Adry
Adry
Sheet
AC 14 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- MedicineWIS
- ReligionINT
- StealthDEX
Weapons
Tools
Languages
Features
6 featuresBonus action
- Martial ArtsLevel 1
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. Your unarmed strike uses a d4 for damage. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Always on
- Unarmored DefenseLevel 1
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- TraitHalf-ElfDarkvision (60 feet)
- TraitHalf-ElfFey Ancestry (Advantage on saves vs charm, magic can't sleep you)
- TraitHalf-ElfSkill Versatility (Proficiency in two skills of choice)
- DiscoveryHermit
The quiet seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation is tied to your sacred banner and the true purpose of the Temple of Angarrad.
Spells
Spellcasting. Adry casts with null ( to hit with spell attacks).
Gear
9 itemsWeapons
- QuarterstaffA versatile simple weapon used for focus and defense.
- 10×DartThrown ranged weapon.
Tools
- Herbalism KitTools for creating remedies and identifying plants.
Gear
- Explorer's PackIncludes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Sacred BannerA silver-stitched banner from the Temple of Angarrad representing your true calling.
- Scroll case of notesA case filled with spiritual observations and temple teachings.
- Winter BlanketA thick, wool blanket.
- Common ClothesSimple, functional attire for travel.
Purse
- 5×Gold PiecesStandard coin.
Appearance
Adry is a half-elf of slender build with pale, sun-touched skin and long silver hair usually bound in a practical knot. Her hazel eyes are wide and attentive, reflecting a soul that has spent more time looking at scrolls than at the faces of people. She wears the muted green and ivory robes of her order, though they are now stained with the dust of the road. On her back, she carries a rolled-up banner made of fine, shimmering cloth that looks out of place among her humble gear.
Mannerisms
Adry tends to bow slightly when greeting anyone, regardless of their social standing. She has a habit of smoothing out the wrinkles in her clothes when she is nervous or uncertain.
Personality
Having been raised in a temple, Adry is exceptionally polite and soft-spoken. She approaches the world with the curiosity of a child, often asking blunt but innocent questions about things most people take for granted. She is deeply contemplative and prefers to listen rather than speak, though she finds herself increasingly conflicted between the rigid tenets of her faith and the messy, beautiful reality of the people she meets.
Ideals
Faith and Service. I believe that by perfecting my spirit and body, I can best serve those who cannot protect themselves.
Bonds
My mentor, Elder Theron, gave me this banner to remind me of who I am. I must honor the trust he placed in me.
Flaws
I am terribly naive about the way the world works. I assume everyone has a divine spark within them and I am often shocked when others act with malice.
Quirks
Background
Adry was left at the Temple of Angarrad as a small child, her only memory a blur of smoke and the scent of burned jasmine. The monks of the Three-in-One raised her with gentle discipline, training her body to be a vessel for peace and her mind to be a repository for holy knowledge. She lived in a world of rhythmic chanting and morning bells, far removed from the politics and strife of the wider realm. However, the Elder who trained her saw that she possessed a spirit that would eventually wither within the temple walls, leading him to task her with a quest he described only as a journey of the heart. Upon leaving the temple, her mentor handed her a sacred banner, a heavy piece of iconography she is forbidden to sell or leave behind. It was during her first week on the open road that she reunited with Tikhon, a childhood friend who had left the temple years prior to seek a different path. Seeing him again felt like a sign that her departure was sanctioned by the gods, though every new town they visit brings fresh doubts about the simplistic morality she was taught. She is learning that doing good often means making difficult choices that her scrolls never mentioned. Now, Adry travels the lands as a wanderer, her staff in hand and her banner tucked away but ever-present. She seeks to understand the true nature of her discovery, a secret found in the temple's deepest archives that suggests her lineage might be tied to something far greater than simple orphanhood. Whether she can reconcile the high ideals of Angarrad with the harsh truths of the world remains her greatest challenge.
“She lived in a world of rhythmic chanting and morning bells, far removed from the politics and strife of the wider realm.”
- Background
- Hermit
Connections
Species
Half-Elf
Media
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