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Anna Key - AI-generated fantasy Character

Anna Key

Elf · Monk (Warrior of the Open Hand) · Level 7 · Criminal

Anna Key

Anna is quick-witted, irreverent, and intensely self-reliant.
AC14
HP74/74
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 74 · 50 ft.
AlignmentChaotic GoodGenderFemaleAge112 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Simple weapons,
Martial weapons with the Light property

Tools

Thieves' Tools,
Carpenter's Tools

Languages

Common,
Elvish

Features

27 features

Bonus action

  • Flurry of Blows

    When After taking the Attack action

    Anna spends 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

  • Patient Defense

    When On her turn

    Anna takes the Disengage action as a Bonus Action, or spends 1 Focus Point to take both Disengage and Dodge as a Bonus Action.

  • Step of the Wind

    When On her turn

    Anna takes the Dash action as a Bonus Action, or spends 1 Focus Point to take both Disengage and Dash, with doubled jump distance, as a Bonus Action.

  • Martial ArtsLevel 1

    While unarmed or wielding only Monk weapons and not wearing armor or using a Shield, Anna can make an Unarmed Strike as a Bonus Action, use Dexterity for her Unarmed Strike and Monk weapon attacks, and use a d8 Martial Arts die for damage. She can also use Dexterity for the save DC of her Grapple and Shove attempts.

  • Wholeness of BodyLevel 6

    As a Bonus Action, Anna can roll her Martial Arts die and regain the result plus her Wisdom modifier in Hit Points. She can use this twice per Long Rest.

Always on

  • Unarmored DefenseLevel 1

    While not wearing armor or wielding a Shield, Anna's base AC equals 10 + her Dexterity modifier + her Wisdom modifier.

  • Monk's FocusLevel 2

    Anna has 7 Focus Points, regained when she finishes a Short or Long Rest. She can spend Focus Points on Flurry of Blows, Patient Defense, and Step of the Wind. Focus save DC: 12.

  • Unarmored MovementLevel 2

    Anna's Speed increases by 15 feet while she is not wearing armor or wielding a Shield, giving her a walking Speed of 50 feet.

  • Uncanny MetabolismLevel 2

    When she rolls Initiative, Anna can regain all expended Focus Points and regain 7 hit points plus the result of one Martial Arts die. She can use this once per Long Rest.

  • Deflect AttacksLevel 3

    When an attack hits Anna and deals Bludgeoning, Piercing, or Slashing damage, she can use her Reaction to reduce the damage by 1d10 + 3 + 7. If reduced to 0, she can spend 1 Focus Point to redirect the attack's force.

  • Warrior of the Open HandLevel 3

    Anna is a Warrior of the Open Hand, gaining Open Hand Technique and Wholeness of Body.

  • Ability Score ImprovementLevel 4

    Anna gained the Ability Score Improvement feat at level 4. Her provided ability scores already include all chosen increases.

  • Slow FallLevel 4

    When Anna falls, she can use her Reaction to reduce the falling damage by up to 35.

  • Extra AttackLevel 5

    Anna can attack twice instead of once whenever she takes the Attack action.

  • Stunning StrikeLevel 5

    Once per turn when Anna hits a creature with a Monk weapon or Unarmed Strike, she can spend 1 Focus Point to force a Constitution saving throw. On a failure, the target is Stunned until the start of Anna's next turn. On a success, its Speed is halved and the next attack against it before then has Advantage.

  • Empowered StrikesLevel 6

    Anna's Unarmed Strikes can deal Force damage instead of their normal damage type.

  • Open Hand TechniqueLevel 3

    When Anna hits with an attack granted by Flurry of Blows, she can cause the target to lose the ability to make Opportunity Attacks, be pushed up to 15 feet on a failed Strength save, or fall Prone on a failed Dexterity save.

  • EvasionLevel 7

    When an effect allows Anna to make a Dexterity saving throw for half damage, she instead takes no damage on a success and half damage on a failure. She also has Resistance to all damage except Force damage during that effect.

