Ener

Male Elven Arch-Druid's Apprentice

He is an adolescent elf with hazel eyes, brown hair in braids, and dark brown skin.

Personality Traits: Responsible.

Alignment: chaotic neutral.

Born: 708 AC (Age 92)

Orientation: Hetrosexual

Home: Edhelel's Arcane Apothecary

Settlement: Eilinrda (immigrated from Salgantdir)

Mother: Morwna the Second

Father: Andukil the Third

Siblings

Statistics

STRDEXCONWISINTCHR
9 13 9 13 11 11
+1 +1

ACHPPassive
Perception
Speed
13 16 11 30 ft.

Alignment: chaotic neutral

Size: Medium

Senses: Darkvision

Actions:

  • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage. two handed.
  • Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
  • Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
  • Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +3, Insight +3, Nature +2

Abilities:

  • Fey Ancestry. Ener has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Wild Shape. Ener can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
  • Spellcasting. Ener is a spellcaster. His spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).

Spells Known:

  • Cantrip (at will):
  • 1st-level (3 slots):

Spoken Languages: Elvish, Common

Inventory

Quantity Value Item Description Weight
1 5 gp Emblem A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
1 2 sp 5 cp Gilded copper signet ring A gilded copper band, shaped with flat section embossed with the ener family crest.
1 5 gp Healer's Kit This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. 3 lbs.
1 2 gp 6 sp 6 cp Money Pouch Ener's money pouch. It has 2 gp, 4 sp and 26 cp in it. ⅝ lb.
1 2 sp Quarterstaff A Simple Melee weapon. 1d6 bludgeoning damage. (Two-handed: 1d8 + Bludgeoning damage.) Range: 5. Properties: Versatile, Monk 4 lbs.
1 Rusty nail A rusty old nail.
1 25 gp Scimitar A Martial Melee weapon. 1d6 slashing damage. Range: 5. Properties: Finesse, Light 3 lbs.
1 45 gp Studded Leather Light armour. Base AC: 12 + Dex modifier. 13 lbs.
1 5 gp Wooden staff A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. 4 lbs.

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