<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tonnoia, Female Variant Human Monk</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/97/ef/2c/97ef2cd288bc3da52fa605253d1045e0.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Neutral Good </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 10 </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 15</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 40'</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +3</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/a3/67/ad/a367ad8eb7c497c1bbad1b6b83e15529.jpg)</div>   Tonnoia was a child of the seedier parts of the city. Survival dictated theft, and she was <em>good</em> at it. however the city has little regard for thieves of any sort, and in her flight from the guards, she practically fell into the monastery of the Quiet Sisterhood. Entranced by what she saw, she joined their order and learned to apply her hard-learned skills in a more fruitful manner. Now she lives as a wandering mendicant, earning coppers with acrobatic displays, while seeking the riches of enlightenment and the spiritual fulfillment of opposing evil.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Strength, Dexterity<br/><strong>Skills:</strong> Acrobatics, Insight, Perception, Sleight of Hand, Stealth<br/><strong>Armor:</strong> None<br/><strong>Weapons:</strong> Simple weapons, shortswords<br/><strong>Tools:</strong> carpenter's tools, disguise kit, thieves' tools<br/><strong>Languages:</strong> Common, Elvish<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Quarterstaff, 10 darts, a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br/><br/><strong>Race:</strong> Variant Human<br/>      In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.<br/>   Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body">You gain proficiency in one skill of your choice.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feat: Mobile</div><div class="spoiler_body">You gain one feat of your choice.<br/><br/><strong>Mobile]<br/>You are exceptionally speedy and agile. You gain the following benefits:<br/><br/>   • Your speed increases by 10 feet.<br/>   • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.<br/>   • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.</strong></div></div><br/><br/><strong>Class:</strong> Monk<br/>   Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.<br/>   For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Unarmored Defense</div><div class="spoiler_body">Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Martial Arts</div><div class="spoiler_body">At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.<br/><br/>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:<br/><br/>   • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.<br/>   • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.<br/>   • 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. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.<br/><br/>Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.</div></div><br/><br/><strong>Background:</strong> Urchin<br/>   You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">City Secrets</div><div class="spoiler_body">You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.</div></div></div></div><br/><br/><br/>Their meeting in a graveyard was not causing Tonnoia any discomfort. Part of her daily tasks was to tend and keep the graves clean at the small monastery of the Quiet Sisterhood that she spent these last years of her life before setting off to seek spiritual enlightment through new places, new acquaintances and new adventures.<br/><br/>We could say that she felt like home, which was an irony. Tonnoia had no home. She was alone since she could remember, growing up in the streets, exposed to elements and misery. Her hard life could clearly be seen in her young face, giving others the impression that she was much older. The monastery she ended up in was like a small miracle for the miserable child, who embraced this small and disciplined community with open arms. After a few years of a quiet, structured and communal life, Tonnoia felt that the world had more knowledge to give her than her sisterhood. So she left everything behind, and embarked for a true journey of enlighment.<br/><br/>And here she was today, among her fellow co-adventurers and before Yovir Glandon. She was filling the thrill of the unknown, especially about getting to know her companions because she believed that true knowledge burns in each and every one of us, friend or foe. The Tiefling lady intrigued her, with her vividly colored clothes and jewels. Her unique facial characteristics did not put her off. We are all children of the gods, and now our fates are entangled.<br/><strong><br/>"Your call led us here, Father. We have all heard rumours, but people talk a lot. But the more people talk, the less accurate becomes the real knowledge. <br/>I deeply believe that fate has a detailed plan for us."</strong><br/>