  • Creature TypeElfHumanoid.
  • SizeElfMedium.
  • SpeedElf30 feet before class features and lineage modifications.
  • DarkvisionElfAnna can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only shades of gray.
  • Elven Lineage, Wood ElfElfHer Speed increases by 5 feet, she knows the Druidcraft cantrip, and she can cast Longstrider and Pass without Trace once each without a spell slot after a Long Rest. Wisdom is her spellcasting ability for these lineage spells.
  • Fey AncestryElfAnna has Advantage on saving throws to avoid or end the Charmed condition.
  • Keen SensesElfAnna has proficiency in Insight.
  • TranceElfAnna does not need to sleep and can finish a Long Rest in 4 hours through alert, trancelike meditation.
  • AlertCriminal

    Alert. Anna adds her Proficiency Bonus to Initiative rolls and can swap her Initiative with that of a willing ally immediately after rolling, provided neither creature is Incapacitated.

Spells

Spellcasting. Anna Key casts with Wisdom (spell save DC 19, to hit with spell attacks).

Gear

9 items

Weapons

  • Spear
    A simple spear suitable for use as a Monk weapon.
  • 7×
    Dagger
    Light thrown blades, including two supplied by her criminal background.

Tools

  • Thieves' Tools
    Tools for picking locks and disabling traps.
  • Carpenter's Tools
    Anna's chosen Monk tool proficiency, a set of climbing-focused artisan's tools used to maintain ropes, grips, and climbing gear.

Gear

  • Crowbar
    A sturdy lever useful for forcing doors, crates, and shutters.
  • 2×
    Pouch
    Small containers for coins, tools, or stolen objects.
  • Traveler's Clothes
    Practical clothing for travel through cities and wilderness.
  • Explorer's Pack
    A pack containing basic adventuring supplies.

Purse

  • 27×
    Gold Pieces
    Money retained from her starting equipment.

Appearance

Anna Key is a fit, dark-skinned elf woman with a compact, athletic build and the restless physicality of a lifelong climber. Her long hair is plaited into one wide braid, vivid blue threaded through fiery red, while the hair above her ears is shaved close. Her pointed ears and sharp, amused eyes are usually the first details people notice, followed by the fact that she almost never stands still. She wears soft black leather clothing cut for movement, reinforced wraps on her hands and feet, and light travel gear secured tightly enough that it never rattles. Even while listening, she balances on the balls of her feet, rolls one shoulder, or tests the nearest ledge with her fingertips.

Mannerisms

Anna listens while moving, pacing in tight circles, stretching her wrists, or climbing onto whatever surface is nearest. She rarely uses a normal doorway if a window, balcony, or wall offers a faster route. When considering a job, she taps a finger against her palm as if counting invisible footholds. She smiles just before doing something reckless, usually because she has already found the escape route.

Personality

Anna is quick-witted, irreverent, and intensely self-reliant. She dislikes solemn speeches, fixed routines, and anyone who says that a person must choose only one path. She accepts assignments because they provide movement, money, and interesting problems, but she refuses to let a client's plan overrule her judgment. Beneath the bravado is a survivor's fierce compassion. She will mock someone for needing help while already placing herself between them and danger.

Ideals

Freedom. No teacher, gang, temple, lover, or cause owns me. The clearest mind is the one that can walk away from every bond, and the strongest body is the one that always has another route.

Bonds

She keeps a small brass key taken from the lockbox of her former crew. She claims it opens nothing important, but she will risk almost anything to recover the people who once gave her shelter, even though she insists she has abandoned them.

Flaws

Anna treats attachment as a trap and freedom as proof that she is safe. She abandons plans, allies, and even useful opportunities the moment they begin to feel like obligations. She is also dangerously confident in her ability to improvise, and sometimes mistakes surviving a bad decision for having made a good one.

Quirks

Names every escape route before entering a room.
Collects keys that open nothing and refuses to explain why.
Sleeps in a crouch or against a wall whenever possible.
Can identify a building's weakest window by sound.
Calls dangerous improvisation a change of choreography.

Background

Anna Key was raised among the alleys, rooflines, and hidden courtyards of a sprawling port city where an elf could disappear for decades and still be remembered by the right thief. She began as a runner for a burglary crew, carrying messages across rooftops and learning which guards watched doors, which watched windows, and which watched only the people they expected to see. Her talent for slipping through impossible spaces eventually brought her to a wandering martial teacher who recognized that Anna already possessed the first lesson of discipline: never let the body hesitate. The teacher taught her to turn momentum into defense, fear into motion, and a falling body into a weapon.

“The teacher taught her to turn momentum into defense, fear into motion, and a falling body into a weapon.”
From their backstory
Background
Criminal

Connections

Species

Elf

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