Ember is @EmbertheEmpress
"Life's too short for boring magic, darling! Embrace the chaos, and let's see what sparks fly!"
Race: Human (Variant)
Class: Sorcerer (Wild Magic 7)
Alignment: Chaotic Good
Background: Hermit (A free spirit whose secluded past led to a profound, if wild, connection to innate magic; she now embraces the world with fiery enthusiasm, sharing her chaotic gifts.)
Motivation: Ember is a living embodiment of chaos and creation, driven by an inherent joy in her own unpredictable magic and a deep desire for connection. She thrives on spontaneity, excitement, and the sheer wonder of the world. She sees her wild magic as a gift, a constant source of surprise and amusement, even when things go awry. She is fiercely protective of her allies, whom she considers her chosen family, and uses her innate charisma to light up any room, dispelling gloom with her infectious laughter and vibrant presence. Ember wants to experience everything, to witness amazing feats (like a winged princess with a hot dog!), and to use her unique powers to bring warmth, light, and a touch of delightful mayhem to the world.
Hit Points: 51 (6 + (6 4) + (7 3))
Armor Class: 12 (Unarmored)
Speed: 30ft
Initiative: +2
STRDEXCONINTWISCHA8 (-1)14 (+2)17 (+3)10 (+0)12 (+1)16 (+3)
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Saving Throws: Constitution (+6), Charisma (+6)
Skills:
Proficient: Arcana (+3), Persuasion (+6), Insight (+4), Acrobatics (+2, Jack of All Trades +1 = +3)
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Languages: Common, Draconic, Ignan
Weapons:
"Sparkflame Dagger" (Dagger): A simple dagger, but its blade often shimmers with faint heat and light. Attack: +5 (Dex + Prof), Damage: 1d4 + 2 (Dex) piercing. Once per short rest, she can command it to erupt in harmless flames for 1 minute, shedding bright light in a 10-foot radius.
Armor:
"Wildfire Weave" (Outfit): A stylish two-piece green outfit, designed for comfort and mobility. It has no armor properties, relying solely on her natural AC. The fabric subtly shimmers, occasionally catching stray magical light.
Other Gear:
Component Pouch: For non-costly spell components.
Explorer's Pack: Contains standard adventuring gear (backpack, bedroll, mess kit, tinderbox, waterskin, 10 days of rations, rope).
Belt Pouch: Containing 15 gp, a few smooth, fire-polished stones, and a small, intricately carved wooden phoenix charm.
Leather-bound journal: Filled with chaotic scribbles, half-finished poems, and notes on unusual magical phenomena.
Small, polished prism: Used to catch and refract light, a simple joy for her.
Elemental Adept (Fire - Feat - Variant Human):
When she casts a spell that deals fire damage, she can treat any 1 on a damage die as a 2.
Spells she casts ignore resistance to fire damage.
Wild Magic Surge (Sorcerer 1): Whenever she casts a sorcerer spell of 1st level or higher, the DM can have her roll on the Wild Magic Surge table. If they do, she rolls a d20. On a 1, she rolls on the table and applies the effect.
Tides of Chaos (Sorcerer 1): When she makes an attack roll, an ability check, or a saving throw, she can use her reaction to gain advantage on the roll. Once she does so, she must finish a long rest before she can use this feature again, unless the DM is willing to have her roll on the Wild Magic Surge table immediately after she casts a sorcerer spell of 1st level or higher.
Sorcery Points (7): She can use these points to fuel various Metamagic options. She regains all spent sorcery points when she finishes a long rest.
Metamagic (2 options - Sorcerer 3):
Twinned Spell: When she casts a spell that targets only one creature and doesn't have a range of self, she can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point for a cantrip).
Subtle Spell: When she casts a spell, she can spend 1 sorcery point to cast it without any somatic or verbal components.
Bend Luck (Sorcerer 6): When another creature she can see makes an attack roll, an ability check, or a saving throw, she can use her reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (her choice) to the creature's roll. She can do so after the creature makes its roll but before the DM says whether the roll succeeds or fails.
Discovery (Hermit Background Feature): During her isolation, Ember didn't just understand Wild Magic; she discovered a direct, if unstable, conduit to a minor elemental fire node. This connection is the source of her unique fiery affinity and the increased potency of her fire spells, as well as the constant underlying hum of magical instability.
Spell Save DC: 14
Spell Attack Bonus: +6
Cantrips Known: 4
Fire Bolt, Prestidigitation, Light, Mending
Spell Slots:
1st Level: 4
2nd Level: 3
3rd Level: 3
4th Level: 1
Spells Known: 8 spells from the Sorcerer spell list
1st Level: Burning Hands, Shield, Magic Missile
2nd Level: Misty Step, Scorching Ray
3rd Level: Counterspell, Fireball
4th Level: Wall of Fire
"Phoenix Charm":
Wondrous Item, uncommon (requires attunement)
A small, intricately carved wooden phoenix charm that occasionally warms to the touch.
"Fiery Resolve": When Ember takes fire damage, she can use her reaction to gain 1 sorcery point (once per short rest).
"Aura of Rebirth": Once per long rest, as an action, she can release a burst of revitalizing energy. All friendly creatures within 10 feet regain 1d4+1 hit points.
"Shard of Untamed Flame":
Wondrous Item, uncommon
A jagged, palm-sized shard of obsidian that glows with an internal, flickering orange light.
"Unpredictable Spark": While holding this, Ember can reroll one Wild Magic Surge result (once per long rest), but must accept the new result.
"Warmth of Chaos": The shard always feels warm to the touch and can ignite small, flammable objects (like a torch wick) with a touch.
Ember's early life was one of quiet seclusion. Raised in a remote cabin by a reclusive sage (or perhaps simply a solitary existence in the wilds), she had little contact with the outside world. This isolation, however, allowed her innate magical talent to blossom, unhindered by conventional training. Her connection to magic was raw, intuitive, and gloriously unpredictable – the very essence of Wild Magic. The hermitage allowed her to connect directly to a minor elemental fire node, enhancing her fire magic but also making her surges even more frequent.
Upon venturing into the wider world, Ember became a free spirit, her fiery ginger hair a perfect match for her vibrant personality and the crackling magic within her. She embraces the chaotic nature of her power, often finding great humor in the unexpected surges of wild magic that accompany her spells. She's quick to laugh, often at her own expense, and her infectious good humor can light up any room. She views life as an grand, unfolding adventure, full of delightful surprises.
Despite the occasional magical mishap (which she usually navigates with a grin and a shrug), she is fiercely protective of her allies, whom she cherishes deeply. Her grounded, earthy power, a strong vessel for the raw magical energy she wields, emphasizing her connection to natural, untamed forces. She is fiercely loyal, genuinely kind, but possesses a healthy streak of recklessness, trusting her luck and the universe's unpredictable flow to see her through. She'd be absolutely fascinated by Princess Hanavari's combination of draconic power and hot dog scepter, seeing it as the ultimate expression of wild, beautiful, utterly bonkers magic.