Shroud of Ash

Level 10 Human Wizard (School of Evocation)

Available with DM subscription
STR
10
DEX
14 (+2)
CON
15 (+2)
INT
16 (+3)
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class 15 (Mage Armor (16 with Shield spell))
Hit Points 62 (10d6 + 15 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Intelligence, Wisdom
Skills Arcana +7, History +7, Stealth +6, Intimidation +3, Sleight of hand +6

Features

Lair: The Ashen Grove

custom Level 10
lair action

On Initiative 20 (losing ties), Ash takes one lair action: (a) a wave of embers sweeps a 20-ft. line, DC 15 Dex save for 2d6 fire damage; (b) a charred tree erupts in flame in a 10-ft. radius (2d6 fire, Dex save); (c) smoldering ground becomes difficult terrain until his next turn.

Coward's Flame (Defeat Trigger)

custom Level 10
1/day

If reduced to 10 hit points or fewer, Ash attempts to flee using Misty Step and Dimension Door-like escape through burning underbrush, leaving his bandits behind. If cornered or prevented from fleeing, he fights to the death, using Overchannel.

Ember Sigil

custom Level 10
at will / 1/day

The red-hot crystal attuned to Ash grants him resistance to fire damage and lets him cast Burning Hands at will without components (this is the same sigil the party claims on his body).

Overchannel

subclass Level 10
1/day per spell level

When Ash casts an Evocation spell of 5th level or lower that deals damage, he deals maximum damage. Subsequent uses in the same day cost him 2d12 necrotic damage per spell level.

Sculpt Spells

subclass Level 2

Creatures of Ash's choice automatically succeed on saving throws against his Evocation spells and take no damage, allowing him to protect his bandit gang from his own fire.

Evocation Savant

subclass Level 2

Ash copies Evocation spells into his spellbook at half cost and can cast one Evocation spell at 1st level without expending a slot 1/day.

Alert (Criminal Background Feat)

background Level 1

Ash adds his Proficiency Bonus to Initiative rolls and can swap Initiative with a willing ally after rolling.

Arcane Recovery

class Level 1
1/day

Recover spell slots totaling half his wizard level (rounded up), none above 5th level, after a Short Rest.

Empowered Evocation

subclass Level 10

Ash adds his Intelligence modifier (+3) to damage rolls of Evocation spells he casts.

Potent Cantrips

subclass Level 6

Ash adds his Intelligence modifier to damage dealt by his wizard cantrips.

Spellcasting

Intelligence DC 15 +7 to hit Level 1: 4 slots Level 2: 3 slots Level 3: 3 slots Level 4: 3 slots Level 5: 2 slots

Ash knows all listed spells; he has prepared all of them. He typically opens with Conjure Elemental or Fireball, then uses Misty Step for hit-and-run tactics.

Fire Bolt

Cantrip class
evocation 1 Action 120 ft. V, S

Ranged spell attack: 2d10 fire damage, +3 Empowered/Potent bonus included in damage rolls.

Control Flames

Cantrip class
transmutation 1 Action 60 ft. S

Manipulates existing flames โ€” extinguishing, spreading, or igniting flammable material.

Create Bonfire

Cantrip class
conjuration 1 Action 60 ft. V, S

Creates a bonfire in a 5-ft. cube, Dex save DC 15 or 1d8 fire damage, lasts 1 minute.

Produce Flame

Cantrip class
conjuration 1 Action Self (30 ft.) V, S

Creates a flame in his hand, 1d8 fire damage on a spell attack.

Burning Hands

Level 1 class
evocation 1 Action Self (15-ft. cone) V, S

3d6 fire damage in a cone, Dex save DC 15 for half. Cast at will via Ember Sigil.

Shield

Level 1 class
abjuration 1 Reaction Self V, S

Reaction: +5 AC until start of next turn.

Misty Step

Level 2 class
conjuration 1 Bonus Action Self (30 ft.) V

Teleports 30 ft. to an unoccupied space โ€” key to his hit-and-run tactics.

Scorching Ray

Level 2 class
evocation 1 Action 120 ft. V, S

Three rays of fire, each dealing 2d6 fire damage on a hit.

Fireball

Level 3 class
evocation 1 Action 150 ft. V, S, M

8d6 fire damage in a 20-ft. radius, Dex save DC 15 for half.

