Heated Protection. Anka adds her Charisma modifier to her AC.
Multiattack. Anka makes two Fiery Discharge attacks. She then must use her Untamed Fire feature, if available.
Fiery Discharge. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or ranged 120 ft., one target. Hit: 20 (3d10 + 4) fire damage.
Untamed Fire. Anka creates an unpredictable effect as she still struggle to control her powers. Roll a d10 to determine the effect.
1-3. Single Spark. Anka’s fiery attacks jump around unpredictably. If any creature was hit by Anka’s Fiery Discharge this turn, the flames from that attack jumps to another creature within 15 ft. of it. That creature takes 9 (1d10 + 4) fire damage. A creature can only take damage in this way once per round.
4-6. Feel the Heat. Anka’s fire burns hotter than a smith’s forge. Any creature that was targeted by Anka’s Fiery Discharge this turn that are wearing metal armor or wielding a metal weapon must succeed a DC 15 Constitution saving throw or suffer the effects of the heat metal, as if Anka casted the spell (requires concentration).
7. Scorching Apparitions. Anka’s stress is manifested on the battlefield, giving the smoke and flames a mind of their own. 1d4 smoke mephit or 1 magma mephit appear within 10 ft. of a creature targeted by a Fiery Discharge this turn. The mephits are hostile to every non-mephit creatures and disappear after 1 minute.
8. Incendiary Afterburn. Anka releases leftover energy from her last attack. Every creature in a 15 ft. cone originating from Anka must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 17 (5d6) fire damage and half as much on a successful one. The cone can’t target a creature that was targeted by a Fiery Discharge this turn.
9. Red Hot Ignition. Anka’s fire burn twice as hot. Until the end of her next turn, every time Anka deals fire damage from a spell effect or a Fiery Discharge attack, targets take an additional 16 (3d10) fire damage. Anka’s Untamed Fire feature is unavailable until the end of her next turn.
10. Blazing Inferno. Anka’s fire becomes to much for her to handle. She cast fireball (at 5th level, spell save DC 15) centered on herself. She automatically succeeds on the saving throw against it.
Spellcasting. Anka casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15) :
At will: control flames, create bonfire
1/day: fire shield (warm shield only).
Fiery Escape(1/initiative). Anka cast ashardalon’s stride. While concentrating on this spell, her Untamed Fire feature is unavailable.
Avoid Collateral (3/long rest). Anka tries to avoid hurting her friends. Before rolling to determine the effects of her Untamed Fire feature, Anka can use her reaction to roll a DC 10 Wisdom check. On a success, she chooses up to 4 creatures. Those creature automatically succeed any saving throw against the effect of her Untamed Fire feature.
Fiery Shield. When a creature hits Anka with a weapon attack, she can use her reaction to add +4 to her AC until the start of her next turn. While active, if a creature hits Anka with a melee attack, the attacking creature takes 5 fire damage and must succeed a DC 15 Dexterity Saving throw. On a failed save, the creature starts burning, taking 5 fire damage at the start of each of its turn. The creature can use its action on its turn to douse the flames.
When Anka uses her reaction in this way, her Untamed Fire feature is unavailable until the end of her next turn.
Description
Not much is known about Anka’s past, other than the fact her parents and her village feared her innate fiery powers, isolating and rejecting her in return. Heliod took her under his wings as his pupil, but let’s face it, Duke did most of the hard work to help her control her powers and gain self-confidence. Duke also believes Heliod is being a reckless idiot, bringing her around on their wildly dangerous adventures. She’s just a child, for f@$&’s sake!
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