Ash
Ash
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Weapons
Languages
Features
8 featuresAlways on
- SpellcastingLevel 1
When When Ash casts a wizard spell
Ash can cast wizard spells using Intelligence as her spellcasting ability. Her spell save DC is 16 and her spell attack bonus is +7.
- Arcane RecoveryLevel 1
When After finishing a short rest, once per day
After a short rest, Ash can recover one expended 1st-level spell slot once per day.
- DarkvisionTabaxiAsh can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though she sees darkness as shades of gray.
- Feline AgilityTabaxiWhen Ash moves on her turn in combat, she can double her speed until the end of that turn. She cannot use this trait again until she moves 0 feet on one of her turns.
- Cat's ClawsTabaxiAsh has claws that deal 1d4 slashing damage on a hit and can be used for climbing, granting her a climbing speed equal to her walking speed when she uses them for that purpose.
- Cat's TalentTabaxiAsh has proficiency in the Perception and Stealth skills.
- LanguagesTabaxiAsh can speak, read, and write Common and one additional language. Her Sage background grants two additional languages.
- ResearcherSage
If Ash does not know a piece of information, she usually knows where and from whom that information can be obtained. She can often identify libraries, scholars, archives, sages, and other sources of obscure knowledge, though gaining access may require favors or payment.
Spells
9 spellsSpellcasting. Ash casts with Intelligence (spell save DC 16, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , , ,
Gear
10 itemsWeapons
- QuarterstaffA simple wooden quarterstaff used as a walking stick, improvised pointer, and arcane implement.
Gear
- Component pouchA pouch containing the material components required for spells that do not have a specified cost.
- Scholar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- SpellbookA leather-bound book containing six 1st-level wizard spells, including the spells listed in Ash's spell repertoire.
- InkA small glass bottle of black ink.
- QuillA feather quill suitable for writing notes and spell formulas.
- Small knifeA small knife with a plain bone handle.
- Letter from a dead colleagueA letter from a dead colleague posing a question Ash has not yet answered.
- Common clothesA set of common clothes, repeatedly repaired with colorful thread.
Purse
- Pouch containing 10 gpCoins saved from odd jobs, research errands, and the occasional questionable wager.
Appearance
Ash is a slender, silver-gray tabaxi with charcoal markings along her ears, forearms, and tail. She wears an oversized academic robe cinched tightly with mismatched cords, its hem repeatedly repaired with brightly colored thread. Her spellbook is far too carefully protected for someone who treats nearly everything else as expendable, wrapped in oilcloth and fitted with a polished brass clasp. Before speaking, Ash often takes a quick breath through her nose as though scenting the correctness of her next sentence. Her green-gold eyes are alert, curious, and frequently distracted by anything that glitters.
Mannerisms
Ash pauses to inhale before answering difficult questions, taps the brass clasp of her spellbook when thinking, and unconsciously tracks every small reflective object in a room. When reading, she moves her tail in slow, deliberate strokes as though underlining the text in the air.
Personality
Ash is intensely curious, quick-witted, and socially unpredictable. She treats obscure facts as treasures and mundane conversations as puzzles that may conceal something important. She is eager to learn from anyone who knows something she does not, but her confidence vanishes briefly whenever she realizes she has broken an expensive object. Despite her chaotic beginnings, she genuinely wants to become the careful scholar her mentor believes she can be.
Ideals
Knowledge should be pursued wherever it leads. A dangerous truth is still more valuable than a comfortable lie.
Bonds
The wizard who taught Ash gave her a second chance and expects her to use it responsibly. She will protect her former mentor's tower, books, and reputation, even when doing so requires admitting that her own curiosity caused the original disaster.
Flaws
Ash cannot leave a mystery alone, especially if it involves magic, locked doors, or something shiny. She is easily distracted by unusual objects and has a terrible tendency to experiment before asking whether an experiment is safe. When embarrassed, she insists that the resulting disaster was a controlled test.
Quirks
Background
Ash was never supposed to become a student. She was supposed to steal one shiny gemstone from a reclusive wizard's tower, sell it, and spend the proceeds on an excellent meal. The plan failed almost immediately. She broke through a window, landed on a stack of rare tomes, sent three shelves of scrolls sliding across the floor, and tripped over a brass astrolabe while trying to escape. In the confusion, she grabbed a strange silver charm that turned out to be the focus of a summoning ritual. The resulting cat familiar bonded to her instead of the wizard, who had been attempting to call it for nearly a year. The wizard considered several punishments, then decided that teaching Ash was easier than cleaning up after her. Under reluctant instruction, she proved unnervingly gifted. Her curiosity was relentless, her memory was exact, and her habit of touching dangerous objects remained almost impossible to cure. The wizard eventually arranged for her to study as a Sage, hoping that formal research would give her discipline. Ash now travels with a stolen-looking but legally gifted spellbook, her bonded cat familiar, and a growing reputation as a brilliant scholar who is still one impulsive decision away from falling through a laboratory floor.
“She was supposed to steal one shiny gemstone from a reclusive wizard's tower, sell it, and spend the proceeds on an excellent meal.”
- Background
- Sage
Connections
Species
Tabaxi
Media
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