Dria Voxville
  1. Characters

Dria Voxville

Princess, Shadow Figure
NPC

Dria is the eldest daughter to the Voxville line. She grew up with her sister Diana Voxville and was brought under the tutelage of The Plague Doctor after the passing of her mother Harmony Voxville. She was deemed to be dead after an unfortunate illness had taken over her.

Personality

Mannerism
Stoic, smart and cunning. She's quick on her feet and doesn't hesitate. She is an extreme authority figure like her father but without the harshness.

The Past

Despite being young, Dria realized that the Plague Doctor was putting them under experiments and not necessarily teaching them. She was the real reason why she, her sister, and their mother were all sick. When she tried to confront The Plague Doctor she fell victim to the powers of what she learned to be The Reborn One. 

She was believed to be dead and her body was to be used as part of the Reborn One's vessel. However, she was able to regain consciousness and made her escape with the help of an unknown magical ally. With the large magic output from the ally, it had caught the attention of Copper. The two escaped and Dria went on to form the Guild of the Lost. Copper agreed to work alongside her as it appeared that the two of them had mutual goals. The goal to defeat the Reborn One

With the Guild at play, they sought out to prevent The Reborn One from succeeding in their goals. Which also meant, interfering with her father's plans and goals. In doing so she made the discovering of Draconic kind being present within the realm. Any of those with draconic blood that she could locate have been placed under the Guild's protection with the help of Copper’s magic.

During a raid attempting to rescue refugees from the Kawit invasion, Dria came face to face with Unknown the leader of Unknown that was just established. She agreed to use the resources of the guild to help aid him in his ventures.

The Forgotten Dragons

A group of individuals were on the hunt for her as she had earned the name “Shadow Figure” amongst the civilians. Dria's father Mond Voxville hired the Guild of the Blade who then hired on a group of individuals. These individuals were instructed to locate and capture the vigilante who was acting as an annoyance to the King.

The group managed to find enough leads and were prompted to visit Kather's Mystics and Wares in the hopes of confronting the figure directly. The figure was revealed to be none other than the princess of Divelinson herself. The same princess who was believed to be dead. The group were give the choice to pick whose side they were going to be fighting for.

After hearing their story Dria had grown to trust the The Rebels and welcomed them as a part of her guild. With her plate already full enough, she shared with them the current issues that were at hand. Presenting the information they have gathered in regard to monsters that have surfaced within the world, she was leaving it up to them to go after them. Meanwhile, she and the other guild members would interfere with the soldiers and trade routes of Divelinson.

Title
Princess, Shadow Figure

Type
NPC

Race
Elf

Families
Voxville

Gender
Female

Pronouns
She/Her

Mannerism
Stoic, smart and cunning. She's quick on her feet and doesn't hesitate. She is an extreme authority figure like her father but without the harshness.

Monk

Way of the Ascendant Dragon - Subclass

The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.

Ascendant Dragon Origin
ROLL TABLE TO VTT
d6Origin
1You honed your abilities by aligning your spirit with a dragon’s world-altering power.
2A dragon personally took an active role in shaping your inner energy.
3You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction, or one that is devoted to a dragon god.
4You spent long stretches meditating in the region around an ancient dragon’s lair, absorbing that lair’s ambient magic.
5You found a scroll written in Draconic that contained inspiring new techniques.
6After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons.

Draconic Disciple

3rd-Level Way of the Ascendant Dragon Feature

You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Breath of the Dragon

3rd-Level Way of the Ascendant Dragon Feature

You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Wings Unfurled

6th-Level Way of the Ascendant Dragon Feature

When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aspect of the Wyrm

11th-Level Way of the Ascendant Dragon Feature

The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

Frightful Presence. When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Resistance. Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Ascendant Aspect

17th-Level Way of the Ascendant Dragon Feature

Your draconic spirit reaches its peak. You gain the following benefits:

Augment Breath. When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

Blindsight. You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Explosive Fury. When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

Rogue

Phantom - Subclass

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?

Whispers of the Dead

3rd-level Phantom feature

Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave

3rd-level Phantom feature

As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tokens of the Departed

9th-level Phantom feature

When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that’s on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk

13th-level Phantom feature

You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death’s Friend

17th-level Phantom feature

Your association with death has become so close that you gain the following benefits:

  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don’t have any soul trinkets, as the spirits of the dead are drawn to you.