Marenza Ash
Marenza Ash
Sheet
AC 15 · HP 32 · 30 ft.Saving throws
Skills
- ArcanaINT
- AthleticsSTR
- PersuasionCHA
- SurvivalWIS
Weapons
Tools
Languages
Features
10 featuresAlways on
- Fire Bolt
When Action
Unleash a burst of searing flame at a distant target.
- Prestidigitation
When Action
Create a tiny magical flourish to amuse, clean, or distract.
- SpellcastingLevel 1
You can cast sorcerer spells, using Charisma as your spellcasting ability. You know four cantrips and six sorcerer spells. You regain no spell slots on a short rest, but your magic is fueled by innate power and study.
- Font of MagicLevel 2
You gain a pool of sorcery points, which you can use to create spell slots or fuel Metamagic. At 5th level, you have 5 sorcery points.
- MetamagicLevel 3
You learn two Metamagic options, allowing you to alter your spells in specialized ways. Chosen options: Quickened Spell and Empowered Spell.
- Draconic ResilienceLevel 1
You are granted a draconic resilience by your sorcerous bloodline. Your hit point maximum increases by 1 for each sorcerer level, and when not wearing armor, your AC equals 13 + your Dexterity modifier.
- DarkvisionTieflingYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Hellish ResistanceTieflingYou have resistance to fire damage.
- Infernal LegacyTieflingYou know the thaumaturgy cantrip. At 3rd level, you can cast hellish rebuke once per day as a 2nd-level spell. At 5th level, you can also cast darkness once per day. Charisma is your spellcasting ability for these spells.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. You can find food and fresh water for yourself and up to five others each day, provided the land offers any at all.
Spells
12 spellsSpellcasting. Marenza Ash casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (2 slots): ,
Gear
8 itemsWeapons
- QuarterstaffA sturdy staff chosen from the sorcerer's starting equipment.
- 2×DaggerA backup blade for close quarters.
Gear
- Arcane focusA simple magical focus used to channel sorcerous power.
- Explorer's PackA traveler’s kit with bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- Traveler's clothesTravel-worn clothing suited to long journeys and open country.
- Hunting trapA hunting trap from life on the road and in the wilds.
- TrophyA token taken from an animal she once followed through the wild.
Purse
- Pouch with 10 gpA belt pouch containing her remaining travel money.
Appearance
A small, bright-eyed young tiefling woman with warm freckled skin, little curved horns, a long expressive tail, and tiny sharp fangs that show when she smiles. She dresses for travel and camp life, with soot-smudged hands, practical boots, and a habit of carrying herself like she has just remembered something exciting. Her eyes and smile both carry an eager, almost confiding kindness, even when sparks dance around her fingertips.
Mannerisms
She leans close when excited, talks with her hands, and forgets her own volume when she starts explaining something magical. When nervous, her tail loops around a chair leg or her own ankle, and when she likes someone, she smiles with one little fang showing. She tends to stare into campfires as if they are telling her a private joke.
Personality
Bubbly, earnest, and a little oblivious, Marenza tries to meet the world with cheerful curiosity even when she is nervous. She is driven and determined under the silliness, with a stubborn little core that refuses to let cruelty have the last word. She loves questions, bright colors, campfire stories, and any excuse to practice fire magic.
Ideals
Kindness should be active, not polite. Marenza believes the strong have a responsibility to shield the frightened, the lonely, and the overlooked, because she knows what it is to be treated like a burden instead of a person. She wants her power to mean protection, freedom, and choice, not fear.
Bonds
She is fiercely loyal to the few people who have treated her gently, especially the dwarf who first carried her to safety. She will cross any road, climb any tower, and brave any inferno to keep her friends out of harm's way.
Flaws
She is secretly scared that if she ever stops smiling, people will notice how strange she really is. She can be distractible, overconfident about her instincts, and so eager to help that she sometimes rushes into danger before thinking. She also has a soft spot for anything warm, shiny, or on fire, which is occasionally a terrible combination.
Quirks
Background
Marenza Ash was raised on the edge of roads, hearths, and bad decisions, a cheerful little tiefling with freckles, little horns, and a tail that never quite stopped betraying her emotions. Her first clear memory of safety was not a parent, but a gruff dwarf who scooped her up out of the cold and refused to put her down until she stopped shaking. He taught her how to spot edible roots, how to tell when a storm was changing, and how to laugh at the world before it laughed at her. She grew up thinking her fire was just a talent, a warm and useful thing, and she pursued it with the fervor of someone trying to prove she deserved to keep it.
“He taught her how to spot edible roots, how to tell when a storm was changing, and how to laugh at the world before it laughed at her.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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