Torchbearers
Torchbearers are rangers with an innate connection to fire and ash. This connection often manifests over a innate pyromancy; a contrast over other wildland fighters and casters. Many Torchbearers travel around the world to offer cremations to those who seek that service for their departed. No one really knows why they do; even the newer recruits just see it as a tradition that they choose to uphold.
This cremation is said to be unique, and occasionally sought after for the particularly beloved. Some say that the cremation is a sacred rite, ensuring that the dead rest peacefully, warmed by the flame in the cold afterlife. Though that is not the real reason why it's so desired. It is because that each ceremony is chronicled by the Torchbearer, never to be truly forgotten.
Each record is kept in a huge lexicon brought along during the ranger's travels and is eventually spirited away to an ancient archive; the location of which has been lost to time except for those who swear this path. One may choose to read the chronicle at any time, however, it could be months or years before a Torchbearer would ever consider returning to the archives.
Hierarchy
There is a simple hierarchy in place among the Torchbearers. It is mostly based on mastering the core abilities available to a Torchbearer.
Budding Light. There is a spark of power. It is untapped potential, yet it is still very powerful. Given time, their power can be fostered.
Young Glow. One is officially a journeyman. The wellspring of power within them is being drawn out. Should one choose to pursue the power of a Torchbearer, you would arguably spend the most time on this rank
Wandering Flame. They have attained the core of the full repetoire of a Torchbearer. This is reasonably attainable in a lifetime.
Elder Glow. The pinnacle of Torchbearers. They have mastered the core powers, and can truly call it their own. Only a select few reach this status.
Greatest Among Them
One Torchbearer has left their mark in history. Jura, the Elder Flame. One would say that age dulls the senses, but the Elder Flame is one of the few exceptions to the rule. However, like many, he was rather an impulsive youth, eager to prove his power and worth. Yet, as time carried on, each day of travel shewed the world through a new lens. He took to the ceremonial cremations as a solemn duty he was proud to uphold. If he were seen wandering, one would be hard pressed to see him without several lexicons at one given point in time. Though as dutiful as he was, danger found a way to his side, forcing him to develop a unique technique that would earn him his moniker: Ashwraith. Torchbearers ages after would take strides to learn this ability as a staple for their techniques.
Budding Light
Medium humanoid, any alignment
- Armor Class 13 (leather armor)
- Hit Points 22 (3d10 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
- Senses: Passive perception 12
- Languages: Common, Draconic
- Challenge 1/8 (25 xp)
Abilities
Spellcasting. A Budding Light is a 3rd-level half-spellcaster. Its spellcasting ability is Wisdom (Spell save DC 11, +3 with spell attacks). A budding light has the following spells prepared:
Cantrip (at-will): produce flame
1st level (2 slots): fog cloud, hail of thorns, zephyr strike
Actions
Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit 5 (1d6 + 2) piercing damage. A target hit by this attack takes 3 (1d6) fire damage at the start of its next turn.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing damage. A target hit by this attack takes 3 (1d6) fire damage at the start of its next turn.



Young Glow
Medium humanoid, any alignment
- Armor Class 16 (studded leather)
- Hit Points 44 (7d10 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (0) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 12 (+1)
- Resistances: Fire
- Senses: Passive perception 12
- Languages: Common, Draconic
- Challenge 2 (450 xp)
Abilities
Spellcasting. A Young Glow is a 7th-level half-spellcaster. Its spellcasting ability is Wisdom (Spell save DC 13, +6 with spell attacks). A young glow has the following spells prepared:
Cantrip (at-will): produce flame
1st level (4 slots): fog cloud, hail of thorns, zephyr strike
2nd level (3 slots): darkvision, pass without trace, pyrotechnics
Actions
Multiattack. The Young Glow makes two shortbow attacks or two shortsword attacks.
Shortbow. Ranged Weapon Attack: +7 to hit, reach 80/320 ft., one target. Hit 7 (1d6 + 4) piercing damage. A target hit by this attack takes 3 (1d6) fire damage at the start of its next turn.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d6 + 4) slashing damage. A target hit by this attack takes 3 (1d6) fire damage at the start of its next turn.
Budding Lights and Young Glows are typically impulsive fighters that look to get the upper hand. However, in a pinch, both are more than willing to escape.
Budding Lights. They tend to be more scrappy and are willing to resort to some more outlandish fighting using their powers.
Young Glows. They tend to take their duties a little more seriously. As a result, their fighting style is more regimented, but there are traces of that wild creativity present from when they were Budding Lights
Wandering Flame
Medium humanoid, any alignment
- Armor Class 17 (studded leather)
- Hit Points 93 (11d10 + 33)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 16 (+3)
- Resistances: Fire
- Senses: Passive perception 12
- Languages: Common, Draconic, Primordial
- Challenge 5 (700 xp)
Abilities
Pyre Havoc (Recharge 6). When a Wandering Flame deals fire damage to a target creature, another creature within 10 feet of the target creature takes half that fire damage.
