Unquenchable Spark

Kimiko Hiroke (Impresario of the Summer Court)
Class: Bard (Glamour): 12   Proficiency BonusPB: +4
Alignment: Neutral Good Speed: 30 feet
Hit PointsHP: 75   Hit DiceHD: 12d8 AC: 17/19
Resistances: Fire
STR: 12 (+1) Save: +1
Athletics: +3
INT: 10 (+0) Save: +0
Arcana: +8, History: +2, Investigation: +2, Nature: +2, Religion: +2
DEX: 18 (+4) Save: +8
Initiative: +4, Acrobatics: +6, Sleight of Hand: +6, Stealth: +6
WIS: 6 (-2) Save: +2
Perception: +6, Survival: +6
CON: 12 (+1) Save: +1
CHA: 20 (+5) Save: +9
Deception: +7, Intimidation: +7, Performance: +9, Persuasion: +13
Other Info
Height: 5' 6'' Weight: 100 lbs Lineage: Genasi [Fire] (humanoid) Gender: Female Size: Medium
AppearanceLooks: Kimiko has pink skin, bright orange hair, and maroon eyes. Temperament: Quick tempered but generally happy. Flaws: There's no room for caution in a life lived to the fullest.
Traits: Try to be the spark of improvement. Ideals: The absense of a plan is a plan. Bonds: Fire, Music, Friends
Languages: Common, Sylvan, Ignan, Primordial Proficiencies: Simple Weapons, Light Armor, Calligrapher's Supplies, Flute, Lute, Drum
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
Rewarded: +2 Dexterity, +1 Charisma, Perception, Survival, Magic Initiate [Wizard].
Feats
Magic Initiate (Wizard): You learn two Wizard cantrips and one level 1 Wizard spell of your choice. You can cast the level 1 spell once without a spell slot per Long Rest.
Fey-Touched: +1 Charisma. 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 Charisma. 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: Bard (Glamour)
Class Features: Expertise [d10 ], Spellcasting (CHA, Spell Save DC: 17), Expertise [Perception, Survival, Arcana, Persuasion], Jack of All Trades, ASI: Fey-Touched (+1 Cha), Font of Inspiration (expend spell slot to regain 1 Bardic Inspiration (non action), regain all Bardic Inspiration on Short Rest), Countercharm (Reaction on failed save vs Charmed or Frightened w/i 30 feet to reroll w/ Adv), ASI: Elemental Adept [Fire] (+1 Cha), Magical Secrets (can pick spells from Cleric, Druid, Wizard spell lists), ASI: Resilient (+1 Wis)
Cantrips: Vicious Mockery, Mind Sliver, True Strike, Prestidigitation, Lineage [Produce Flame], Background [Blade Ward, Fire Bolt], Gear [Resistance]
Spells: Disguise Self, Detect Magic [Ritual], Feather Fall, Scorching Ray, Healing Word, Invisibility, Knock, Fly, Dispel Magic, Gift of Alacrity, Fireball, Conjure Minor Elemental, Teleport, Greater Restoration, Conjure Fey, Melting Sphere, Glamour [Charm Person, Mirror Image, Command], Lineage [Burning Hands /LR, Flame Blade /LR], Background [Find Familiar [Ritual] /LR], Boon [Find Steed (Fey Deerfox) /LR], Fey-Touched [Dissonant Whispers /LR, Misty Step /LR]
Spell Slots: 1: 2: 3: 4: 5: 6:
Subclass Features
Level 3: Beguiling Magic: You always have Charm Person and Mirror Image prepared. In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
  Once you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending 1 use of your Bardic Inspiration (no action required).
Level 3: Mantle of Inspiration: As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of 1 creature). Each of those creatures gains a number of Temporary Hit Points equal to 2 times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its speed without provoking Opportunity Attacks.
Level 6: Mantle of Majesty: You always have the Command spell prepared. As a Bonus Action, you cast Command without expending a spell slot, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot. Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.
  Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required).
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+1 Fire damage, (ignore Fire Resistance, crit on 19-20)
  w/ Scorching Ray 120-feet, +10 to hit, 2d6+1 Fire damage, x6 rays (ignore Fire Resistance, crit on 19-20)
Flame Blade 5-feet, +9 to hit, 3d6+5 Fire damage, (ignore Fire Resistance, crit on 19-20)
Fire Bolt 120-feet, +9 to hit, 3d10 Fire damage, (ignore Fire Resistance, crit on 19-20)
Boons
While adventuring in a pocket realm in the Feywild, Kimiko was blessed with the ability to summon a special animal companion that she can use as a steed. She always has Find Steed prepared and can cast it without a spell slot or spell components once per Long Rest. However, the steed is always a specific Fey deerfox named Deary.
Expanded Spells
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.
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.