Calmer
Calmer
Sheet
AC 16 · HP 59 · 45 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
28 featuresBonus action
- Measured Staff Combination
When After taking the Attack action with a monk weapon or Unarmed Strike
Calmer makes two attacks with her quarterstaff or Unarmed Strikes, then makes one Unarmed Strike as a Bonus Action when appropriate.
- Flurry of Blows
When After taking the Attack action
Calmer spends Focus to make two Unarmed Strikes as a Bonus Action.
- Step of the Wind
When Bonus Action
Calmer spends Focus to take the Disengage or Dash action as a Bonus Action, and her jump distance is doubled for the turn.
- Patient Defense
When Bonus Action
Calmer spends Focus to take the Dodge action as a Bonus Action.
- Martial ArtsLevel 1
While unarmored and not using a shield, Calmer can use Dexterity instead of Strength for her Unarmed Strikes and monk weapons. After taking the Attack action with an Unarmed Strike or monk weapon, she can make one Unarmed Strike as a Bonus Action. She can also use Dexterity instead of Strength for the attacks and damage of her Unarmed Strikes and monk weapons.
Reaction
- Deflect AttacksLevel 3
When When hit by a qualifying attack
Calmer uses her Reaction to reduce incoming Bludgeoning, Piercing, or Slashing damage and may redirect the force if the damage is reduced to 0.
Always on
- Hand of HealingLevel 3
When When an ally within reach needs aid
Calmer strikes an ally or touches them with healing energy, restoring 1d8 + 3 Hit Points, with additional uses available through her Mercy training.
- Hand of HarmLevel 3
When When an Unarmed Strike hits
Calmer strikes a hostile creature and spends Focus to deal an additional 1d8 + 3 Necrotic damage while preventing it from regaining Hit Points.
- Martial Arts DieLevel 1
Calmer’s Martial Arts die is a d8. She uses this die for the damage of her Unarmed Strikes and for other monk features that use her Martial Arts die.
- Unarmored DefenseLevel 1
Calmer can use her Wisdom modifier instead of Dexterity to determine her Unarmored Defense Armor Class.
- Monk’s FocusLevel 2
Calmer gains 7 Focus Points, which she regains when she finishes a Short or Long Rest. Her Focus Points fuel her monk techniques, including Flurry of Blows, Patient Defense, and Step of the Wind.
- Uncanny MetabolismLevel 2
When she rolls Initiative, Calmer can regain expended Focus Points, up to half her maximum, rounded up. After using this feature, she cannot use it again until she finishes a Long Rest.
- Unarmored MovementLevel 2
Calmer’s Speed increases by 15 feet while she is not wearing armor or wielding a shield.
- Warrior of Mercy, Implements of MercyLevel 3
Calmer chooses the Warrior of Mercy tradition. She gains proficiency with the Herbalism Kit and can use her knowledge of anatomy and restorative techniques to channel healing or debilitating energy through her hands.
- Extra AttackLevel 5
Calmer can attack twice, instead of once, whenever she takes the Attack action on her turn.
- Stunning StrikeLevel 5
When Calmer hits another creature with a Monk weapon or an Unarmed Strike, she can expend 1 Focus Point to force the target to make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of Calmer’s next turn. On a successful save, its Speed is halved and it cannot take Reactions until the start of Calmer’s next turn.
- Empowered StrikesLevel 6
Calmer’s Unarmed Strikes and attacks with monk weapons can deal Force damage or their normal damage type, chosen when the attack hits.
- Warrior of Mercy, Physician’s TouchLevel 6
When Calmer uses Hand of Healing on a creature, she can also end one of the following conditions affecting that creature: Blinded, Deafened, Paralyzed, Poisoned, or Stunned. When she uses Hand of Harm, she can impose the Poisoned condition on the target until the end of her next turn instead of preventing Hit Point recovery.
- EvasionLevel 7
When Calmer is subjected to an effect that allows a Dexterity saving throw to take only half damage, she takes no damage on a successful save and half damage on a failed save.
- Creature TypeElfHumanoid.
- SizeElfMedium.
- SpeedElf30 feet.
- DarkvisionElfCalmer can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Elven Lineage, High ElfElfCalmer knows the Prestidigitation cantrip. At character level 3 she gains Detect Magic, and at character level 5 she gains Misty Step. She can cast each level 1 or higher lineage spell once per Long Rest without a spell slot and can also use appropriate spell slots. Wisdom is her spellcasting ability for these spells.
- Fey AncestryElfCalmer has Advantage on saving throws made to avoid or end the Charmed condition.
- Keen SensesElfCalmer has proficiency in Perception.
- TranceElfCalmer does not need to sleep and cannot be put to sleep by magic. She can finish a Long Rest in 4 hours of trancelike meditation while remaining conscious.
