Amber Button Character in Xalvion | World Anvil
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Amber Button

Amber Button (a.k.a. Hothead)

I'm gonna bring the heat and the beat."

Physical Description

General Physical Condition

Short   Muscular   Fit

Body Features

Amber is a short but muscular Halfling Elementalist   They are usually seen wearing the following attire:   A red, sleeveless gi with an orange trim.   Brown fingerless leather gloves that each have a gem embedded into the top.   Brown leather sandals.   A orange belt holding a few pouches and an escrima stick at each side.

Facial Features

Fiery red eyes that resemble the buring embers of a fire.   A strong chiseled face.

Special abilities

Being a Elementalist, Amber has the ability to cast spells using their connection to nature and the elements.   Elemental Control
  • Due to them being an Elementalist, Amber is able to have control over fire without needing to cast any spells.
  Elemental Strike
  • Amber is able to imbue their strikes with the power of fire.
  Primordial Travel
  • Amber can use their Ignition Burst ability to give their jumps a large boost, making it easier to traverse a battlefield or places with difficult terrain.
  Primordial Power
  • Amber has a very firm understanding of the elements, and thus is able to control fire at an even greater level.
  Ignition Burst
  • Amber's experience and training has allowed them to channel their elemental powers throughout their body, thus letting them expel it from where they please.
  • This ability also lets Amber shoot a powerful flame from their feet to use as an attack or to boost their jumps.
  Fire Resistance
  • Amber is quite acclimated to being in hot environments and thus is resistant to fire damage.
  Radiant Flames
  • Amber is able to imbue her fiery attackes with radiant energy.

Apparel & Accessories

A sleeveless martial arts gi.   A belt with various pouches.   Fingerless spellcasting focus gloves.   Brown leather sandals.   Two simple escrima sticks.

Specialized Equipment

Amber is trained in using simple weapons.   Amber is trained in the martial arts of monks.

Mental characteristics

Gender Identity

Non-Binary   They/Them

Sexuality

Bisexual

Education

Trained by monks in their way of fighting.   Trained by Fire Elementals in the Elemental Plane of Fire.

Employment

Is the current owner and clerk of Amber's Adventuring Acquirements.

Accomplishments & Achievements

Successfully travelled to the elemental plane of fire and convinced a Fire Elemental to teach them its ways.   After many years training in a monastery, mastered martial arts.

Failures & Embarrassments

Upon arrival to the monastery where they trained, they accidentally got themself held as their prisoner for a short time after a misunderstanding.   They were the slowest learner at the monastery.   Once accidentally angered the Fire elemental that was teaching them, cause it to lash out at them.

Mental Trauma

Witnessed the raw, emotional fury of an intelligent Fire Elemental in person and suffered from great burns because of it.

Personality Characteristics

Likes & Dislikes

Dislikes:

Being misgendered

Vices & Personality flaws

Ironically, is usually very hot-headed
Character Location
View Character Profile
Alignment
Chaotic Good/Neutral
Current Location
Species
Date of Birth
12th of May, 1620 AE
Year of Birth
1620 AE 112 Years old
Birthplace
Uzidura, Jabadia Margrave, Fehamabia, Aderesh
Children
Current Residence
Gender
Female
Eyes
Brown
Hair
Dirty blonde, short
Skin Tone/Pigmentation
Pale
Height
4'4"
Weight
145 lbs
Known Languages
Common   Halfling   Ignan

Amber Button

Small Lightfoot Halfling, General shop owner, Chaotic Good

Armor Class 15 (Leather Armour)
Hit Points 39 (10d6) 10d6
Speed: 25 ft

STR

15
( +2 )

DEX

19
( +4 )

CON

0
( -5 )

INT

11
( +0 )

WIS

20
( +5 )

CHA

15
( +2 )

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.

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