Soft-Spoken Dark Elf Bounty Hunter


Malenthor the Whisper

Male Dark Elf Monk 4 AC 17 (+4 Dex, +2 Wis, +1 cloak)
Lawful Neutral Urban Bounty Hunter HP 27; Hit Dice 4d8+4; Damage 0; HD Spent 2
Init +4; Senses darkvision 120 ft.; Passive Perception 14 Saving Throws Str +2, Dex +7, Con +2, Int +1, Wis +3 (advantage vs. charm), Cha +3
Languages Common, Elvish Condition Immunity magical sleep

Inspiration No

Speed 40 ft.

Melee Silver Shortsword +6 (1d6 + 4 piercing) Ranged 20/60 Spear +6 (1d6 + 4 piercing)
Melee Spear +6 (1d8 + 4 piercing) Ranged 20/60 Dart +6 (1d4 + 4 piercing)
Melee Unarmed Strike +6 (1d4 + 4 bludgeoning)

Attack Options Deflect Missiles, Ki, Martial Arts

Deflect Missiles (reaction)

  • Reduce ranged weapon damage by 1d10+8; if damage is reduced to 0, you can catch small missiles
  • May spend 1 ki point to make a ranged attack with caught missile as part of the same reaction; counts as Monk weapon

Ki (4 points per rest); Spent 1

  • Flurry of Blows (bonus, 2 unarmed strikes)
  • Patient Defense (bonus, Dodge action)
  • Step of the Wind (bonus, Disengage or Dash action)

Martial Arts

  • May use Dexterity instead of Strength for the attack and damage rolls of unarmed strikes and monk weapons
  • May roll a d4 in place of the normal damage of unarmed strike or monk weapon
  • When using the Attack action with an unarmed strike or a monk weapon on my turn, I can make one unarmed strike as a bonus action

Innate Spells (Save DC 12)
0 (at-will) – dancing lightsC, minor illusion (1 minute)
1/day each – faerie fireC

Shadow Spells (Save DC 12)
2 Ki each – darknessC, darkvision (8 hours), pass without traceC, silenceC

C: Concentration

Abilities Strength 8 (-1), Dexterity 18 (+4), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 15 (+2), Charisma 14 (+2)
Proficiency Bonus +2; Proficiencies Rapiers, short swords, hand crossbows, simple weapons, thieves’ tools, wind instruments
Skills Acrobatics +6, Insight +4, Perception +4, Persuasion +4, Stealth +6

Racial Traits

  • Drow Magic (dancing lights at will; 3rd level – faerie fire 1/day; 5th level – darkness 1/day)
  • Fey Ancestry (advantage on saves vs. charm, magic can’t put me to sleep)
  • Keen Senses (Perception proficiency)
  • Sunlight Sensitivity (disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight)
  • Superior Darkvision
  • Trance (long rest semiconscious for 4 hours a day, gain the same benefit that a human does from 8 hours of sleep)

Class Features

  • Deflect Missiles (see above)
  • Ki (see above)
  • Martial Arts (see above)
  • Unarmored Defense (AC = 10 + Dex mod + Wis mod)
  • Unarmored Movement (+10 ft.)
  • Way of Shadow
    • Shadow Arts – Spend 2 ki points to cast darkness, darkvision, pass without trace, or silence; gain minor illusion cantrip
  • Slow Fall (Reaction – reduce falling damage by 20 (5 x Monk level))

Background Feature
Ear to the Ground (I am in frequent contact with people in the segment of society that my chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city I visit, a person who provides information about the people and places of the local area)

Possessions Spear, silver shortsword, cloak of protection, 2 healing potions, thieves’ tools, explorer’s pack, 9 darts, common clothes, black leather-bound tome (blank), book of Elvish children’s fairy tales, 20 gp

Dancing Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell o f 2nd level or lower, the spell that created the light is dispelled.

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Faerie Fire
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area w hen the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Minor Illusion
Illusion cantrip
Casting Time 1 action
Range: 30 feet
Components: S
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image o f an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Pass without Trace
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V,S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


Malenthor is reasonably handsome and whip thin, with the typical grey skin and white hair of the drow race. He comports himself with well-refined natural grace, exhibiting a conservation of motion. When he speaks, he enunciates each word clearly, because he prefers not to raise his voice or repeat himself. He is not prone to making jokes, though he is quick enough to smile, and unfailingly polite.

Raised in Luskan, a skinny young Malenthor apprenticed with a Bregan D’aerthe martial arts master to learn to use his natural speed to defend himself in hand-to-hand combat. After he was adept, he announced his intention to go independent, which was not appreciated considering he had trained on the mercenary company’s dime. Only his master’s favor prevented his immediate execution, and he was told to leave the Sword Coast or face a death sentence. He made his way to Westgate, hoping it would prove far enough for long enough to come into his own. He set up a one-man private investigation business, which parlayed itself into a career as a bounty hunter.

I am always calm, no matter the situation. I never raise my voice or let my emotions control me. I prefer the carrot to the stick.

I am loyal to my friends and proven allies. If I accept a job, I fulfill the terms to the letter.

Helpless orphaned children have no one. Except for me.

I have an addiction.

Personal Goal
Build my professional reputation and grow into an asset worthy of alliance with Bregan D’aerthe, so they choose to employ me rather than destroy me when we meet again.

Prelude: Malenthor

Image Credit
Aikurisu – The Unbound Pawn


Curse of Strahd zero