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Ianthe Vaelori - AI-generated fantasy Character

Ianthe Vaelori

Wood Elf · Monk (Way of the Kensei) · Level 12 · Soldier

Ianthe Vaelori

Ianthe is controlled, observant, and quietly dry.
AC19
HP75/75
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 75 · 55 ft.
AlignmentLawful NeutralGenderFemaleAge119 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Simple weapons,
Shortswords,
Longswords,
Shortbows,
Longbows

Tools

One type of gaming set,
Vehicles, land

Languages

Common,
Elvish

Features

33 features

Bonus action

  • Flurry of Blows

    When After taking the Attack action

    Spend 1 ki point to make two unarmed strikes as a bonus action after taking the Attack action.

  • Patient Defense

    When On her turn

    Spend 1 ki point to take the Dodge action as a bonus action.

  • Step of the Wind

    When On her turn

    Spend 1 ki point to Dash or Disengage as a bonus action. Her jump distance is doubled for the turn.

  • Sharpen the BladeLevel 11

    When While holding a kensei weapon

    Spend up to 3 ki points as a bonus action to grant one kensei weapon a +1 to +3 bonus to attack and damage for 1 minute.

  • Martial ArtsLevel 1

    While unarmored and not wielding a shield, Ianthe's AC equals 10 + her Dexterity modifier + her Wisdom modifier. She can use Dexterity instead of Strength for unarmed strikes and monk weapons, roll a d4 for her Martial Arts damage, and make one unarmed strike as a bonus action after attacking with an unarmed strike or monk weapon.

  • Kensei WeaponsLevel 3

    Ianthe can use a bonus action to choose one melee weapon she is holding. Until the end of her turn, her unarmed strikes deal a d10 for Martial Arts damage instead of a d4.

  • Kensei's ShotLevel 6

    Ianthe can use a bonus action to make one ranged attack with a kensei weapon. When she does so, the weapon deals an extra 1d4 damage on a hit.

Reaction

  • Deft Strike

    When After hitting with a kensei weapon

    Spend 1 ki point as a reaction to add one Martial Arts die to the damage of a kensei weapon attack.

  • Slow FallLevel 4

    Ianthe can reduce falling damage by 60 points as a reaction.

Always on

  • Stunning StrikeLevel 5

    When After hitting with a melee weapon attack

    Spend 1 ki point to attempt a stunning strike after hitting with a melee weapon attack. The target makes a DC 16 Constitution save.

  • KiLevel 2

    Ianthe gains 12 ki points, regained after a short or long rest. Her ki save DC is 16. She can spend ki for Flurry of Blows, Patient Defense, and Step of the Wind.

  • Unarmored MovementLevel 2

    Her unarmored speed increases by 10 feet while she is not wearing armor or wielding a shield.

  • Monastic Tradition, Way of the KenseiLevel 3

    Ianthe follows the Way of the Kensei, treating selected weapons as extensions of her body and discipline.

  • Deflect MissilesLevel 3

    Ianthe can use her reaction to reduce ranged weapon damage by 1d10 + 17. If this reduces the damage to 0, she can catch the missile. She can spend 1 ki point to make a ranged attack with a caught missile.

  • Path of the KenseiLevel 3

    Her chosen kensei weapons are the longsword and longbow. They count as monk weapons for her, and she gains proficiency with them if needed. She can use a kensei weapon's normal damage die or her Martial Arts die, whichever is higher.

  • Ability Score ImprovementLevel 4

    Ability Score Improvement. Ianthe increased her Dexterity by 2, raising it to 19.

  • Extra AttackLevel 5

    Ianthe can attack twice, instead of once, whenever she takes the Attack action on her turn.

  • One with the BladeLevel 6

    Ianthe can use her reaction to spend 1 ki point and add her Martial Arts die to the damage of a weapon attack made with a kensei weapon.

  • EvasionLevel 7

    When subjected to an effect that allows a Dexterity saving throw for half damage, Ianthe takes no damage on a success and half damage on a failure.

  • Stillness of MindLevel 7

    Ianthe can use her action to end one effect causing her to be charmed or frightened.

  • Ability Score ImprovementLevel 8

    Ability Score Improvement. Ianthe increased her Dexterity by 1 and Wisdom by 1, raising them to 20 and 16.

  • Unarmored Movement ImprovementLevel 6

    Ianthe's unarmored speed increases by another 5 feet, for a total increase of 15 feet from this feature.

  • Purity of BodyLevel 10

    Ianthe is immune to disease and poison damage and is immune to the poisoned condition.

  • Ability Score ImprovementLevel 12

    Ability Score Improvement. Ianthe increased her Wisdom by 2, raising it to 18.

  • Martial Arts ImprovementLevel 11

    Ianthe's Martial Arts die becomes a d8.

