Ember
Ember
Sheet
AC 12 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
12 featuresAlways on
- Eldritch Blast
When When Ember attacks a creature within 120 feet
Ember fires a beam of crackling violet force at a creature within 120 feet. On a hit, the target takes 1d10 force damage.
- Minor Illusion
When When Ember needs a distraction, disguise, or unsettling omen
Ember creates a sound or image within range that lasts for up to 1 minute and can fit within a 5-foot cube.
- Hex
When As a bonus action against a creature within 90 feet
Ember curses one creature she can see within 90 feet. Until the spell ends, she deals an extra 1d6 necrotic damage to the target whenever she hits it with an attack, and she gains advantage on ability checks made to find it.
- Armor of Agathys
When As an action before entering danger
A protective force surrounds Ember, granting her 5 temporary hit points. If a creature hits her with a melee attack while those temporary hit points remain, it takes 5 cold damage.
- Otherworldly Patron, The Great Old OneLevel 1
Ember's pact magic comes from a mysterious Great Old One whose influence reaches her through dreams, impossible whispers, and sudden impulses. She can communicate telepathically with a creature she can see within 30 feet, sharing words mentally with it if they share a language.
- Pact MagicLevel 1
Ember knows two warlock cantrips and two 1st-level warlock spells. She regains her expended spell slot when she finishs a short or long rest. Charisma is her spellcasting ability.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- Human VersatilityHumanEmber gains an additional language, Celestial, from her noble and religious upbringing, and Infernal from forbidden studies and patron-touched dreams.
- Shelter of the FaithfulAcolyte
Ember can command the respect of those who share her faith and can perform the religious ceremonies of her temple. She and her companions can expect free healing and care at a temple, shrine, or other established presence of her faith, though she must provide any material components needed for spells. She may also receive support from members of her religious community, but is expected to assist them in return.
Spells
4 spellsSpellcasting. Ember casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (1 slot): ,
Gear
12 itemsWeapons
- Light crossbowA light crossbow with 20 bolts, useful when Ember's eldritch magic is either unavailable or too subtle for her purposes.
Armor
- Leather armorSupple leather armor, reinforced in places with brass plates and decorated with fading noble insignia.
Gear
- 20×Crossbow boltsA case containing 20 bolts for the light crossbow.
- Component pouchA small pouch of arcane components used to cast spells without a specific material cost.
- Scholar's packA pack containing parchment, ink, pens, books, and other supplies suitable for study and travel.
- Holy symbolA holy symbol inherited from the temple where Ember was raised as an acolyte.
- Prayer bookA prayer book or prayer wheel containing the teachings and rituals of Ember's former faith.
- 5×Incense sticksFragrant incense used in religious ceremonies, though Ember sometimes burns it to cover the smell of smoke from her experiments.
- VestmentsCeremonial clothing worn during temple services.
- Common clothesA set of ordinary travel clothing.
- PouchSpare coin kept in a simple leather pouch.
Purse
- 15×Gold piecesStarting currency from her background and family allowance.
Appearance
Ember is a striking human woman with tousled copper-red hair, storm-gray eyes, and a scattering of freckles across her nose. She dresses in well-worn leather armor beneath a half-buttoned crimson coat, with a silver holy symbol hanging beside a dark, unfamiliar talisman. Her grin is quick, reckless, and usually a warning that something has already gone wrong.
Mannerisms
Ember speaks with theatrical confidence, often leaning too close when sharing a secret. She taps her fingers in irregular rhythms, glances toward empty corners when listening to her patron, and gives an exaggerated bow whenever someone tells her she cannot do something.
Personality
Ember is vivacious, irreverent, and dangerously curious. She has the charm of someone who has never met a locked door she did not want to open. Beneath her hedonism is a fierce hunger to prove that she is more than a disappointing daughter or a vessel for something unknowable. She is generous to outcasts, contemptuous of pompous authority, and genuinely delighted whenever a plan becomes more complicated than expected.
Ideals
Freedom. No temple, family, monarch, or mysterious entity has the right to decide what Ember becomes. She will make her own choices, even when those choices are spectacularly unwise.
Bonds
A forbidden shrine beneath her family's estate still contains the first relic through which her patron spoke to her. Ember believes her family buried the truth about it, and she intends to uncover what they feared and why they tried so desperately to keep her away from it. She also maintains a strange loyalty to the old temple that gave her shelter after her final escape, despite having stolen its best horse.
Flaws
Ember mistakes impulse for intuition and treats consequences as a problem for someone else. She cannot resist forbidden knowledge, dares, or an opportunity to embarrass an authority figure. When frightened, she becomes even more reckless, convinced that if she keeps moving fast enough, nothing can catch her.
Quirks
Background
Ember was born into a noble human family that believed every problem could be solved with the correct tutor, institution, or threat of disinheritance. Her childhood was a parade of failed solutions. A wizard academy expelled her after she animated the dean's ceremonial robes, a monastery dismissed her after she replaced the abbot's incense with fireworks, and a diplomatic finishing school simply refused to discuss the incident involving three swans and a stolen carriage. Ember was brilliant, charismatic, and utterly allergic to discipline.
“Ember was brilliant, charismatic, and utterly allergic to discipline.”
- Background
- Acolyte
Connections
Species
Human
Media
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