2 CHA ( 2 ) + 0 + 0
Religion + 0 INT ( 0 ) + 0 + 0
Sleight of Hand + 16 DEX ( 6 ) + 5 + 5
Stealth + 16 DEX ( 6 ) + 5 + 5
Survival + 12 WIS ( 2 ) + 5 + 5
FEATS
Perceptive, Stealthy
Other Proficiencies
Tool Proficiencies: Calligrapher’s Supplies ( + 5), Poisoner’s Kit ( + 5), Thieves’ Tools ( + 10)
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Shields
Languages: Common, Elvish, Draconic, Silent Speech, Thieves’ Cant, Undercommon
GEAR
+ 3 Silver Rapier, + 1 Longbow, + 1 Silver Dagger, Boots of the Winterlands, Bracers of Defense, Cloak of the Bat, Glamoured Clothes of Mending, Efficient Quiver, Gloves of Thievery, Handy Haversack, Horn of Silent Alarm, Insignia of Claws, Instant Fortress, Manual of Quickness of Action (Used), 4 Potions of Vitality, Ring of Water Walking, Rope of Climbing, 2 Vials of Alchemist’s Fire, 2 Vials of Antitoxin, 60 Arrows, Bag of Ball Bearings, Bedroll, Blanket, Calligrapher’s Supplies, 2 Bags of Caltrops (20 each), Map Case, 5 Pieces of Chalk, Fine Clothes, Traveler’s Clothes, Crowbar, 4 Doses of Drow Poison, Fishing Tackle, Flask, Hammer, Healer’s Kit, 2 Vials of Holy Water, Hourglass, Hunting Trap, 4 Vials of Ink, 2 Ink Pens, Mess Kit, Steel Mirror, 2 Flasks of Oil, 20 Sheets of Paper, 10 Pitons, Poisoner’s Kit, 4 Potions of Healing (2d4 + 2), Portable Ram, Sealing Wax, Signet Ring, Soap, Spellbook (Journal), Spyglass, Tankard, Thieves’ Tools, Tinderbox, 2 Waterskins, Whetstone
Total Weight Carried: 11/150 lbs.
Current Cash: 1221 gp, 37 sp, 65 cp
BRACERS OF DEFENSE
These elegant mithril bracers were made as a gift for Solonar from the Darkwillow elves. The bracers were crafted to resemble large trees surrounded by stars (the Darkwillow family symbol). The stars are inlaid cat-eye sapphires. The wearer can cause the gems to light up (bonus action), shedding bright light for 10 feet and dim light for an additional 10 feet. Fiends and Undead find the light of the bracers to be repulsive. In addition to their normal properties, these bracers also warn the wearer of danger, granting a + 2 bonus to initiative if the wearer isn’t incapacitated. The wearer of these bracers also feels a slight urge to help and protect the needy.
GLAMOURED CLOTHES OF MENDING
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. This set of clothing has also had a glamoured enchantment placed upon it (as per the Glamoured Studded Leather magical item). You can use a bonus action to cause the clothing to assume the appearance of any other type of clothing or armor. You decide what it looks like, including color, style, and accessories, but the clothing retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the clothing.
INSTANT FORTRESS
When this magical fortress is summoned, all observing it can immediately tell its exotic make. The fortress’ build strongly suggest ties to Drow culture, as it looks very similar to many buildings found throughout the Drow lands in the underdark. The stones of the tower are black, glossy, and have spiny projections which lend the exterior a dangerous look, and the thick wood of the support beams and floors inside are polished to a high gleam. There is a raised roof over the battlements that is very pointed. Sinister gargoyles protrude from the upper levels, leering at those below. The interior has 2 stories plus a roof level. The 2 interior levels each have one large common area and 3 smaller rooms. Each common room has a table with six chairs and a large fireplace with cooking pot. Inside each of the smaller rooms are accommodations that one would attribute to the decadence of a drow noble; thick fur rugs, opulent paintings, and so on. The center room on the upper floor is slightly larger than the others and also contains shelves lined with various non-magical books on almost every subject. Occupants inside the fortress suffer no harm in temperatures as cold as -20 degrees or as warm as 120 degrees.
