Ember
Ember
Sheet
AC 18 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionWIS
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus 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 spellsSpellcasting. Ember casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will):
1st level (2 slots): ,
Gear
13 itemsWeapons
- LongswordA martial melee weapon used as Ember's primary armament. Mastery property: Sap.
- 6×JavelinA martial thrown weapon. Mastery property: Slow.
Armor
- Chain MailA suit of chain mail providing an Armor Class of 16 before Dexterity and shield modifiers.
- ShieldA shield bearing a soot-black and gold sunburst.
Tools
- Gaming Set, DiceA small set of carved bone dice used for gambling and reading the mood of a camp.
Gear
- Holy SymbolA divine emblem used as Ember's spellcasting focus.
- Priest's PackA pack containing bedrolls, mess kits, tinder, torches, rations, and other basic adventuring supplies.
- Soldier's Starting EquipmentA 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 KitA kit containing bandages, salves, and basic medical supplies.
- 20×ArrowsArrows suitable for a shortbow.
- QuiverA case for carrying arrows.
- Traveler's ClothesPractical clothing suitable for travel and military camps.
Purse
- 14×Gold PiecesCurrency 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
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.”
- Background
- Soldier
Connections
Species
Elf
Media
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