  • TraitWood ElfDarkvision, can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • TraitWood ElfKeen Senses, proficiency in the Perception skill.
  • TraitWood ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put her to sleep.
  • TraitWood ElfTrance, she meditates for 4 hours instead of sleeping and remains aware during meditation.
  • TraitWood ElfFleet of Foot, walking speed is 35 feet.
  • TraitWood ElfMask of the Wild, she can attempt to hide when lightly obscured by natural phenomena.
  • TraitWood ElfExtra weapon proficiencies with the longsword, shortsword, shortbow, and longbow.
  • Military RankSoldier

    She can reliably find the camp of a military force, identify its commander or standard, and secure basic hospitality for herself and her companions among soldiers who recognize her service.

Gear

10 items

Weapons

  • Longsword
    A finely balanced longsword selected as one of her kensei weapons.
  • Longbow
    A longbow selected as one of her kensei weapons.
  • 2×
    Daggers
    A pair of simple travel knives used as tools and emergency weapons.

Gear

  • 20×
    Arrows
    A bundle of 20 arrows in a leather case.
  • Explorer's Pack
    A pack containing bedroll, mess kit, tinderbox, waterskin, rope, rations, and basic travel supplies.
  • Dice Set
    A small gaming set used to read soldiers, gamblers, and frightened recruits.
  • Insignia of Rank
    A faded insignia from the convoy company where she first served.
  • Trophy from a Fallen Enemy
    A broken bronze buckle taken from a defeated warlord's standard.
  • Traveler's Clothes
    A set of ordinary olive traveling clothes and a mercenary sash.

Purse

  • Belt Pouch with Gold
    The remainder of her last contract payment.

Appearance

A lean wood elf with bronze-gold skin, dark auburn hair worn in a tightly braided tail, and amber eyes that rarely stop measuring a room. Her hands are the first thing people notice. The knuckles are thickened, the palms ridged with old calluses, and the fingertips stained dark from years of gripping sword hilts, bowstrings, reins, and rough camp tools. She keeps her nails short and immaculate, maintaining them with almost ceremonial care. Her traveling clothes are practical olive and brown, reinforced at the seams, with a faded mercenary sash tied around her waist. A lacquered wooden bead from her first contract hangs at her throat.

Mannerisms

She checks the balance of any weapon placed near her, even during conversation. Before agreeing to a task, she repeats its terms aloud in a clipped, exact cadence. When listening, she lightly taps her thumb against the first two fingers of her left hand, counting possible exits without looking toward them.

Personality

Ianthe is controlled, observant, and quietly dry. She dislikes grand speeches but respects people who keep their word when doing so is costly. She can be unexpectedly gentle with cooks, stable hands, and frightened civilians, yet becomes mercilessly efficient when someone threatens the people under her protection. She prefers practical competence to charm and considers unnecessary cruelty a sign of poor training.

Ideals

A fair contract is a form of civilization. Power should be restrained by terms, witnesses, and consequences, because anything left to mercy alone will eventually be abused.

Bonds

She is bound to the surviving families of the Red Sluice convoy, whose children she helped evacuate after their employer abandoned them. She sends a portion of every contract payment to their settlement and will risk almost anything to prevent another company from being treated as expendable cargo.

Flaws

She treats trust like a contract and affection like an unpriced liability. When frightened or uncertain, she becomes coldly transactional, even with people who have earned her loyalty. She also has a habit of accepting dangerous work simply because another mercenary company behaved dishonorably, as though every unpaid debt in the world has somehow become hers.

Quirks

She names every horse she rides after a type of bread.
She refuses to sleep with her boots pointed toward a door.
She keeps written records of promises but never records insults.
She can identify several military companies by the stitching pattern on their cloaks.
She polishes her fingernails before sharpening her sword.

Background

Ianthe Vaelori was born in a woodland border settlement where elves traded timber, resin, and medicinal herbs to human caravans. She learned early that peace was often only the name merchants gave to a road that had not yet been attacked. At seventeen, she left home with a caravan guard company, expecting a few seasons of honest work. Instead, she spent decades moving between city-states, escorting grain wagons, breaking sieges, and negotiating with men who valued a signed contract more than a shared language. Her fighting style began as necessity rather than discipline. A retired monastery quartermaster saw her survive an ambush with a broken spear and offered to teach her the principles behind the monastery's weapon forms. Ianthe never became a contemplative in the traditional sense. She became precise. She learned to make every motion economical, every promise specific, and every battlefield a question of distance. Now she works as an independent mercenary, taking contracts that pay fairly and rejecting those that require cruelty for its own sake. Her reputation is unusual. She is not the strongest fighter in a company, but she is the one commanders trust to end a battle before it becomes a massacre.

“She learned early that peace was often only the name merchants gave to a road that had not yet been attacked.”
From their backstory
Background
Soldier

Connections

Species

Wood Elf

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