Name: Enanthil
Class: Nature Cleric
Race: High Elf
Background: Outlander
Size: Medium (5'6", 155 lbs)
Gender: Male
Alignment: Neutral Good
STR: 12 (+1) HP: 9 (1d8+1)
DEX: 16 (+3) AC: 20 (18 mithral plate + 2 shield)
CON: 13 (+1)
INT: 8 (-1) Save:+3 Speed: 30
WIS: 16 (+3) Save:+5 Init: +3
CHA: 10 (+0) Passive Perception: 15
Skills:
Acrobatics +3
Animal Handling +3
Arcana -1
*Athletics +3
Deception +0
History -1
*Insight +5
Intimidation +0
Investigation -1
Medicine +3
*Nature +1
*Perception +5
Performance +0
*Persuasion +2
Religion -1
Sleight of Hand +3
Stealth +3
*Survival +5
Abilities
Fey Ancestry: advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision 60 ft
Keen Senses: proficiency in the Perception skill.
Trance: long rest lasts 4h remaining semiconscious
Elf Weapon Training: proficiency with the longsword (replaced with woodcarver Tool), shortsword, shortbow, and longbow.
Cantrip: booming blade
Extra Language: You can speak, read, and write one extra language of your choice.
Background feature: Wanderer
Excellent memory for maps and geography, can find food and water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Proficiencies:
Armor from class: Light, Medium, Heavy, shields
Weapons: Simple plus elven weapons minus longsword
Skills: from Cleric: Insight Religion; from nature Cleric: Nature; from outlander background: athletics, Survival; Elf: Perception
Tools: leatherworking tools (from background, instead of musical instrument), woodcarver's tools (from longsword - elf), Cartographer’s tools (replaces short bow proficiency, included with cleric)
Saves: Intelligence and Wisdom
Languages: Elf, common, The Trade Tongue (high elf), sylvan (from background)
Spellcasting:
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips Known: Guidance, Mending, Sacred Flame, thorn whip (nature domain), prestigitation (High Elf)
Spells Known (4):
Level 1: Animal Friendship(D) , Speak with Animals(D), Healing Word, Bless, Guiding bolt, Sanctuary
Spell Slots: 2/-/-/-/-/-/-/-
Feats:
None
Weapon Attack Damage Type Range
Longbow +5 1d8+3 P range 80/320, Ammunition (range 150/600), heavy, two-handed
Sling +5 1d4+3 B 30/120
Dagger +5 1d4+3 P 20/60 Finesse, light
short sword +5 1d6+3 P Finesse, light
Equipment:
a mace (Sold for 5gp)
Chain shirt (sold 75gp)
a light crossbow and 20 bolts (sold for 25 gp)
A shield and a holy symbol (amulet 1 lb)
• explorer’s pack
- backpack,
- bedroll,
- a mess kit,
- a tinderbox,
- 10 torches,
- 10 days of rations
- a waterskin.
- 50 feet of hempen rope strapped to the side of it.
A staff (discarded), a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt
pouch containing Money
Uncommon magic item: Mithral plate armor
Potion of cure wounds (lvl 1)
Money: 10 GP +10+105 gp = 125 gp
Equipment purchased: sling 1 sp
Sling bullets (40) 8 cp 3 lb.
2 extra daggers 4 gp 2 lbs
2x Healer's kit 10 gp 6 lb
leather worker's tools 5gp 5 lbs
woodcarver's tools 5gp 1lb
cartographer's tools 15 gp 6lbs
longbow 50 gp, 2 lb
shortsword 10 gp 2lb.
Additional holy symbol emblem on shield: 5gp
Additional holy symbol emblem on clothes: 5gp
Additional holy symbol: emblem on Short sword 5gp
Additional holy symbol: emblem on longbow 5gp
Money left: 5.82gp
Personality Trait: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideal: Greater Good, It is each person’s responsibility to make the most happiness for the whole tribe.
Bond: My Order is the most important thing in my life, even when they are far from me.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me
Background:
Enanthil comes from the Vesve forest. He was raised in a typical Moon Elf community, and showed an appreciation for nature from a young age. He joined a religious order honoring Ehlenestra, or Ehlonna as the humans call her.
Shortly after his naming ceremony, the order's elders asked him to go investigate news of an unnatural curse in Chult. Armed with his wits, his family's heirloom mythral full plate, and what he could carry, he left his ancestral home for Chult