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Ember - AI-generated fantasy Character

Ember

Elf · Paladin · Level 1 · Soldier

Ember

Ember is steady, observant, and quietly compassionate.
AC18
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 12 · 30 ft.
AlignmentNeutral GoodGenderFemaleAgeApproximately 128 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionWIS
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longswords,
Javelins,
Shortbows,
Spears,
Shields are not weapons, but Ember is trained to use them through her armor training.

Tools

One gaming set, Dice

Languages

Common,
Elvish,
Celestial

Features

14 features

Bonus action

  • Lay On HandsLevel 1

    When Ember touches a creature

    As a Bonus Action, Ember touches a creature and restores a number of Hit Points from her healing pool, up to the pool's remaining amount. She can instead expend 5 Hit Points to remove the Poisoned condition.

Always on

  • Sap

    When Ember hits a creature with her Longsword

    When Ember hits a creature with her Longsword, that creature has Disadvantage on its next attack roll before the start of Ember's next turn.

  • Slow

    When Ember hits a creature with a Javelin

    When Ember hits a creature with a Javelin, the target's Speed is reduced by 10 feet until the start of Ember's next turn.

  • SpellcastingLevel 1

    Ember prepares two Paladin spells from the Paladin spell list. Charisma is her spellcasting ability. She can use a Holy Symbol as a Spellcasting Focus for her Paladin spells.

  • Weapon MasteryLevel 1

    Ember has mastery with the Longsword and Javelin. Longsword mastery, Sap, gives a creature Disadvantage on its next attack roll before the start of Ember's next turn when she hits it with the weapon. Javelin mastery, Slow, reduces a target's Speed by 10 feet until the start of Ember's next turn when she hits it with the weapon.

  • Creature TypeElfHumanoid.
  • SizeElfMedium.
  • SpeedElf30 feet.
  • DarkvisionElfEmber can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
  • Elven LineageElfEmber has chosen the High Elf lineage. She knows the Light cantrip, using Intelligence as her spellcasting ability for it. After each Long Rest, she can replace that cantrip with a different Wizard cantrip.
  • Fey AncestryElfEmber has Advantage on saving throws she makes to avoid or end the Charmed condition.
  • Keen SensesElfEmber has proficiency in the Perception skill.
  • TranceElfEmber does not need to sleep. She can finish a Long Rest in 4 hours by entering a meditative trance, during which she remains conscious.
  • Military RankSoldier

    Ember retains the disciplined instincts of military life. She can identify common military ranks, equipment, and camp procedures, and can usually find or arrange simple shelter and aid among soldiers or members of allied organizations.

Spells

3 spells

Spellcasting. Ember casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will):

1st level (2 slots): ,

Gear

13 items

Weapons

  • Longsword
    A martial melee weapon used as Ember's primary armament. Mastery property: Sap.
  • 6×
    Javelin
    A martial thrown weapon. Mastery property: Slow.

Armor

  • Chain Mail
    A suit of chain mail providing an Armor Class of 16 before Dexterity and shield modifiers.
  • Shield
    A shield bearing a soot-black and gold sunburst.

Tools

  • Gaming Set, Dice
    A small set of carved bone dice used for gambling and reading the mood of a camp.

Gear

  • Holy Symbol
    A divine emblem used as Ember's spellcasting focus.
  • Priest's Pack
    A pack containing bedrolls, mess kits, tinder, torches, rations, and other basic adventuring supplies.
  • Soldier's Starting Equipment
    A spear, shortbow, twenty arrows, a gaming set, a healer's kit, a quiver, and traveler's clothes, received through Ember's Soldier background.
  • Healer's Kit
    A kit containing bandages, salves, and basic medical supplies.
  • 20×
    Arrows
    Arrows suitable for a shortbow.
  • Quiver
    A case for carrying arrows.
  • Traveler's Clothes
    Practical clothing suitable for travel and military camps.

Purse

  • 14×
    Gold Pieces
    Currency remaining from Ember's background equipment.

Appearance

Ember is a lithe high elf woman with copper-red hair, warm brown skin, and bright amber eyes that seem to catch firelight. A thin scar crosses her left eyebrow, and faint freckles dust her cheeks like sparks. She wears well-maintained chain mail beneath a crimson tabard bearing a simple sunburst, with a round shield painted in soot-black and gold. Her longsword is practical rather than ornate, though its grip is wrapped in red leather and marked with tiny prayer knots.

Mannerisms

Ember checks the straps of her shield whenever she enters an unfamiliar room. She unconsciously counts people in a group, taps two fingers against her holy symbol before making a difficult decision, and uses military hand signals even when speaking would be easier.

Personality

Ember is steady, observant, and quietly compassionate. She speaks to frightened people in the same calm tone she uses with nervous recruits, and she prefers practical kindness over grand speeches. Beneath her disciplined exterior is a fierce sense of humor that appears at unexpected moments, usually when everyone else is too tense to laugh.

Ideals

Protection. Power exists to shelter those who have less of it. A victory that leaves the innocent behind is only another kind of defeat.

Bonds

The surviving civilians of the burned valley are Ember's family in all but blood. She sends part of every reward to their resettlement fund and will risk almost anything to protect them.

Flaws

Ember has difficulty retreating, even when withdrawal is the wise choice. She is suspicious of comfortable leaders, quick to assume that every order hides a selfish motive, and secretly terrified that her divine power will fail when someone truly depends on her.

Quirks

Names every campfire before extinguishing it, claiming each flame has a different temperament.
Keeps a small red thread tied around one finger for every person she has sworn to protect.
Refuses to gamble with coins, but considers dice an acceptable test of fate.
Collects bits of burned wood from places where civilians survived disasters.

Background

Ember was born in a woodland elven settlement where the oldest trees were said to remember every promise spoken beneath their branches. She might have become a warden, hunter, or keeper of ancestral songs, but war arrived before she had chosen a path. When raiders burned the settlement's outer groves, Ember joined the levy, first carrying messages and later standing in the shield line. The army gave her structure, comradeship, and a name for the fury she felt whenever the helpless were threatened. During a retreat through a smoke-choked valley, Ember found a wounded chaplain trying to protect a group of civilians. She took up the chaplain's fallen holy symbol and swore that no one under her protection would be abandoned again. The vow answered with a warmth in her hands, enough to close a soldier's mortal wound. Since then, Ember has served as both battlefield guardian and wandering paladin, seeking the officers who ordered the valley abandoned while helping ordinary people caught between armies. She does not believe goodness requires purity. She believes it requires showing up, standing firm, and choosing mercy when vengeance would be easier.

“She might have become a warden, hunter, or keeper of ancestral songs, but war arrived before she had chosen a path.”
From their backstory
Background
Soldier

Connections

Species

Elf

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