Æ
Basic Info
Name
Æ
Class
Wild Magic Sorcerer
Level
2
Background
Urchin
Player Name
Vijay Reddy
Species
Mountain Dwarf
Alignment
Lawful neutral
Allies & Organizations
Allies
- Patron: The Benefactor
Organizations
Character Backstory
- Former Status: Street urchin
- Past Life: Involved with shady and shadowy figures, always on the run to the point where he doesn't even remember his own name anymore
- Goal: Finally reach his potential
Æ's Arrival
Your character, Æ (Ash), is a street urchin who has only survived because of the support of an anonymous helper. He has not helped you simply out of the good will of his heart, but because he knows you will be of service to him. You have recently discovered a sorcerous power has been awakened within you, and he offered to strengthen it in exchange for acts of service. Being unable to say no (as you are in great debt to him), you graciously accepted, shaking his hand - as you did this, you remember him recoiling quickly, as if from an electric shock, and then looking at you with wonder.
You know him as The Benefactor. And he called you Æ, because you constantly change your name, to the point where you don't even remember your real name anymore (you barely remember anything else in your life either). You usually just use whatever name you think of first, and still continue this practice even after meeting him.
As he first awakened your powers, you vaguely recall seeing a rugged middle-aged man conversing with The Benefactor; you do not know his name, nor who he was. But you do remember that he was there, and he walked with an aura of authority, whom even The Benefactor respected despite the power he holds. He had a warmth in his eyes, but this warmth was not from a calm sunlight or cozy fireplace, but rather that of a dying star or the flames of hell - beautiful from far away, but deceiving and devilish up close.
Additional Features and Traits
- Force of Chaos (Arrival): Your uncontrollable nature makes your wild magic more volatile, more explosive, and more often.
- Each roll you make for wild magic "adds" to your exploding magic counter, making it easier to roll a wild magic. So after the first wild magic roll, instead of needing to roll a 1, you now need to roll a 2 or lower on the wild magic die. And if you don't make that roll, you need to roll a 3 or lower on the next one for wild magic to activate…and so on.
- Once you roll within the threshold, wild magic occurs, the counter resets, and on the next roll, you would have to roll a 1 again. If you ever push the counter to 20, don't…
- Taste of Will (???): You have experienced a cosmic encounter beyond your understanding. You felt your being start to fragment, and you only managed to hold it together due to the alchemic support you received.
- From your experience, you may channel that understanding once more to change the course of any single event that will happen to your character by just saying "no"; this event must be in some way controlled by me, the DM.
- In addition, from the potion, you can fortify the cracks in your being by focusing on a single part of your identity at a time.
- Once per long rest, as a bonus action, you may declare a character stat (strength, dexterity, constitution, intelligence, wisdom, charisma), and gain a +4 bonus to all rolls related to that stat.
- For any roll that is not related to that stat, you receive a -2 penalty, and double the stacking caused by "exploding wild magic."
- Additionally, if you fail any roll using the stat you declared, the feat's effect ends, activate one random wild magic effect immediately, and take psychic damage equal to half of your current HP, rounded up.
- Moonshine I (Tomfoolery): For stealing ale, only to dump in on the barkeep's head, you gain a +2 bonus to any rolls involving alcohol (stealing, drinking, etc.). This bonus does not apply if you have a negative modifier added to your roll from Taste of Will.
- Moonshine II