Emberlin Burns

This character sheet is purposefully left unfinished. Any blank values are a result of not having enough information to be confident of its value.

Emberlin Burns, Herald of the Queen of Embers
Character Name

Warlock (5)
Tiefling
11,600
Class & Level
Race
Experience Points

Strength
13
+1

Dexterity
12
+1

Constitution
16
+3

Intelligence
11
0

Wisdom
12
+1

Charisma
19
+4

+1
Strength

Dexterity

+3
Constitution

Intelligence

+4
Wisdom

+7
Charisma

Saving Throws

Acrobatics (Dex)

+1
Animal Handling (Wis)

0
Arcana (Int)

+4
Athletics (Str)

Deception (Cha)

0
History (Int)

+4
Insight (Wis)

Intimidation (Cha)

+3
Investigation (Int)

+1
Medicine (Wis)

0
Nature (Int)

Perception (Wis)

Performance (Cha)

+4
Persuasion (Cha)

0
Religion (Int)

+1
Sleight of Hand (Dex)

+1
Stealth (Dex)

+1
Survival (Wis)

Skills

39
HP

12
AC

30
Spd.

+3
Prof.

+1
Init.

Light Armor
Simple Weapons
Proficiencies

Common
Infernal
Languages

**Hellish Resistance** - You have resistance to fire damage.

**Devil’s Sight** - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Traits

Kind to the Kind
Personality Trait

Loyalty to the Queen of Embers
Ideal

Smiles Blazing
Bond

Vengeful Pyromaniac
Flaw

## Spells

Spellcasting Ability
Charisma

Spell Save DC
15

Spell Attack Bonus
+7

### Features & Traits

#### Elemental Adept (Fire)

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

### Cantrips

#### Thaumaturgy

1 Minute
1 Action
30 ft.
V
Transmutation
Duration
Casting Time
Range/Area
Components
School

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* You instantaneously cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

#### Create Bonfire

(C) 1 Minute
1 Action
60 ft. (5 ft. Cube)
V, S
Conjuration
Duration
Casting Time
Range/Area
Components
School

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

#### Eldritch Blast

Instantaneous
1 Action
120 ft.
V, S
Evocation
Duration
Casting Time
Range/Area
Components
School

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

**Repelling Blast** - When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

**Agonizing Blast** - When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

#### Sacred Flame

Instantaneous
1 Action
60 ft.
V, S
Evocation
Duration
Casting Time
Range/Area
Components
School

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

#### Produce Flames

10 Minutes
1 Action
Self
V, S
Conjuration
Duration
Casting Time
Range/Area
Components
School

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

#### Control Flames

Instantaneous
1 Action
60 ft. (5 ft. Cube)
S
Transmutation
Duration
Casting Time
Range/Area
Components
School

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

#### Mage Hand

1 Minute
1 Action
30 ft.
V, S
Conjuration
Duration
Casting Time
Range/Area
Components
School

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

### Level 3

#### Hex

(C) 1 Hour
1 Bonus Action
90 ft.
V, S, M\*
Enchantment
Duration
Casting Time
Range/Area
Components
School

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

**At Higher Levels** - When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

\* - (the petrified eye of a newt)

#### Burning Hands

Instantaneous
1 Action
Self (15 ft. Cone)
V, S
Evocation
Duration
Casting Time
Range/Area
Components
School

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

**At Higher Levels** - When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

#### Hellish Rebuke

Instantaneous
1 Reaction\*
60 ft.
V, S
Evocation
Duration
Casting Time
Range/Area
Components
School

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

**At Higher Levels** - When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\* - which you take in response to being damaged by a creature within 60 feet of you that you can see

#### Darkness

(C) 10 Minutes
1 Action
60 ft. (15 ft. Sphere)
V, M\*
Evocation
Duration
Casting Time
Range/Area
Components
School

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

\* - (bat fur and a drop of pitch or piece of coal)

#### Smokey Step

Instantaneous
1 Bonus Action
Self
V
Conjuration
Duration
Casting Time
Range/Area
Components
School

Briefly surrounded by smoke, you teleport up to 30 feet to an unoccupied space that you can see.

#### Counterspell

Instantaneous
1 Reaction \*
60 ft.
S
Abjuration
Duration
Casting Time
Range/Area
Components
School

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

**At Higher Levels** - When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

\* - which you take when you see a creature within 60 feet of you casting a spell

### Feature and Trait Granted Spells

#### Hellish Rebuke

Instantaneous
1 Reaction\*
60 ft.
V, S
Evocation
Duration
Casting Time
Range/Area
Components
School

**Infernal Legacy** - You can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

\* - which you take in response to being damaged by a creature within 60 feet of you that you can see

#### Darkness

(C) 10 Minutes
1 Action
60 ft. (15 ft. Sphere)
V, M\*
Evocation
Duration
Casting Time
Range/Area
Components
School

**Infernal Legacy** - When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest.

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

\* - (bat fur and a drop of pitch or piece of coal)