Unquenchable Spark

Keiko Hiroke (Prismari Flameshouter)
Class: Wizard (Evoker): 12   Proficiency BonusPB: +4
Alignment: Neutral Good Speed: 30 feet
Hit PointsHP: 62   Hit DiceHD: 12d6 AC: 17/19
Resistances: Fire
STR: 12 (+1) Save: +1
INT: 20 (+5) Save: +9
Arcana: +13, Investigation: +9
DEX: 18 (+4) Save: +4
Initiative: +4
WIS: 6 (-2) Save: +2
Insight: +2
CON: 12 (+1) Save: +1
CHA: 10 (+0) Save: +0
Performance: +4
Other Info
Height: 5' 6'' Weight: 100 lbs Lineage: Genasi [Fire] (humanoid) Gender: Female Size: Medium
AppearanceLooks: Keiko appears to be a healthy human, with only her flaming eyes giving away her heritage. Temperament: Superficially patient, until she explodes in irritation. Flaws: Living life to the fullest requires forethought.
Traits: Light the fire of understanding. Ideals: Nothing purifies like flame. Bonds: Fire, Music, Power
Languages: Common, Sylvan, Ignan, Primordial Proficiencies: Simple Weapons, Calligrapher's Supplies, Flute
Other Abilities: Fire Shield w/o spell slot 1/LR, Smoky Step 1/LR, Fortified 1/Dawn
Gear
Attuned: Robes of Ashes, Staff of Wigandia, Magic Flute of the Pyre
Gear: Dimensional Satchel
Lineage
Genasi [Fire]
  Darkvision. You have Darkvision with a range of 60 feet.
  Fire Resistance. You have Resistance to Fire damage.
  Reach to the Blaze. You know the Produce Flame cantrip. Starting at 3rd level, you always have the Burning Hands spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Flame Blade spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).
  Languages. You know the Ignan dialect of Primordial.
Background
Prismari Flameshouter: +2 Dexterity, +1 Intelligence, Arcana, Performance, Prismari Initiate.
Feats
Prismari Initiate: You know your choice of two cantrips from Fire Bolt, Prestidigitation, and Ray of Frost. Choose one 1st level Bard or Sorcerer spell. You always have that spell prepared and can cast it without using a spell slot once per Long Rest. The spellcasting attribute for these spells is your choice of Intelligence, Wisdom, or Charisma. Additionally, if you have the Spellcasting or Pact Magic feature, the following spells are added to the spell list of your spellcasting class if they are not already present: 1st level [Chromatic Orb, Thunderwave], 2nd level [Flaming Sphere, Shatter], 3rd level [Call Lightning, Water Walk], 4th level [Summon Elemental, Wall of Fire], 5th level [Cone of Cold, Conjure Elemental]
Fey-Touched: +1 Intelligence. You always have Dissonant Whispers and Misty Step prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat.
Elemental Adept (Fire): +1 Intelligence. When you deal Fire damage by any means, you ignore Resistance to Fire. In addition, when you cast a spell that allows a saving throw to resist or avoid Fire damage the saving throw DC is increased by 1, and spell attacks that deal Fire damage score a critical hit on a roll of '19' or '20' on the d20.
Resilient: +1 Wisdom. You have proficiency with Wisdom saving throws.
Class: Wizard (Evoker)
Class Features: Spellcasting (INT, Spell Save DC: 17), Ritual Adept (Can cast unprepared Ritual spells from spellbook), Arcane Recovery, Scholar (Arcana), ASI: Fey-Touched (+1 Int), Memorize Spell, ASI: Elemental Adept [Fire] (+1 Int), ASI: Resilient (+1 Wis)
Cantrips: True Strike, Elementalism, Mage Hand, Mind Sliver, Dancing Lights, Lineage [Produce Flame], Background [Fire Bolt, Prestidigitation], Gear [Resistance]
Spells: Disguise Self, Chromatic Orb, Feather Fall, Mirror Image, Invisibility, Gift of Alacrity, Fly, Knock, Dispel Magic, Sleet Storm, Summon Elemental, Wall of Fire, Control Water, Conjure Elementals, Wall of Force, Melting Sphere, Lineage [Burning Hands /LR, Flame Blade /LR], Background [Healing Word /LR], Fey-Touched [Dissonant Whispers /LR, Misty Step /LR]
Spell Slots: 1: 2: 3: 4: 5: 6:
Subclass Features
Level 3: Evocation Savant: Choose two Wizard spells from the Evocation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Evocation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Potent Cantrip: Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Level 6: Sculpt Spells: You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Level 10: Empowered Evocation: Whenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell.
