Lightfooted Movement. Ardrani can move along vertical surfaces and across liquids without falling during the move.
Ki. Ardrani has a pool of 18 ki points that can be spent to fuel various abilities. He regains all expended ki points when he finishes a short or long rest.
Ki-Empowered Strikes. Ardrani’s weapon attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks.
Evasion. When Ardrani is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Purity of Body. Ardrani is immune to poison and disease.
Diamond Soul. Whenever Ardrani fails a saving throw, he can spend 1 ki point to reroll the save and take the second result.
Crusher. Once per turn, when Ardrani deals bludgeoning damage to a creature with an attack, he can push that creature 5 feet to an unoccupied space, provided the target is no more than one size larger than him. Additionally, whenever Ardrani scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of his next turn.
Timeless Body. Ardrani doesn’t suffer the frailty of old age, and can’t be aged magically. He can still die from old age. Additionally, he doesn’t require food or drink.
Empty Body. Ardrani can spend 8 ki points to cast the astral projection spell, requiring no material components and targeting only himself.
Special Equipment. Ardrani has and is attuned to a pair of bracers of defense, a decanter of endless water, a dragonhide belt, +2, and the wraps of the unifier.
Multiattack. Ardrani makes three attacks. He can replace one of these attacks with his Breath Weapon if he has it.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. Ardrani can spend 1 ki point to force the target to make a DC 20 Constitution saving throw or become stunned until the end of Ardrani’s next turn.
Fangs of the Fire Snake. Ardrani spends 1 ki point to make this attack. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 12 (1d10+7) fire damage. Ardrani can spend 1 additional ki point to have the attack deal an additional 5 (1d10) fire damage or to force the target to make a DC 20 Constitution saving throw, becoming stunned until the end of Ardrani’s next turn on a failed save.
Elemental Discipline. Ardrani expends ki points to create a magical effect from the following list. The spell save DC is 20 for spells cast this way. If a spell is cast, Ardrani can spend up to 6 ki points to increase the level of the spell by 1 per ki point spent.
Elemental Attunement. Ardrani casts the shape water, gust, control flames, or mold earth spell.
Fist of Unbroken Air (Costs 2 Ki Points). A creature Ardrani can see within 30 feet of him must make a DC 20 Strength saving throw. On a failed save, the creature takes 16 (3d10) bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point Ardrani spends, and he can push the creature up to 20 feet away from him and knock it prone. On a successful save, the creature takes half as much damage, and isn’t pushed or knocked prone.
Shape the Flowing River (Costs 1 Ki Point). Ardrani chooses an area of ice or water no larger than 30 feet on a side within 120 feet of him. He can change water to ice within the area and vice versa, and can reshape ice in the area in any manner he chooses. He 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 Ardrani affect a 30-foot square, he 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. Ardrani can’t shape the ice to trap or damage a creature in the area.
Flames of the Phoenix (Costs 4 Ki Points). Ardrani casts fireball.
Wave of Rolling Earth (Costs 6 Ki Points). Ardrani casts wall of stone.
Sky Stance (Costs 4 Ki Points). Ardrani becomes invisible for 1 minute. For that time, he has resistance to all damage except force.
Stillness of Mind. Ardrani ends an effect on himself causing him to be [Tooltip Not Found]. He becomes immune to that effect for the next 24 hours.
Breath Weapon (1/Short or Long Rest). Ardrani exhales a 15-foot cone of fire originating from him. Each creature in that cone must make a DC 16 Dexterity saving throw or take 22 (5d8) fire damage, taking half as much on a successful save.
Flurry of Blows. Ardrani makes one Unarmed Strike. Alternatively, he can spend 1 ki point to make two Unarmed Strikes.
Step of the Wind. Ardrani spends 1 ki point to take the Dash or Disengage action. His jump distance is doubled for the turn.
Patient Defense. Ardrani spends 1 ki point to take the Dodge action.
Deflect Missiles. In response to taking damage from a ranged weapon attack, Ardrani reduces the damage by 27 (1d10+22). If the damage is reduced to 0, the projectile is small enough to fit in Ardrani’s hand, and he has a hand free, Ardrani can spend 1 ki point to catch the projectile and make a ranged weapon attack using it. Ardrani is proficient with this attack, which can use a d10 in place of its normal damage dice, and has a range of 20/60.
Slow Fall. In response to taking fall damage, Ardrani reduces the damage by 90.
Gift of the Primordial (6/Long Rest). In response to taking acid, cold, fire, lightning, or poison damage, Ardrani gains resistance to that instance of damage.
Description
Ardrani Firetongue was born in the village of Diffindul to a group of dragonborn who had fled an underground cataclysm and found a peaceful life within the village. However, due to differences in culture and fears of being replaced, the people of Diffindul were taken advantage of and rioted against the dragonborn, and Ardrani and his sister were sent away to find a new home. He found one in a monastery that welcomed all, teaching philosophy and prowess based on the Four Elemental Planes. He sent word and trained there, but before he could learn, the temple came under siege by a great maelstrom of elementals that destroyed everything and everyone, except Ardrani and the monastery's sacred tome. Some time later, as he traveled with his friends, the Astrpyrin Adventurers, Ardrani discovered all the dragonborn from Diffindul had been driven out, and his family killed. He sought justice against the chiefs who conducted the peoples' fear, but in the end, he realized the solution was peace. Even despite the chiefs' injustice, he managed to convince them of the harm they had caused, and they fled the town, never to return. Throughout the rest of his adventuring career, Ardrani became an adept monk and peacekeeper, even despite his brash personality. All this culminated in a task he received from beyond Aegir: to unite the Elemental Planes and stop a war that could roil Aegir into an age of destructive chaos. He traveled to each of the four planes, used guile and sometimes force to get into their innermost circles, and discovered the root causes of the war, which were messy and difficult to approach. In the end, he was able to make the leaders of the Four Cities meet, and though tensions were high, in the end Ardrani convinced them their similarities were stronger than their differences, and that peace was more beneficial than their war. But there are some situations even Ardrani Firetongue cannot quell...
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