Demon Slayer

Ember Draymon's page

299 posts. Alias of Kip84.


Race

AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal |

Classes/Levels

Hit Dice: 3/3d6 | Insp: Y

Gender

Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 |

About Ember Draymon

DCI: 4203867101

Ember Draymon, Genasi (fire) Sage, Wizard
HP 20, AC 12, Initiative +2, Speed: 30 (20, Encumbered) Proficiency +2

STR 8 (-1) DEX 14 (+2) CON 15 (+2) INT 16 (+3) WIS 12 (+1) CHA 10 (0)

Appearance: Ember is a short slight woman, her features are human but her skin is the colour of charcoal, her eyes burn like red hot coals, and her hair is red with orange and yellow highlights. She wears a black cloak, with golden trim, a gift from her mentor and adoptive father Phillious Draymon.

Attacks:

Quarterstaff: +1, 1d8-1 Bludgeoning

Produce Flame: +4, 1d8 Fire Damage (Range 30ft)

Acid Splash: up to two targets within 5ft of each other. Dex save or 1d6 acid. Range: 60

Shocking Grasp: +5, adv if target wearing metal armour. 1d8/ lightning and target can't take reactions till the start of its next turn.

Proficiencies:

Saving Throws: Wisdom (+3), Intelligence (+5)
Skills: Arcana (+5), History (+5), Insight (+3), Investigation (+5)
Weapons: Dagger, Dart, Sling, Quarterstaff, Light Crossbow
Armor: -
Tools: -
Languages: Common, Primordial, Elvish, Goblin

Spellcasting (Wizard):

Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1st: 4, 2nd: 2
Cantrips Known: Acid Splash, Shocking Grasp, Prestidigitation
Spell Book: Burning Hands, Detect Magic*, Magic Missile, Find Familiar*, Chromatic Orb, Mage Armour, Shield, Identify*, Scorching Ray, Misty Step.
Prepared Spells (6): Mage Armour, Magic Missile, Chromatic Orb, Shield, Scorching Ray, Misty Step.

*Ritual Spell

Spellcasting (Fire Genasi):

Spellcasting Bonus: +4
Spellcasting DC: 12
Spell Slots: N/a
Cantrips Known: Produce Flame
Spells Known: Burning Hands 1/day

Other Class and Race Features:

Class Features:
Spellcasting:

-Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
-Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
-Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (4 spells). The spells must be of a level for which you have spell slots.
-Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
-Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.
Arcane Recovery:
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition:
School of Evocation
Evocation Savant:
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells:
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Race Features:
Darkvision: You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. Every thing I see in darkness is a shade of red due to my ties to the elemental plane of fire.
Fire Resistance: Take half damage from Fire.
Reach The Blaze: You Know the Produce Flame cantrip. Once you reach 3rd Lvl, you can cast the Burning Hands spell once with this trait as a 1st Lvl spell, and you regain this ability at vthe end of a long rest. Constitution is your spellcasting ability for these spells.

Inventory:
Quarterstaff 4lb
Spell Component Pouch 2lb
50gp Diamond (Chromatic Orb spell focus)
Spellbook 3lb
Healing potion

Explorers Pack:
Backpack 5lb
Bedroll 7lb
Mess kit 1lb
Rations (x10) 20lb
Waterskin 5lb
Rope (50ft) 10lb

black ink -
quill -
a small knife -
a letter from a dead colleague posing a question you have not yet been able to answer, now with information anbout various "Spirits" written on the back...-
common clothes 3lb
belt pouch 1lb

Not carried:
Torches (x10) 10lb
Tinderbox 1lb

61lbs

Gp: 253.1

Background:

Sage: Wizards Apprentice
-Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Personal Characteristics:

Alignment: NG

Personality: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.

There’s nothing I like more than a good mystery.

Ideal Knowledge. The path to power and self-improvement is through knowledge.

Bond I work to preserve my masters mages university seeking new knowledge to return with.

Flaw Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Trinket

Faction Information:

Ember is a member of the Harpers.

Notes:
Books Used: -PHB
-Elemental Evil Players Companion

Log Sheets:
Log Sheet 1
Log Sheet 2

Spell flavour :

Mage Armour:
chant "Erő páncél energia páncél mágia!" waving her hand in intricate movements over her head, shoulders and chest. As she does blue glowing plates shimmer into existence and then fade out of view.

Scorching Ray:
chant: "Égő lángok közvetlenül a gerendák égő lángjai éget ellenségeimet!"
Flames swirl around her, quickly forming three rays of white hot fire that suddenly streak out

Magic Missile:
chants "A mágikus rakéták repülnek!" holding her arm outstretched, orange energy begins to swirl around it coalescing into three separate balls of fiery energy. Suddenly they shoot forward, arcing out and then racing in to strike at the foe