Calani
  1. Characters

Calani

Guild Head
NPC

Calani is a mercenary who is a part of the Guild of the Blade within Divelinson. She usually takes on assignments from royalty as her primary job but takes on jobs assigned to her by the guild leaders. Her specialty consists of assassination, but nowadays she acts as the main face of the guild on behalf of the Dough family. She is often the one who approves of the assignments and distributes them amongst the guild members while running the main house. Occasionally, she herself will leave for days on her own assignments leaving one of her own lackeys to run the place. Calani’s assignments now usually consist of covering people’s tracks when things go south or when the assignment can be too risky. She tries to ensure that no member can get caught by the law, or at least have evidence pointing to them and the guild. The guild strives to complete assignments within the laws and with the proper authority, but sometimes things can get a little messy. 

Personality

Mannerism
She's a strong willed individual with a good head on her shoulders. She's a leader in her own way but also the type to get the job done herself.

Appearance

Calani has pale blue skin with wave like swirl dark blue tattoos that line her left leg up to her hip. She has long white hair with a blue tint to it that is often tied back. She often wears a red lipstick on her upper lip and is seen wearing a peacock motif to her outfits. She is often known to have a resting bitch face to her facial expressions. Standing at about 5'6, she has a muscular build to her that is still lean. 

The Past

Calani lived a life of poverty using her own body as the means of receiving payments. Eventually she needed to learn how to fight for herself and started to gain physical strength and skills that caught the eyes of the mercenary guild. This was her first doorway out to keep her off the streets. She then used her body in other ways as a means of distractions through dances and moves. She eventually gained notoriety within the guild and became one of the elite members. 

After being confronted by King Mond Voxville with a promising deal of power and wealth she couldn't pass up the opportunity. She accepted assignments from the royal crown and was even brought as far in as becoming a member of the Order of the Moonlight. She hungered for more power and wanted to be recognized as a noble of high standing over returning to the streets. If it meant getting what she wanted, she would not hesitate. She agreed to assist in any demands that the King had. This included conducting underground assassinations, gathering intel, and more. She even went as far as to supply those she and others have brought in for capture to the order for experimentations. 

The Forgotten Dragons

A Frecia ship was set out to deliver explosives back to Frecia. The ship was intercepted by group of individuals and destroyed. Calani, was at the helm of the attack and used the notoriety of the Guild of the Lost to frame them for the attack. Calani believed that she had taken out her guild leader Mrs. Dough but learned that she had managed to escape the attack.

With the Dough family leaders preoccupied, Calani was currently acting as the leader of the Guild of the Blade. In doing so she still needed to proceed with her duties and hired on a group of individuals after she took over the guild. Their task was to seek out this "Shadowy Figure" who was an annoyance to their beloved King. Her direct supervisor Jo'Han Dough was appointed to participate in this group. She put her trust in him to get the job done and well. Before sending them off, she and her partner Trick put them through a test. This was to determine how well they would work with one another as well as how strong they would be together. They passed with flying colors, pissing her off and causing her to draw weapons on a weaponless fight. She pointed them in the right direction within Dyonis and set off back to the guild to oversee it's functionality. 

Later that day she heard Frecia Guards talking about dead bodies that a group of individuals pointed out to them. She knew that this group was her group she just sent out and thus she and Trick immediately went to the area with a clean up crew. Upon reaching the scene she was able to learn from one of the guards that these individuals had informed them that there were 5 dead bodies in the alley. However, there was only 1. This led to more confusion, but it still was enough for the two of them to act. 

Calani and Trick were able to use what they could to gain control of the scene and claim the body. Later that day Calani used her guild token communicator to express her frustration out on Jo'Han. 

Title
Guild Head

Type
NPC

Race
Genasi

Gender
Female

Pronouns
She/Her

Mannerism
She's a strong willed individual with a good head on her shoulders. She's a leader in her own way but also the type to get the job done herself.

Monk

Way of the Four Elements - Subclass

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the “Elemental Disciplines” section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points

Monk Levels

Maximum Ki Points for a Spell

5th–8th

3

9th–12th

4

13th–16th

5

17th–20th

6

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.

Breath of Winter

You can spend 6 ki points to cast cone of cold(17th Level Required)

Clench of the North Wind

You can spend 3 ki points to cast hold person(6th Level Required)

Elemental Attunement

You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.

Eternal Mountain Defense

You can spend 5 ki points to cast stoneskin, targeting yourself. (17th Level Required)

Fangs of the Fire Snake

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.

Fist of Four Thunders

You can spend 2 ki points to cast thunderwave.

Fist of Unbroken Air

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Flames of the Phoenix

You can spend 4 ki points to cast fireball(11th Level Required)

Gong of the Summit

You can spend 3 ki points to cast shatter. (6th Level Required)

Mist Stance

You can spend 4 ki points to cast gaseous form, targeting yourself. (11th Level Required)

Ride the Wind

You can spend 4 ki points to cast fly, targeting yourself. (11th Level Required)

River of Hungry Flame

You can spend 5 ki points to cast wall of fire. (17th Level Required)

Rush of the Gale Spirits

You can spend 2 ki points to cast gust of wind.

Shape the Flowing River

As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.

Sweeping Cinder Strike

You can spend 2 ki points to cast burning hands.

Water Whip

You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Wave of Rolling Earth

You can spend 6 ki points to cast wall of stone. (17th Level Required)

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Way of the Kensei Features

Monk LevelFeature
3rdPath of the Kensei (2 weapons)
6thOne with the Blade, Path of the Kensei (3 weapons)
11thSharpen the Blade, Path of the Kensei (4 weapons)
17thUnerring Accuracy, Path of the Kensei (5 weapons)

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Kensei Weapon

When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Kensei Weapon

When you reach 11th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Kensei Weapon

When you reach 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Way of the Long Death

Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.