Athenor Naehmy
Athenor Naehmy
Sheet
AC 13 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresReaction
- Shield
When When hit by an attack or targeted by magic missile
Athenor throws up a magical barrier, gaining a bonus to AC against an incoming attack until the start of their next turn.
Always on
- Arcane WardLevel 2
When When Athenor casts an abjuration spell of 1st level or higher
Athenor creates a translucent warding field around themself or an ally they can see, adding a protective barrier through abjuration magic.
- SpellcastingLevel 1
Athenor is a 3rd-level spellcaster. They use Intelligence as their spellcasting ability, can cast wizard spells from their spellbook, and can use an arcane focus or component pouch. They know three wizard cantrips and have a spellbook containing ten 1st- or 2nd-level wizard spells.
- Arcane RecoveryLevel 1
Once per day after a short rest, Athenor can recover expended spell slots with a combined level of up to 2. No recovered slot can be 3rd level or higher.
- Arcane Tradition: School of AbjurationLevel 2
Athenor has chosen the School of Abjuration as their Arcane Tradition. Abjuration magic reflects their instinctive attempt to shield Elanor from the hag's spell.
- Abjuration SavantLevel 2
The gold and time Athenor must spend to copy an abjuration spell into their spellbook are halved.
- DarkvisionHigh ElfAthenor can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- Keen SensesHigh ElfAthenor is proficient in the Perception skill.
- Fey AncestryHigh ElfAthenor has advantage on saving throws against being charmed, and magic cannot put them to sleep.
- TranceHigh ElfAthenor meditates deeply for 4 hours instead of sleeping and gains the same benefit a human gains from 8 hours of sleep.
- Elf Weapon TrainingHigh ElfAthenor is proficient with the longsword, shortsword, shortbow, and longbow.
- CantripHigh ElfAthenor knows one wizard cantrip, chosen from the wizard spell list. This cantrip does not count against their wizard cantrips known.
- Extra LanguageHigh ElfAthenor can speak, read, and write one additional language.
- Guild MembershipGuild Artisan
Athenor can secure lodging, food, and basic assistance from fellow guild members, and can identify the signs of a professional trade organization. They may petition the guild for help when pursuing legitimate work or resolving matters within its sphere.
Spells
13 spellsSpellcasting. Athenor Naehmy casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , , ,
2nd level (2 slots): , ,
Gear
9 itemsWeapons
- QuarterstaffA finely balanced quarterstaff used as both walking support and an arcane focus.
Tools
- Artisan's toolsA set of artisan's tools chosen from their guild trade, including engraving tools and fine metalworking implements.
Gear
- Component pouchA small pouch containing the material components needed for wizard spells.
- Scholar's packA scholar's pack containing a backpack, a book of lore, ink, quills, parchment, small bags of sand, and common travel necessities.
- SpellbookA spellbook filled with Athenor's precise notes, copied formulae, and marginalia about hag magic.
- Letter of introductionA letter of introduction and guild membership papers.
- Traveler's clothesPlain but well-made travel clothes suitable for a guild artisan.
- PurseA small purse containing the standard starting wealth of a guild artisan.
- Elanor's locketElanor's worn brass locket, containing a family portrait and her final note. It is not part of the standard starting equipment, but Athenor refuses to travel without it.
Appearance
Athenor is a tall, slender high elf with silver-gray hair worn in a long braid, amber eyes, and weathered features that seem decades older than their true age. Their movements are careful and economical, as if every gesture has been measured against the possibility of sudden pain. They keep Elanor's brass locket tucked beneath their robes, its surface polished bright by the constant rubbing of their thumb. When they eat, their narrow jaw works slowly and deliberately, and when they laugh, which is rare, their sharp canine teeth show plainly.
Mannerisms
Athenor rubs the locket with their thumb whenever someone mentions family, death, or promises. They count under their breath while reading unfamiliar writing, tap the end of their staff three times before casting a defensive spell, and pause for a long time before answering personal questions.
Personality
Quiet, observant, and painstakingly polite, Athenor studies people the way they study runes. They are compassionate beneath their reserve, especially toward the elderly, the displaced, and anyone who has outlived the people they loved. Their humor is dry and unexpectedly precise, often appearing as a single perfectly timed correction.
Ideals
Protection. Knowledge is valuable only when it is used to keep the vulnerable from being destroyed by those with greater power.
Bonds
Elanor's locket and final note are the most precious things Athenor owns. They will protect Elanor's family and uncover the truth behind her grandson's death, even if doing so leads them into the hag's territory.
Flaws
Athenor confuses grief with obligation and cannot leave a mystery unanswered once they believe innocent people suffered. They are suspicious of kindness from strangers, yet dangerously quick to trust anyone who reminds them of their grandmother or Elanor. When frightened, they become controlling and attempt to solve emotional problems as if they were arcane equations.
Quirks
Background
Athenor Naehmy spent much of their long elven youth in a remote workshop, deciphering ancient runes, repairing enchanted instruments, and selling carefully copied scrolls through a local guild. Their gift for languages and arcane structure made them a respected, if solitary, artisan. They preferred the certainty of ink, brass, and mathematical sigils to the unpredictable demands of strangers, until one storm-lashed night brought an old woman named Elanor to their door. Elanor claimed to be a retired adventurer seeking the killers of her grandson. Athenor let her inside because she reminded them of their late grandmother, and over the following days the two formed an unexpected bond. When they left the village together, a hag's ambush ended Elanor's life. Athenor threw themself between the hag's spell and the old woman, raised a shield, and watched the magic pass through it. Elanor fell against them, slipping a family locket and a final note into Athenor's pocket before whispering, "run." Athenor escaped by leaping from a cliff, but the hag's second spell withered their body and left them battered, aged, and barely alive. Now they carry Elanor's locket, study every trace of hag magic they can find, and pursue the killers of both grandmother and grandson, despite Elanor's plea not to seek revenge. Athenor tells themself it is justice. They are not entirely convinced.
“Their gift for languages and arcane structure made them a respected, if solitary, artisan.”
- Background
- Guild Artisan
Connections
Species
High Elf
Media
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