Counterspell

Level 3 class
abjuration 1 Reaction 60 ft. S

Interrupts a spell of 3rd level or lower automatically; higher levels require an ability check.

Fly

Level 3 class
transmutation 1 Action Touch V, S, M

Grants flying speed of 60 ft. for 10 minutes โ€” used to escape over burning terrain.

Fire Shield

Level 4 class
evocation 1 Action Self V, S, M

Warm shield: resistance to fire damage, attackers within 5 ft. take 2d8 fire damage. Lasts 10 minutes.

Wall of Fire

Level 4 class
evocation 1 Action 120 ft. V, S, M

Creates a 60-ft. wall of flame, 5d8 fire damage on failed Dex save (half on success), lasting 1 minute.

Conjure Elemental (Fire Elemental)

Level 5 class
conjuration 1 Minute 60 ft. V, S, M

Summons a Fire Elemental that obeys Ash's commands โ€” his signature opening move.

Behind the character

Character Information

The Shroud of Ash is a gaunt, wild-eyed man in scorched black robes, wreathed in a heat shimmer that makes the air around him ripple like a mirage. A red-hot crystal โ€” the Ember Sigil โ€” pulses on his chest like a second heart, and his eyes burn ember-orange in a face smeared permanently with soot. He moves with the jerky, overwound energy of a man who has not slept deeply in years, and he laughs too often, too loudly, at things that are not funny.

Beneath the theater is something worse: a hollow where a person used to be. Kael was once a Lunar Concord initiate, awkward and hungry for belonging, whose gift for fire outran his control. When his first blaze killed three fellow students and then, in fleeing judgment, consumed an entire village โ€” including a ranger's family โ€” the boy who wanted to be loved decided it was simpler to be feared. The Umbral Court found him in the ashes and gave him a title, a sigil, and an audience.

Now he performs cruelty for Queen Nyxara the way he once performed devotion for the Concord, and he is no better at telling the difference. He taunts, gloats, and savors suffering because applause is applause. He commands a gang of bandits he pretends are brothers and a grove of trees he personally murdered. His fire is his only companion, and he has fed it so much of himself that extinguishing him would be a mercy he would curse you for. There is no redemption here โ€” only a bonfire that has forgotten it was ever meant to warm anyone.

Before the adventure

Character Background

Kael was born in a timber village on the edge of what is now the Ashen Wilds, the son of a charcoal-burner whose trade taught him early that fire was patient, hungry, and honest in a way people were not. He was a lonely, intense child who talked to the kiln flames, and when his fire magic manifested at thirteen โ€” burning a barn and nothing else, that first time โ€” his parents were quietly relieved when the Lunar Concord accepted him as an initiate. Silvercourt's towers, the moonlit rituals, the belonging: for two years Kael was almost happy.

He was not suited to the Concord's discipline. His evocations came out too big, too hot, and his instructors curbed him with shame rather than patience. The shame curdled. The night his control finally failed โ€” a dormitory blaze that killed three initiates โ€” Kael fled before the verdict, and the Concord's pursuit drove him through his home village, where panicked torches and his own flailing magic ignited a wildfire that killed forty people, among them the wife and daughter of a ranger named Kestrel. The Concord recorded Kael as dead. Kael decided they were right, and that the thing walking out of the ashes would be something no one could ever expel again.

The Umbral Court found him within the month. What the Court's recruiters saw was a weapon with a grievance, and they forged it carefully: the Ember Sigil, cut from a corrupted moonwell crystal, was set into his chest, and the whispers of the Ember Heart beneath the ruined altar taught him to shape his fire with a precision his old masters never managed. He burned his first Concord shrine as an audition.

Nyxara named him Shroud of Ash, and he has spent years since building the Ashen Grove into a fortress of char and cinder, recruiting bandits from the Wilds' desperate survivors, breeding cinderhounds from the burnt fauna, and plotting the atrocity he believes will finally make Nyxara love him: the burning of the Concord's Silvercourt temple.

He does not know the truth the Ember Heart knows โ€” that the first spark in his village was struck by another hand, that the Shroud of Mirrors engineered his fall as a recruitment. He does not know that his lieutenant Garruk hides surviving initiates in a western cave, or that a courtier is compiling his failures for Nyxara's eyes. He knows only the fire, the applause he mistakes for love, and the eclipse rising like a promise on the horizon.