Armor and Attacks
Armor: Robes of Ashes & Staff of Wigandia: 17/19 AC
Attacks: Staff of Wigandia (+1 or +2 AC while wielding)
  w/ True Strike 5-feet, +10 to hit, 1d10+6 Bludgeoning +1d6 Fire +2d6 Radiant damage,
  (ignore Fire Resistance, crit on 19-20)
  w/ Fire Bolt 120-feet, +10 to hit, 3d10+6 Fire damage, (ignore Fire Resistance, crit on 19-20)
  w/ Scorching Ray 120-feet, +10 to hit, 2d6+6 Fire damage, x6 rays (ignore Fire Resistance, crit on 19-20)
Flame Blade 5-feet, +9 to hit, 3d6+10 Fire damage, (ignore Fire Resistance, crit on 19-20)
Fire Bolt 120-feet, +9 to hit, 3d10+5 Fire damage, (ignore Fire Resistance, crit on 19-20)
Spellbook
Enjo-suru-kotoba This bulky gilded and black leatherbound spell book bears golden fancywork and faceplates on both sides. It has a knack of reflecting back and magnifying fire light, smells faintly of ashes, and feels warm to the touch. Included with the tome is a finely crafted golden page turner that is engraved with primordial symbols associated with fire and which is always uncomfortably hot to those not inured to great heat.
Cantrips: All Wizard cantrips, plus Create Bonfire
Level 1 Spells: Chromatic Orb, Color Spray, Comprehend Languages [Ritual], Creature Bane, Detect Magic [Ritual], Expeditious Retreat, Feather Fall, Gift of Alacrity, Identify [Ritual], Jump, Longstrider, Mage Armor, Magic Missile, Protection from Good and Evil, Shield, Sleep, Tenser's Floating Disk [Ritual], Unseen Servant [Ritual]
Level 2 Spells: Arcane Lock, Flaming Sphere, Invisibility, Kinetic Jaunt, Knock, Levitate, Mirror Image, Misty Step, Scorching Ray, See Invisibility, Spider Climb
Level 3 Spells: Ashardalon's Stride, Blink, Call Lightning, Counterspell, Dispel Magic, Haste, Fireball, Fly, Leomund's Tiny Hut [Ritual], Sleet Storm, Slow, Water Breating [Ritual], Water Walk [Ritual]
Level 4 Spells: Control Water, Dimension Door, Divination [Ritual], Fire Shield, Freedom of Movement, Greater Invisibility, Summon Elemental, Wall of Fire
Level 5 Spells: Bigby's Hand, Conjure Elemental, Hold Monster, Passwall, Rary's Telepathic Bond [Ritual], Telekinesis, Wall of Force
Level 6 Spells: Chain Lightning, Melting Sphere
Expanded Spells
Create Bonfire: Cantrip Conjuration (Artificer, Druid, Wizard), Action, 60-feet, V, S, Concentration, up to 1 minute. You create a bonfire on ground that you can see within range. Until the spell ends, the 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 enters the bonfire's space for the first time on a turn or ends its turn there.
  Upcast. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Gift of Alacrity: Level 1 Transmutation (Druid, Ranger), Action, 15-feet, S, M (coffee bean or tea leaf), 24 hours. You grant yourself or a willing creature within range that you can see Advantage on Initiative checks until the spell ends.
  Upcast. You can target one additional willing creature within range that you can see for each spell slot level above 1.
Kinetic Jaunt: Level 2 Transmutation (Artificer, Bard, Sorcerer, Wizard), Bonus Action, Self, S, Concentration, up to 1 minute. You magically empower your movement, giving yourself the following benefits for the duration: Your Speed increases by 10 feet and you don't provoke Opportunity Attacks.
  You can move through the space of another creature, and it doesn't count as Difficult Terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 Force damage.
Ashardalon's Stride: Level 3 Transmutation (Artificer, Ranger, Sorcerer, Wizard), Bonus Action, 60-feet, V, S, Concentration, up to 1 minute. Billowing flames blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke Opportunity Attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, you can choose for it to take 1d6 Fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
  Upcast. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 Fire damage for each slot level above 3rd.
Melting Sphere: Level 6 Evocation (Sorcerer, Wizard), Action, 300-feet, V, S, M (a burnt piece of charcoal), Instantaneous. A globe of superheated energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere of intense heat. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage. On a successful save, it takes half as much damage. If the globe strikes a body of frozen water or other liquid that is principally water, it melts the frozen liquid to a depth of 6 inches over an area 30 feet square, evaporating the melted liquid as a harmless cloud of steam. This may cause things that were standing upon or supported by the melted liquid to fall or collapse. Additionally, unattended objects with a low melting point within the affected area are also melted or deformed, subject to the DM's discretion.
  You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, warm to the touch, appears in your hand. At any time within the next 1 minute, you or a creature you give the globe to can throw the globe (to a range of 60 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. If the globe still exists after 1 minute, it explodes with the same effect as the normal casting of the spell, centered on its current location.
  Upcast. The Fire damage increases by 1d6 for each spell slot level above 6.