Amber Button
Small Lightfoot Halfling, General shop owner, Chaotic Good
Armor Class 15 (Leather Armour)
Hit Points 39 (10d6) 10d6
Speed:
25 ft
Saving Throws Wisdom +9 1d20+9 , Charisma +6 1d20+6
Skills Acrobatics +8 1d20+8 , Medicine +9 1d20+9 , Nature +4 1d20+4 , Religion +4 1d20+4
Damage Resistances Fire
Senses passive Perception 15
Languages Common, Halfling, Infernal, Ignan
Challenge Rating 10
Ideals
Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
Bonds
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaws
I’d risk too much to uncover a lost bit of knowledge.
Amber is a 10th-level spellcaster. their spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Amber can cast Control Flames, Produce Flames, Flame Blade, Wall of Fire, and Fireball at will and has the following wizard spells prepared:
Cantrips (at will): Fire Bolt, Message, Prestidigitation
1st level (4 slots): Chromatic Orb, Burning Hands, Hellish Rebuke, Searing Strike
2nd level (3 slots): Heat Metal, Scorching Ray
3rd level (3 slots): Flame Arrows, Melf's Minute Meteors
4th level (3 slots): Fire Shield, Elemental Bane
5th level (3 slots): Flame Strike, Immolation
At will: Fire Bolt, Control Flames, Produce Flames, Flame Blade, Wall of Fire, and Fireball
Brave. Amber has advantage on saving throws against being frightened.
Halfling Nimbleness. Amber can move through the space of any creature that is of a size larger than theirs.
Naturally Stealthy. Amber can attempt to hide even when they are obscured only by a creature that is at least one size larger than them.
Elemental Strike Amber can imbue their melee weapon attacks with elemental energy, when they do this their weapon attacks do an extra 2d6 Fire damage and counts as magical for the purposes of overcoming resistances. They can use this a number of times equal to their Wisdom modifier per day.
Radiant Flames Whenever Amber makes a spell attack or uses one of their Elementalist abilities, they can choose to add Radiant damage to the attack. The extra Radiant damage is 2d8. They can use this a number of times equal to their Wisdom modifier per day. Amber can only use this abiity once per turn.
Actions
Name |
Attack |
Damage |
Club |
1d20+6 |
1d4+2 Bludgeoning |
Flame Daggers |
1d20+8 |
1d4+4 Fire |
Ignition Burst |
1d20+9 |
3d6 Fire |
Fire Bolt |
1d20+9 |
2d10 Fire |
Chromatic Orb |
1d20+9 |
3d8 Acid/Cold/Fire/Lightning/Poison |
Burning Hands |
DC17 |
3d6 Fire |
Produce Flame |
1d20+9 |
2d8 Fire |
Wall of Fire |
DC17 |
5d8 Fire |
Fire Ball |
DC17 |
8d6 Fire |
Hellish Rebuke |
DC17 |
2d10 Fire |
Searing Smite |
DC17 |
1d6 Fire |
Heat Metal |
DC17 |
2d8 Fire |
Scorching Rayl |
1d20+9 |
2d6 Fire |
Melf's Minute Meteors |
DC17 |
2d6 Fire |
Flame Strike |
DC17 |
4d6 Fire + 4d6 Radiant |
Immolationl |
DC17 |
8d6 Fire |
Reactions
Lucky. When Amber rolls a 1 on an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll.
Comments