When the Guardian of the Concord comes to the Ashen Grove, they will find a man who has burned everything he ever wanted to keep, standing on an altar of his own making, laughing โ€” and if you listen past the laughter, for exactly one heartbeat, you can hear a boy asking the kiln flames why nobody stayed.

Threads to follow

Unresolved Plots

  • The hooded figure who fanned the first spark in Kael's village โ€” the Shroud of Mirrors โ€” has never told Ash the truth, and if he learns his entire villainy was her design, his loyalty to the Court could shatter mid-campaign.
  • Garruk has begun hiding surviving initiates in a cave in the western Wilds instead of delivering them to the altar, building a secret that Ash will kill him for discovering.
  • Nyxara's collectors are overdue to retrieve the Ember Heart for the Eclipse Engine, and their arrival mid-boss-fight could turn the Ashen Grove into a three-way battle.
  • A rival Shroud-courtier has compiled a ledger of Ash's failures โ€” burned assets, lost levies โ€” and intends to present it to Nyxara to have Ash unmade and replaced.
  • The Ember Heart whispers to the bandits in their sleep, and three of them have begun sleepwalking toward the altar, kindling small fires as they go โ€” an omen the Heart is outgrowing its master.

Beneath the surface

Secrets

  • Ash's true name is Kael, and he was a Lunar Concord initiate expelled after his first uncontrolled blaze; his hatred of the Concord is self-hatred in disguise.
  • He did not strike the first spark that burned his village โ€” the Shroud of Mirrors did, framing him, and the Ember Heart's vision can prove it.
  • Ash weeps in his sleep and whispers his mother's name; Garruk is the only person who knows, and Ash would kill him for it.

What haunts them

Fears

  • Being seen as weak or pitied โ€” pity is the one thing that makes his fire gutter, which is why he performs cruelty so loudly.
  • Water and stillness: deep pools, moonwater, and the quiet of the Moonwell Glade represent everything that can end him, and he avoids Mirror Lake even on Court business.
  • That Nyxara will discard him as the Concord did, confirming that he was never worth keeping by anyone.

What drives them

Aspirations

  • To burn the Lunar Concord's Silvercourt temple personally and stand in its ashes wearing his Shroud's title as a crown.
  • To outshine the Shroud of Mirrors so completely that Nyxara names him first among the Shrouds.
  • To feed the Ember Heart to the Eclipse Engine with his own hands, becoming the fire that ends the world's light.

Personal quest ยท 1

The Concord's Reckoning

Ash, once the Lunar Concord initiate Kael, was expelled after his first uncontrolled blaze killed three fellow students. He has kept a stolen list of every initiate who voted to cast him out. This quest sends his bandits to abduct those initiates still living and burn them alive before the ruined altar in the Ashen Grove, one by one, as offerings to Nyxara.

Current Stage

Ash's bandits capture initiate Maren from a Silvercourt pilgrim caravan and drag her toward the Ember Crypt.

Choice
The player can ambush the abduction party in the smoldering woods before Maren reaches the grove.
Maren is saved and reveals Ash's true name, Kael, and his old rank in the Concord.
Alternative
If Maren reaches the altar, Ash sacrifices her in a ritual that empowers the Ember Sigil.
The sigil's heartbeat quickens; Ash's fire turns from orange to a hungry blue-white.
Mechanical Rewards
  • Claiming the Ember Sigil grants the player fire resistance and Burning Hands at will.
  • Saving all three initiates earns Lady Seren's vault favor: a choice of one uncommon magic item.
  • Killing Ash with his true name spoken shatters his sigil's curse, granting the player +1 to saving throws against fire effects permanently.
Narrative Rewards
  • Kestrel's vengeance is completed and he becomes a permanent guide through the Ashen Wilds.
  • The player learns the Shrouds were all failed Concord members, reframing the entire Umbral Court.

Personal quest ยท 2

Kestrel's Pyre

Kestrel the Ranger lost his wife and daughter to the same fire that birthed the Shroud of Ash, and he has tracked the pyromancer for two years. He asks the player to help him lay a counter-trap: baiting Ash's cinderhounds with a false refugee camp, then striking at the Shroud when he comes to personally savor the screaming.

Current Stage

Kestrel and the player build the decoy camp in the Ashen Wilds, rigging it with oil, silver dust, and cold-iron snares designed to disrupt fire magic.

