Mallory Ashville
Mallory Ashville
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- ArcanaINT
- DeceptionCHA
- HistoryINT
- InvestigationINT
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAlways on
- Eldritch Blast
When Action
A beam of crackling force streaks toward a creature within 120 feet. Mallory makes a ranged spell attack, dealing 1d10 force damage on a hit.
- Mage Hand
When Action
A spectral hand appears within 30 feet and can manipulate objects, open an unlocked door or container, retrieve or stow an item, or pour out a vial. It cannot attack or carry more than 10 pounds.
- Hex
When Bonus Action
For up to 1 minute, Mallory curses one creature she can see within 90 feet. Once per turn when she hits it with an attack, she deals an extra 1d6 necrotic damage. The curse ends early if the target drops to 0 hit points.
- Armor of Agathys
When Action
A protective frost surrounds Mallory for 1 hour, granting 5 temporary hit points. A creature that hits her with a melee attack while she has these temporary hit points takes 5 cold damage.
- Pact MagicLevel 1
Mallory can cast Warlock spells using Charisma. She knows two Warlock cantrips and has two level 1 Warlock spells prepared. She has one level 1 Pact Magic spell slot, regained on a Short or Long Rest. Her spell save DC is 12 and her spell attack modifier is +4.
- Eldritch InvocationsLevel 1
Mallory has one Eldritch Invocation. She chooses Pact of the Tome, creating a Book of Shadows that grants three additional cantrips and two level 1 spells with the Ritual tag. The book disappears if she creates another or dies.
- DarkvisionElfYou have Darkvision out to 60 feet.
- Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- Keen SensesElfYou have proficiency in the Perception skill.
- Elven Lineage, High ElfElfYou know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace it with a different Wizard cantrip.
- TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours by meditating, while remaining conscious.
- ResearcherSage
If Mallory does not know a piece of lore, she knows where and from whom she can obtain it. The DM might rule that the answer is hidden or difficult to reach.
Spells
12 spellsSpellcasting. Mallory Ashville casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , , , , ,
1st level (1 slot): , , , ,
Gear
7 itemsWeapons
- SickleA small, curved blade suitable for cutting cord and defense.
- 2×DaggerLight blades carried in a belt sheath.
Armor
- Leather armorWorn over ordinary clothing; provides AC 11 + Dexterity modifier.
Gear
- Scholar's PackA scholarly pack containing a backpack, book of lore, ink, ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
- Book of ShadowsMallory's pact book, used as her spellcasting focus and Book of Shadows.
- Traveler's clothesA stout traveling coat and simple clothes suitable for field research.
Purse
- 8×Gold piecesStarting coin from her background and class equipment choices.
Appearance
Mallory is a lean, composed elf with pale olive skin weathered by years of wind and lamp smoke. Her long, dexterous fingers are ink-stained at the joints and callused along the sides from turning brittle pages and working a quill. She wears her dark hair in a practical braid threaded with small paper tabs, and her green-gray eyes tend to settle on whoever is speaking as if taking silent notes. Her dark traveling coat is neatly mended and bears a few faint, angular sigils sewn inside the cuffs.
Mannerisms
She pauses before answering, as if checking an invisible citation, and sometimes traces a tiny square in the air with one finger when a thought falls into place. When irritated, she smooths the edge of a page until it lies perfectly flat.
Personality
Measured and observant, Mallory treats conversation as a form of field research. She is courteous without being warm, and becomes animated when someone challenges one of her conclusions with sound evidence.
Ideals
Knowledge should be tested, not worshiped. She values a useful truth even when it unsettles her, but believes no discovery excuses needless harm.
Bonds
She will risk herself to recover the scattered archive pages that contain the first marks she copied. She keeps one fragment tucked into her spellbook and will not let anyone else handle it.
Flaws
When a mystery presents itself, Mallory will neglect food, sleep, and other people's patience until she has tested her theories. She also assumes that any bargain can be kept harmless if its terms are precise enough.
Quirks
Background
Mallory spent decades copying brittle records in a remote archive, where the work demanded steady hands, good eyes, and the patience to compare one damaged line against another. She learned to read the gaps in a text as carefully as the words. In a sealed folio, she found a sequence of marks that seemed to answer questions before she had fully formed them. The presence behind those answers never gave a name. It offered fragments of knowledge in exchange for Mallory's attention, and she accepted the arrangement as a practical experiment rather than a vow of devotion. When the archive's roof began to fail and its holdings were scattered, Mallory left with a few books, her notes, and a new ability to make impossible force leap from her hands. She now travels as a researcher, following citations, rumors, and the occasional unnerving whisper in the margins. She is not certain whether her patron is a being, a buried intelligence, or a trick of the text. She intends to find out, but refuses to confuse curiosity with loyalty.
“She learned to read the gaps in a text as carefully as the words.”
- Background
- Sage
Connections
Species
Elf
Media
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