<div class="floatleft">(http://1.bp.blogspot.com/-6lejMGcEQ1c/UQh6mHj6bNI/AAAAAAAABYg/EgjMznUEx4M/s1600/dark%20elf%20sorceress.jpg)</div><br/><strong>Name</strong>: Lady Enna Siannodel of Larona<br/><strong>Age:</strong>20<br/><strong>Race:</strong>High Elf<br/><strong>Size:</strong>Medium<br/><strong>Languages:</strong>Common, Elvish, Sylvan, Celestial<br/><strong>Class/Level:</strong>3 (Wizard)<br/><strong>Alignment:</strong>Neutral Light<br/><strong>Political Position</strong>:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background Noble</div><div class="spoiler_body"><br/>Trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood<br/>Ideal : Respect. All people regardless of station deserve to be treated with dignity. (Good)<br/>Bond: I will face any challenge to win the approval of my family<br/>Flaw: My actions has brought shame to my family<br/><br/>Larona, Lady Enna's families estates are dominated by forest which is abundant in rare herbs vital for higher healing arts and exotic meals alike. The main exports relates to a mixture of dried Berries and nuts as well as an ointment made from the sap of forest trees. Both are highly sort after by all apothecaries.<br/><br/>Although the estates are small, it does have natural boundaries on most sides making it highly defendable, but awkward to travel to. Unless an excessive amount of deaths occur, Enna will not be a direct heir but is blood cousins to those who are. She is on luke-warm terms with her family after deciding that adventure is more interesting than listening to others requests.<br/><br/>Initially trained as a over-seerer of petty disputes Enna took  to magic as a release from the mundane aspects of nobility, much to the disappointment of her family. They have grudgingly agreed to tolerate her insolence provided she proves doing so will aid the estates or her family somehow. Something she has yet to do.<br/><br/>After considerable debate the family did provide her a horse and equipment packed full of what could help her in her journeys  and have requested her to write letters informing the family of  her whereabouts as often as she can.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feature: ,background feature name here.</div><div class="spoiler_body"></div></div> <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body">.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">HP and other vitals</div><div class="spoiler_body"><strong>Hit Points:</strong> 16<br/><strong>Hit Die:</strong> d6<br/><strong>Armor Class:</strong> 13 (mage armor) + 5 (shield spell) + 3 (dex modifer) = 21<br/><strong>Passive Insight:</strong> +12<br/><strong>Passive Perception:</strong> +12<br/><strong>Initiative:</strong> +3<br/><strong>Speed:</strong> 30<br/><strong>Rage:</strong> ?<br/><strong>Proficiency Bonus:</strong> +2<br/><span class="bbc_u"><strong>Proficiencies</strong></span> Daggers, darts, slings, quarterstaffs,light crossbows, longsword, shortsword, shortbow, and longbow.<br/><strong>Saves:</strong> Intelligence, Wisdom<br/><strong>Skills:</strong> Perception, Arcana, Insight,History, Persuasion<br/><strong>Tool:None</strong><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores</div><div class="spoiler_body"><strong>Strength</strong>: 8<br/>- Saving Throw: -1<br/>- Athletics:  +-1<br/><strong>Dexterity</strong>: 14<br/>-Saving Throw: + 2<br/>- Acrobatics:  + 2<br/>- Sleight of Hand: + 2<br/>- Stealth: + 2<br/><strong>Constitution</strong>:10 <br/>- Saving Throw: + 0<br/><strong>Intelligence</strong>: 18<br/>- *Saving Throw: + 6<br/>- *Arcana:+ 6<br/>- *History: + 6<br/>- Investigation: +4<br/>- Nature: + 4<br/>- Religion: + 4<br/><strong>Wisdom</strong>: 10<br/>- *Saving Throw: + 2<br/>- Animal Handling: + 0<br/>- *Insight: + 2<br/>- Medicine: + 0<br/>- *Perception: + 2<br/>- Survival: + 0<br/><strong>Charisma</strong>: 12<br/>- Saving Throw:+ 1<br/>- Deception: + 1<br/>- Intimidation: + 1<br/>- Performance: + 1<br/>- *Persuasion: + 3<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features and Feats</div><div class="spoiler_body"><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Race Features</div><div class="spoiler_body">Keen Senses<br/>Fey Ancestry<br/>Darkvision<br/>Trance<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body">Arcane Tradition: Enchantment.