Spellcasting. Wandering Flames are a 11th-level half-spellcaster. Its spellcasting ability is Wisdom (Spell save DC 15, +7 with spell attacks). A wandering flame has the following spells prepared:
Cantrip (at-will): produce flame
1st level (4 slots): fog cloud, hail of thorns, hunter's mark, zephyr strike
2nd level (3 slots): darkvision, pass without trace, pyrotechnics
3rd level (3 slots): daylight, fireball, flame arrows
Actions
Multiattack. A Wandering Flame makes two shortbow attacks or two shortsword attacks.
Longbow. Ranged Weapon Attack: +9 to hit, reach 80/320 ft., one target. Hit 9 (1d8 + 5) piercing damage. A target hit by this attack takes 6 (2d6) fire damage at the start of its next turn.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 8 (1d6 + 5) slashing damage. A target hit by this attack takes 6 (2d6) fire damage at the start of its next turn.
A Wandering Flame can be found just about anywhere in the world, traveling from civilization to civilization, often times alone. They are often able fighters and tend to involve themselves when it comes to matters involving the dead.
In some cases, wandering flames take on apprentices or squires, teaching them the craft or helping them hone their power.
Jura, Elder Flame
Medium humanoid, Chaotic Neutral
- Armor Class 18 (studded leather)
- Hit Points 120 (15d10 + 45)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+1) 22 (+6) 16 (+3) 12 (+1) 18 (+4) 16 (+3)
- Resistances: Fire
- Senses: Passive perception 12
- Languages: Common, Draconic, Primordial
- Challenge 10 (10000 xp)
Abilities
Ashwraith. When Jura rolls initiative, he may cast fog cloud at 3rd level centered on himself without expending a spell slot. He remains invisible until he casts a spell or makes an attack. His vision is not obscured while this spell is active.
Master of Ashes. Jura ignores fire resistances.
Pyre Havoc (Recharge 5-6). When Jura deals fire damage to a target creature, another creature within 10 feet of the target creature takes half that fire damage.
Spellcasting. Jura is a 15th-level half-spellcaster. His spellcasting ability is Wisdom (Spell save DC 17, +9 with spell attacks). Jura has the following spells prepared:
Cantrip (at-will): produce flame
1st level (4 slots): fog cloud, hail of thorns, hunter's mark, zephyr strike
2nd level (3 slots): darkvision, pass without trace, pyrotechnics
3rd level (3 slots): daylight, fireball, flame arrows
4th level (2 slots): fire shield, locate creature
Actions
Multiattack. Jura makes two longbow attacks or two shortsword attacks.
Longbow. Ranged Weapon Attack: +11 to hit, reach 150/600 ft., one target. Hit 10 (1d8 + 6) piercing damage. A target hit by this attack takes 6 (2d6) fire damage at the start of its next turn.
Shortsword. Melee Weapon Attack: 11 to hit, reach 5 ft., one target. Hit 9 (1d6 + 6) slashing damage. A target hit by this attack takes 6 (2d6) fire damage at the start of its next turn.
Legendary Actions
Jura can take 2 Legendary Action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Jura regains spent legendary actions at the start of its turn.
Longbow. Jura makes a Longbow attack.
Shortsword. Jura makes a Longsword attack.
Tactics
Jura will always open up using his Ashwraith ability. He will not engage a target while this is active unless he is positive it will bring him harm or harm to other Torchbearers. He will always prioritize the safety other Torchbearers over his own safety. This is less prominent if he is fighting alongside Wandering Flames.
In general, he fights using a blend of ranged or melee attacks. He will however, prioritize taking down spellcasters and other ranged combatants if present. He will start to use offensive spells more if he falls below 50 hitpoints.
He also makes careful use of his Pyre Havoc ability, not using it until he know that none of his allies will be hurt by it.
Art on first page by Joel Chaim Holtzman. An Illustrator/Concept Artist; his work is titled "Knight of Wands - Khazar Bagathur" (Source). Their portfolio primarily consists of fantasy designs as part of a worldbuilding project. A source to his portfolio website here.
Action - Oriented Monster (Optional)
- Emergency Ashwraith If Jura is grappled, while below half his hitpoitns, he will immediately cast fog cloud centered on himself at 3rd level.
- Reignition. When he is reduced to below half his hitpoint total, Jura immediately regains his use of Pyre Havoc if he does not have it available.
- Backfire. If you hit Jura with a spell or attack that deals fire damage while he is below 40 hitpoints, he can use a reaction to immediately move up to 15 feet without provoking opportunity attacks and make either a Longbow or Shortsword attack.