- Magic Initiate, ClericAcolyte
Calmer has the Magic Initiate feat with Cleric as its associated spell list. She knows two Cleric cantrips and one level 1 Cleric spell. Wisdom is her spellcasting ability for these spells, and she can cast the chosen level 1 spell once per Long Rest without expending a spell slot. Her Acolyte training also grants proficiency with Insight, Religion, and Calligrapher’s Supplies.
Spells
6 spellsSpellcasting. Calmer casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level: ,
2nd level:
Gear
11 itemsWeapons
- QuarterstaffA balanced wooden staff used for travel, defense, and practiced strikes
Tools
- Healer’s KitA practical kit containing bandages, salves, needles, thread, splints, and herbal preparations
- Herbalism KitA kit used to identify, prepare, and apply medicinal herbs
- Calligrapher’s SuppliesMaterials for copying prayers, recording symptoms, and writing treatment notes
Gear
- Monk’s ClothesA set of simple clothing suitable for monastic training and travel
- Explorer’s PackA small bag containing basic supplies for travel and camp
- Book of PrayersA collection of devotional writings from the sanctuary where Calmer trained
- Holy SymbolA sacred emblem worn beneath her linen clothing
- 10×ParchmentClean writing sheets and medical notes
- RobeA plain ceremonial robe, carefully repaired many times
Purse
- 8×Gold PiecesCoins saved from bodyguard work and temple stipends
Appearance
Calmer is a medium-sized elf with sun-tanned skin, calm dark-brown eyes, and very long silver-white hair worn in carefully maintained plaits. She wears simple, worn linen garments that were once white, layered for ease of movement and practicality. Her fringed shoulder bag contains her healing kit, clean bandages, herbs, needles, splints, and a small prayer book. She smells faintly of sun-warmed linen, crushed medicinal herbs, and sandalwood oil. Her only weapon is a polished fighting staff, its grip darkened by years of use.
Mannerisms
Calmer pauses before answering difficult questions, as though checking an invisible battlefield in her mind. She automatically counts the people in a room, notes the exits, and positions herself where she can see both allies and threats. When treating an injury, she hums a wordless temple melody. She addresses frightened animals and injured enemies in the same gentle tone she uses with friends.
Personality
Calmer is attentive, patient, and quietly courageous. She prefers prevention to glory, preparation to improvisation, and a well-timed warning to a dramatic rescue. In battle she remains composed, constantly tracking positions, wounds, escape routes, and the emotional state of her allies. She is warm without being effusive, compassionate without being gullible, and firm when someone endangers others through pride. She accepts worthy bodyguard work because it places her between danger and someone who cannot safely stand there alone.
Ideals
The greater good is not an abstract principle. It is the living person in front of me, the stranger who needs shelter, and the choice that prevents suffering tomorrow. Power is justified only when it protects those who have less of it.
Bonds
The sanctuary that raised Calmer sheltered her when she was young, and she will risk herself to defend its people, its healers, and any innocent person who seeks refuge there. She keeps the first bandage she ever tied correctly pressed between the pages of her prayer book as a reminder that small acts of care can change the course of a life.
Flaws
Calmer is slow to abandon anyone once she has accepted responsibility for their safety, even when the person has proven reckless, selfish, or ungrateful. She can mistake endurance for wisdom and quietly judge those who express fear more openly than she does. When forced to choose between a worthy individual and a larger group, she may hesitate at the crucial moment, haunted by the possibility that she has misunderstood who truly needs protection.
Quirks
Background
Calmer was raised in a sunlit elven sanctuary where the priests taught that mercy was not softness, but disciplined attention to suffering. She began as an acolyte who copied prayers, prepared medicines, and watched over pilgrims during long rites. Her gift was not the dramatic kind of healing that inspired songs. It was the ability to notice what others missed: the fighter whose breathing had changed, the frightened child who had stopped crying, the wounded traveler who insisted they were fine. She learned to keep a clear mind while everyone else panicked. When raiders attacked the sanctuary, Calmer discovered that healing and protection were inseparable. She carried the wounded through smoke, used her staff to hold a doorway, and struck only when doing so created room for someone else to live. Afterward, she sought training in the monastic disciplines, refining her movements until every step could shield an ally and every blow could end a threat without needless cruelty. She now accepts bodyguard assignments only when she believes the client, or the people depending on them, is worthy of protection. Her contracts are written plainly, her prices are modest, and her definition of success is simple: everyone under her care survives if survival remains possible.
“She began as an acolyte who copied prayers, prepared medicines, and watched over pilgrims during long rites.”
- Background
- Acolyte
Connections
Species
Elf
Media
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