<br/>School of Enchantment<br/>As a member of the School of Enchantment, you have<br/>honed your ability to magically entrance and beguile<br/>other people and monsters. Some enchanters are<br/>peacemakers who bewitch the violent to lay down their<br/>arms and charm the cruel into showing mercy. Others<br/>are tyrants who magically bind the unwilling into their<br/>service. Most enchanters fall somewhere in between.<br/><br/>Enchantment Savant<br/>Beginning when you select this school at 2nd level, the<br/>gold and time you must spend to copy an enchantment<br/>spell into your spellbook is halved.<br/><br/>Hypnotic Gaze<br/>Starting at 2nd level when you choose this school, your<br/>soft words and enchanting gaze can magically enthrall<br/>another creature. As an action, choose one creature that<br/>you can see within 5 feet of you. If the target can see or<br/>hear you, it must succeed on a Wisdom saving throw<br/>against your wizard spell save DC or be charmed by you<br/>until the end of your next turn. The charmed creature’s<br/>speed drops to 0, and the creature is incapacitated and<br/>visibly dazed.<br/><br/>On subsequent turns, you can use your action to<br/>maintain this effect, extending its duration until the<br/>end of your next turn. However, the effect ends if you<br/>move more than 5 feet away from the creature, if the<br/>creature can neither see nor hear you, or if the creature<br/>takes damage.<br/><br/>Once the effect ends, or if the creature succeeds on its<br/>initial saving throw against this effect, you can’t use this<br/>feature on that creature again until you finish a long rest.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body">War Caster<br/>Prerequisite: The ability to cast at least one spell<br/>You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:<br/>• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.<br/>• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.<br/>• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time o f 1 action and must target only that creature.<br/><br/><br/> </div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">On person: <br/> a purse containing 2 gp, 4 sp<br/> Clothes, Travelers 2 gp<br/> Belt: 2 x Rope, silk (50 feet) 10 gp<br/> a signet ring<br/> a dagger<br/> an extra dagger 2 gp<br/> A shortsword 10 gp<br/> A shortbow 25 gp<br/> 20 arrows 1 gp<br/> a quiver 1 gp<br/> a component pouch <br/> Pouch1 5 sp Containing <br/>   Anti-toxin 50 gp<br/> Pouch2 5 sp  Containing:<br/>   10 x Chalk 1 cp<br/> <br/>a scholar’s pack Containing<br/> 7 x Rations 5 sp<br/> 2 x Waterskin 2 sp<br/> A set of fine clothes<br/> a scroll of pedigree<br/> A spellbook<br/> Pouch3 5 sp Containing:<br/>   5 x Soap 2 cp<br/>   Steel mirror 5 gp<br/>   Perfume 5 gp<br/> Sack1: Containing<br/>   Whetstone 1 cp<br/>   Climber’s kit 25 gp<br/>   Line and Fishing tackle 1 gp<br/>   10 iron spikes 1 gp<br/>   Signal Whistle 5 cp<br/>   Grappling hook 2 gp<br/><br/>Horse, riding 75 gp<br/>Bit and bridle 2 gp<br/>Saddle Riding 10 gp<br/>Saddle Bags 5 gp Containing:<br/> extra 20 arrows 1 gp<br/> extra quiver 1 gp<br/> Bedroll 1 gp<br/> Blanket 5 sp<br/> 5 x waterskin 2 sp<br/><br/> Sack2: Containing<br/>  7x Feed (per day) 5 cp<br/>  Iron Pot 2 gp<br/>  Mess Kit 2 sp<br/>  2 person tent 2 gp<br/>  5 flasks of Oil 1 sp<br/>  2 x Hunting Trap 5 gp<br/>  Shovel 2 gp<br/>  Pick, miner’s 2 gp<br/>  Tinderbox 5 sp<br/>  Lantern, bullseye 10 gp<br/><br/> Sack3: Containing<br/>  Ink (1 ounce bottle) 10 gp<br/>  Book 25 gp<br/>  Scroll Case 1 gp Containing:<br/>    10 x paper 2 sp<br/>  2 x Ink pen 2 cp<br/>  Sealing Wax 5 sp<br/>  Abacus 2 gp<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magic Information</div><div class="spoiler_body">Arcane Tradition: Enchantment.<br/><br/>3 2nd level spell slots<br/>4 1st level spell slots<br/>3+1 known cantrips<br/><br/>Cantrips<br/><br/> Mage Hand<br/> Fire Bolt<br/> Light<br/> Ray of Frost<br/><br/>1st Level<br/><br/> Charm Person<br/> Comprehend Languages<br/> Detect Magic<br/> Identify<br/> Mage Armour<br/> Shield<br/><br/>2nd level<br/> Knock<br/> Invisibility<br/> Web<br/> Misty Step<br/><br/></div></div>