SPECIAL ABILITIES
Agile Parry
If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a + 2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Boots of the Winterlands
You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Climbing (45 feet)
You have a climb speed.
Cloak of the Bat
You have advantage on Stealth checks. In areas of darkness or dim light, you may fly (40 feet). While in an area of dim light or darkness, you may cast Polymorph on yourself and change into a bat. You can cast this spell once per day.
Cunning Action
You can use a bonus action to Dash, Disengage, or Hide on your turn.
Darkvision (150’)
You have superior darkvision.
Deflect Missile (1d10 + 14)
Use reaction to reduce damage from ranged attacks.
Deft Strike
When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Dread Ambusher
You gain a bonus to your Initiative equal to your Wisdom bonus. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.
Drow Magic
Dancing Lights (at will), Darkness (1/day), Faerie Fire (1/day)
Evasion
If you succeed at a Dexterity save for half damage, you take none instead.
Favored Enemy (Undead)
You gain a + 2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Fey Ancestry
Advantage on saving throws against being charmed, and magic can’t put you to sleep.
Flurry of Blows
1 ki: After taking the Attack action, make two unarmed attacks as a bonus action.
Gloves of Thievery
Gives a + 5 bonus to Sleight of Hand and Thieves’ Tools checks. The gloves are invisible while worn.
Horn of Silent Alarm (4/long rest)
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains ld4 expended charges daily at dawn.
Improved Critical
Your attacks score a critical hit on a roll of 19 or 20.
Insignia of Claws
You gain a + 1 bonus to attack and damage with all unarmed strikes and attacks with natural weapons. These attacks are considered magical.
Kensei’s Shot
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 weapons type. You retain this benefit until the end of the current turn.
Ki (8/short rest)
Spend ki to activate certain special monk abilities.
Ki-Empowered Strikes
Your unarmed attacks and Kensai weapons are considered magical for the purposes of overcoming damage resistances.
Mariner (Fighting Style)
As long as you are not wearing heavy armor or using a shield, you gain a Climbing and Swimming speed equal to your normal speed, and you gain a + 1 bonus to AC.
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, Longbows, and Rapiers are monk weapons for you.
Patient Defense
Spend 1 ki to take the Dodge action as a bonus action on your turn.
Perceptive
Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Primeval Awareness
Communicate with beasts and detect enemies.
Ring of Water Walking
You can stand on and move across any liquid surface as if it were solid ground.
Rope of Climbing
60 foot silk rope, can hold up to 3000 pounds. Use and action to activate.
Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Slow Fall (-40 damage)
Use reaction to reduce falling damage by 5x monk level.
Sneak Attack ( + 2d6)
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Stealthy
You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
Step of the Wind
1 ki: Take Disengage or Dash as a bonus action, double jump for turn.
Stillness of Mind
Action to end effect causing you to be charmed or frightened.
Stunning Strike (Con save, DC 15 + )
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.
Swimming (45 feet)
You have a Swim speed.
Thieves’ Cant
Secretly pass messages in conversation, read thieves’ signs and symbols.
Trance
Meditate for 4 hours a day, gain benefit of 8 hours of sleep.
Umbral Sight
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
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: + 7
Spell Save DC: 15
1st Level
Cure Wounds, Disguise Self, Goodberry, Hunter’s Mark
ROLE PLAYING
Personality Traits
Confusingly Strong Code of Ethics – “Others are unable to comprehend my strong code of honor.”
Try To See The Good – “I try to see the good in everyone. We all deserve the benefit of the doubt.”
Ideals
Charity – “I always try to help those in need, no matter what the personal cost.”
Bonds
Token From My Homeland – “I carry a token from my homeland, I can face any adversity in this strange land as long as I have it in my possession.”
Flaws
Intervene – “When I see an evil act, I feel compelled to intervene.”
Benefit
Hunter’s Instinct – When you travel in the wilderness, you sense when someone—or something—has caught your trail or scent. Although you lack the details, you instinctively recognize when your pursuers are within an hour or less of your position and from which direction they approach.
Bio:

Solonar Quickblade

Legends of Thassilon kerkuta MichaelPerry