Yenril Faeven

Yenril is a wood elf wizard who the PCs meet in the first session of the campaign.

Appearance
Yenril, like all elves, has pointy ears. He has hazel eyes and messy brown hair. He has a stubble that is surprisingly well kept compared to the rest of his look. His skin is copper. He wears a long, shaggy brown coat and a maroon scarf on top. His boots are well-worn and his whole look gives the assumption that he did not come from a very wealthy background and does not care much for his appearance.

Personality
Yenril is reserved, but friendly. He is willing to do anything for those he loves. He seems to leave a good impression on everyone he meets with his kind personality and is well-known through his town of Lavorre. However, if one were to cross him or his loved ones, he is slow to forgive and whilst he may not actively seek revenge (based on the seriousness of one's acts), he will treat one with much disdain.

Backstory
Yenril grew up in Oakenshroud, a wood elf colony towards the North of Hagebon, with his childhood best friend Lord Tarius Alwen. Him and Tarius were close despite their vastly different upbringings. Yenril came from a working-class family, the sixth of seven children. He quickly gained independence from his upbringing and spent most of his time with his head in books. His family didn't pay much attention to him and didn't realise that he spent the majority of his time out of the house. In contrast, Tarius came from a very upper-class family and was in line to become a lord. The two would often play in the forests together, enjoying the freedom Tarius was not destined to have. They would read Yenril's wondrous books or explore the tree forts they built. They had nicknames for each other, calling one another 'Yen' and 'Tar'. They were always there for each other, both feeling like the other was the only one they could trust.

As the two got older, their feelings of friendship developed into romantic ones. Tarius had more duties in his family, taken on more and more responsibilities from his sick father. Yenril and Tarius could not see each other as much, which only made the heart grow stronger. However, Tarius knew that Yenril was not who he could be with. Lords were expected to marry someone with an equal or higher status, and someone who they could carry on their lineage with: both of which Yenril did not fit the description of. But Tarius loved Yenril too much, so their relationship was kept a secret. Yenril would sneak to his chambers at night and Tarius would sneak off whenever he could, which was getting less and less.

Tarius' father passed when Yenril was 135, meaning Tarius was positioned as Lord of the collective towns of the South - Farhelm, Irl, Lavorre, Lionett, Mur, Starfell and Trickfoot. So as Tarius moved South, so did Yenril. Whilst Tarius occupied Starfell, Yenril could not risk living so close to the Lord, so lived in Lavorre. Tarius' responsibilities consumed most of his time, so whenever he would, he would request Yenril to make any magical items or provide magical services as to make excuses to see him without arousing suspicion. Whilst staying in Lavorre, Yenril apprenticed under a wizard. Yenril was able to hone his abilities he had developed from his limited research as a child. The wizard was able to teach him control and showed him to enchant abilities, however the wizard passed before they were able to continue Yenril's training. Yenril was left with the wizard's notes and research to teach himself and study as much as he could afterwards.

Attacks and Spells
Spell Casting Ability = Intelligence

Spell Save DC = 13

Spell Attack Bonus = +5

Attacks
- Quarterstaff, 5ft range, +2 to hit, 1d6+0 bludgeoning damage.

Cantrips
- Fire Bolt, 1 action, 120ft, instantaneous, V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

- Mage Hand, 1 action, 30ft, 1 minute, V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.

- Minor Illusion, 1 action, 30ft, 1 minute, S, M (a bit of fleece)

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 of 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.

1st Level Spells
- Burning Hands, 1 action, self (15ft cone), instantaneous, V, S

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

- Disguise Self, 1 action, self, 1 hour, V, S

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

- Illusory Script, 1 minute, touch, 10 days, S, M ( (a lead-based ink worth at least 10 gp, which the spell consumes)

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

- Jim's Magic Missile, 1 action, 120 feet, instantaneous, V, S

Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather’s magic with this improved version of the spell, as used by Jim Darkmagic! You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalt

- Mage Armour, 1 action, touch, 8 hours, V, S, M (a piece of cured leather)

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

- Shield, 1 reaction, self, 1 round, V, S

Reaction trigger: You are hit by an attack or targeted by the magic missile spell An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

- Sleep, 1 action, 90ft, 1 minute, V, S, M (a pinch of fine sand, rose petals or a cricket)

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

- Tasha's Hideous Laughter, 1 action, 30ft, concentration up to 1 minute, V, S, M (tiny tarts and a feather that is waved in the air)

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Class Abilities
- Arcane Recovery. Once per day when you finish a short rest, you can choose spell slots to recover. The spell slots can have a combined level that is equal to or less than 1.

- Transmutation Savant. The gold and time you must spend to copy a transmutation spell into your spellbook is halved.

- Minor Alchemy. You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration, the material reverts to its original substance.

Racial feats
- Darkvision. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light.

- Fey Ancestry. Advantage on saving throws against being charmed, and magic can’t put you to sleep.

- Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

- Mask of the Wild. You can attempt to hide even when you are only lightly obscured.

Armour, Weapon and Tool Proficiencies
- Weapon Proficiency in longswords, shortswords, shortbows, longbows, daggers, darts, slings, quarterstaffs, light crossbows.

Equipment
- Quarterstaff

- Amulet (Spellcasting Focus)

- Spellbook

- Backpack

- Book

- Lead-Based Ink (1 ounce bottle) x10

- Ink Pen x2

- Parchment Sheet x10

- Common Clothes

- Pouch containing 200gp

- Bag of Holding

Lord Tarius Alwen
The two shared a secret romance after being the only one the other could trust their entire lives.

Session One
Yenril, Darken Rahl, Draca Aurum Imperium and Helja Rumnaheim all woke up in a giant spider's web with knowledge of each other of the last 12 hours. They fought and killed the giant spider, and managed to guide their way out the mysterious dark woods, which they later found out were the Shellnet Woods. The trail they had followed out led them to Yenril's current town of occupation, Lavorre. Darken threatened Yenril once they reached a tavern to tell him more information. Yenril was upset by this and paid for a separate room at the tavern for night, leaving the others to question around the tavern.

The next morning, Darken apologises to Yenril, who forgives him but is still weary towards Darken. He joins the others in questioning around Lavorre to see if anyone knew of how they could of ended up in a giant spider's web in the middle of Shellnet Woods, with no memory of the last 12 hours. They are joined by Goliath barbarian Grog Strongaxe, who is easily convinced into protecting them. However they can't talk to as many people as they would of liked, as it's the Day of Morta, and so a lot of civilians are out of town.

Through a mix of questioning the citizens of Lavorre, and Yenril revealing information reluctantly, they find out that Yenril was doing a favour for Lord Tarius Alwen. He enchanted a dagger, which he had got Prulie Northpen, the Lavorre blacksmith, to initially forge. This dagger, known as the Dagger of Evasion had the abilities to leave no sign on injury on anyway it injures (whilst still dealing the same damage) and once used to take someone's life, it will disappear from existence. Yenril didn't know why Tarius wanted the dagger, only that when asking Tarius to get it for him, he had told him to keep it top secret and seemed both desperate and scared. Yenril also had to tell the group about his secret relationship with Tarius to gain their trust. The group also discovered that people go into Shellnet Woods only if there is something of value to retrieve from there, or are paid well to do a job there, as it is renowned as dangerous place filled with dark magical creatures.

After a day of investigating, the group go to head back to the tavern, but are arrested in the street by the town guard force. They guards announce that Yenril and his companions are arrested for the suspected murder of Lord Tarius Alwen.