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Ash - AI-generated fantasy Character

Ash

Tabaxi · Wizard · Level 1 · Sage

Ash

Ash is intensely curious, quick-witted, and socially unpredictable.
AC13
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 8 · 30 ft.
AlignmentTrue NeutralGenderFemaleAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalCHA

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows,
Claws, as a tabaxi natural weapon used for unarmed strikes or climbing are not a separate class weapon proficiency.

Languages

Common,
Draconic,
Elvish

Features

8 features

Always 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 spells

Spellcasting. Ash casts with Intelligence (spell save DC 16, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , , , ,

Gear

10 items

Weapons

  • Quarterstaff
    A simple wooden quarterstaff used as a walking stick, improvised pointer, and arcane implement.

Gear

  • Component pouch
    A pouch containing the material components required for spells that do not have a specified cost.
  • Scholar's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Spellbook
    A leather-bound book containing six 1st-level wizard spells, including the spells listed in Ash's spell repertoire.
  • Ink
    A small glass bottle of black ink.
  • Quill
    A feather quill suitable for writing notes and spell formulas.
  • Small knife
    A small knife with a plain bone handle.
  • Letter from a dead colleague
    A letter from a dead colleague posing a question Ash has not yet answered.
  • Common clothes
    A set of common clothes, repeatedly repaired with colorful thread.

Purse

  • Pouch containing 10 gp
    Coins 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

Names every unfamiliar magical object before attempting to identify it.
Keeps shiny pebbles, buttons, and bits of broken glass in her component pouch.
Refers to her familiar as her first successful research assistant.
Writes corrections in the margins of books, including books that do not belong to her.
Sleeps with one paw resting on her spellbook clasp.

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.”
From their backstory
Background
Sage

Connections

Species

Tabaxi

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