Choice
The player can rig the trap to kill the cinderhounds or to capture one alive for study.
A captured hound reveals that Ash's fire is fed by a crystal heart buried beneath the altar.
Alternative
When Ash arrives, Kestrel breaks formation to charge him alone, screaming his family's names.
Ash recognizes Kestrel and taunts him with a detailed memory of how his family burned, driving Kestrel into a reckless fury.
Mechanical Rewards
  • A successful trap earns the Cinderhound Collar from the Ember Crypt.
  • If Kestrel survives, he teaches the player the Ashen Wilds' hidden path, bypassing one random wilderness encounter permanently.
Narrative Rewards
  • Kestrel's closure transforms him from vengeance-haunted loner into a steadfast companion.
  • The player witnesses Ash's cruelty firsthand, hardening their resolve for the Umbral Depths.

Personal quest ยท 3

The Heart Beneath the Ash

Beneath the ruined altar of the Ashen Grove lies the Ember Heart, the crystal that first answered Kael's scream the night he burned his village. It is semi-sentient, whispering promises of warmth to anyone who listens. Ash draws his power from it, and Nyxara wants it recovered for the Eclipse Engine.

Current Stage

The player explores the Ember Crypt, evading the Cinder Wraith, and finds the Heart's antechamber where the whispers grow personal, offering to restore anything the player has lost.

Choice
The player can listen to the Heart's whispers, resist them, or destroy the whisper-focus crystals feeding it.
Listening grants a vision of the night Kael burned his village โ€” and reveals he did not strike the first spark alone.
Alternative
The vision reveals a hooded figure โ€” the Shroud of Mirrors โ€” who fanned the first spark and framed Kael for the blaze.
The player learns Ash's villainy was cultivated, not born, complicating the act of killing him.
Mechanical Rewards
  • The Ember Crypt yields the Cinderhound Collar, a flame tongue shortsword, and scorched gems.
  • The Heart's fate determines a permanent player boon or a permanent villain buff.
Narrative Rewards
  • The truth of Ash's framing recontextualizes the entire Shroud trilogy.
  • The Ashen Wilds begin to heal, visibly changing the region map.

Major Decision

Context

During the abduction of initiate Maren, the player corners Ash's Veteran lieutenant, who offers to betray his master in exchange for his life.

Choice Made
Spare and flip the lieutenant, or execute him as an example.
Impact

Sparing him grants the player a mole inside the gang, revealing Ash's trap layout and granting advantage on the grove approach โ€” but the lieutenant later attempts to steal the Ember Sigil for himself. Executing him hardens the bandits' loyalty to Ash, adding one extra Veteran to the boss encounter but removing the betrayal subplot entirely.

Major Decision

Context

The player discovers Ash's plan to burn the Lunar Concord temple in Silvercourt on the eve of the eclipse.

Choice Made
Rush back to save the temple, or press the advantage and assault the Ashen Grove while Ash's forces are divided.
Impact

Saving the temple preserves a rest site, a Knight ally for the Shadowed Gate fight, and the Concord's gratitude (a free uncommon magic item). Attacking the grove early weakens Ash significantly (fewer minions, reduced hit points) but dooms the temple, permanently costing the player Concord support and one Act III ally.

Major Decision

Context

At the climax, Ash is cornered, Overchannel burning holes in his own body, and screams his true name โ€” Kael โ€” begging Nyxara to see him.

Choice Made
Give Ash the death he pretends not to want, or let him Overchannel himself to ash on his own terms and claim the sigil from the corpse.
Impact

Killing him personally grants the player the intact Ember Sigil at full power (at-will Burning Hands). Letting him self-immolate grants a purer sigil fragment that also confers resistance to necrotic damage โ€” but the player loses the chance to learn where the Heart was sent, and the Ember Crypt's Cinder Wraith survives to threaten the region afterward.

Transformative Moment

Trigger

Witnessing Ash sacrifice an initiate at the altar.

Transformation

The player's understanding of the Umbral Court shifts from abstract evil to a machine that consumes broken people; all future Insight checks against Umbral agents are made with advantage.

Mechanical Changes

Insight checks vs. Umbral Court

Permanent advantage

The player has learned to read the Court's patterns of cruelty.

Transformative Moment

Trigger

Receiving the vision of Kael's framing from the Ember Heart.

Transformation

The player carries the weight of knowing Ash was made by the Court, not born; dialogue options with the Shroud of Mirrors gain a new 'accuse her of Kael' line that can crack her composure.

Mechanical Changes

Charisma checks vs. Shroud of Mirrors

Advantage once per encounter

The player holds leverage over her oldest crime.

Transformative Moment

Trigger

Kestrel's survival or death at the Ashen Grove.

Transformation

If Kestrel survives, he swears a new oath of guardianship rather than vengeance, modeling for the player the difference between justice and hatred; if he dies, his bow is bequeathed to the player.

Mechanical Changes

Kestrel's Longbow

Granted to the player on his death; +1 ranged attacks, 1/day casting of hunter's mark

A dying ranger's legacy passes to the one who avenged him.

Ally

Garruk the Veteran, Bandit Lieutenant

Relationship ally
Influence 7/10
Loyalty 6/10

Shared History

Garruk was a Concord wall-guard dismissed for drunkenness the same season Kael was expelled, and the two outcasts found each other in the border taverns, trading grievances over watered ale. When Kael's fire magic first manifested in full, it was Garruk who talked a lynch mob down โ€” not out of mercy, but because he saw a weapon worth owning. He has been Ash's shield-arm ever since: recruiting bandits from the Ashen Wilds' desperate survivors, running the Ember Crypt, and standing between Ash's tantrums and the people who would have abandoned him years ago.

Garruk is the only living soul who calls Ash 'Kael' to his face and lives, and the only one who knows Ash weeps in his sleep. His loyalty is genuine but fraying: he followed a broken man, not a monster, and the initiate sacrifices have begun to turn his stomach.

Potential Breaking Points

  • If the player spares Garruk in combat and proves Ash ordered the initiate sacrifices, he can be flipped as a mole.
  • If Ash's power wanes (Overchannel backfire witnessed), Garruk may seize the Ember Sigil for himself.

Enemy

Kestrel the Ranger

Threat Level 6/10
Conflict Type vengeance

Personal Stakes

Kestrel's wife and daughter died in the wildfire that Ash set while fleeing the Concord's judgment โ€” the same fire that made the Shroud of Ash. Kestrel has spent two years learning the burnt forest's every trail, marking Ash's patrol routes on a map he sleeps with, and practicing the names of his family aloud so he will not forget their voices when he screams them at their killer. He wants Ash dead by his own hand or beside his own hand, and he does not care what it costs.

For Ash, Kestrel is the one enemy he genuinely fears โ€” not for his blade, but because Kestrel remembers Kael, remembers him human, and every glance from the ranger makes the fire inside Ash gutter with shame he converts instantly to rage.

Possible Resolutions

  • Kestrel kills Ash and finds only emptiness, beginning a slow healing.
  • The player kills Ash while Kestrel lives, and Kestrel dedicates himself to guardianship instead of vengeance.
  • Kestrel dies charging Ash, and his bow passes to the player.

Faction

The Umbral Court

Standing 5/10

Influence

Ash is a lieutenant of the Umbral Court, granted the title 'Shroud' by Nyxara herself after he burned his first Concord shrine, but his standing is transactional and precarious. He commands the Court's bandit levies in the Ashen Wilds, feeds it plunder from the Ember Crypt, and guards the western approaches to the Shadowed Gate. In return the Court supplies him with cinderhound breeding stock, ritual texts, and โ€” most precious to him โ€” Nyxara's occasional attention.

He craves her approval with a desperation he disguises as ambition, boasting to his bandits that he will burn the Lunar Concord's temple and outshine the Shroud of Mirrors entirely. The Court tolerates his brutality because it is effective, but his rivalry with Mirrors and his habit of burning assets he was ordered to preserve have cost him standing; a rival at court is quietly collecting evidence of his failures.

Obligations

  • Guard the Ashen Grove and the Ember Sigil until the eclipse begins.
  • Harass Concord travelers and cut the Silvercourt Reach's supply lines through the Wilds.
  • Deliver the Ember Heart to Nyxara's collectors when summoned.

Benefits

  • Access to Court ritual magic that sustains the Ember Sigil.
  • A steady supply of bandit recruits and cinderhounds.
  • Nyxara's protection from Concord reprisal โ€” so far.

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