Main Details

Basic Info

Name

Æ

Class

Wild Magic Sorcerer

Level

2

Background

Urchin

Player Name

Vijay Reddy

Species

Mountain Dwarf

Alignment

Lawful neutral

Ability Scores

Strength

Score

15

Modifier

+2

Dexterity

Score

15

Modifier

+2

Constitution

Score

17

Modifier

+3

Intelligence

Score

8

Modifier

-1

Wisdom

Score

11

Modifier

+0

Charisma

Score

18

Modifier

+4

Honor

Score

10

Modifier

+0

Inspiration

  • [ ]

Proficiency Bonus

+2

Saving Throws

Strength

  • +2

Dexterity

  • +2

Constitution

  • +5

Intelligence

  • -1

Wisdom

  • +0

Charisma

  • +6

Skills

Acrobatics

Inherits from: Dexterity

  • +2

Animal Handling

Inherits from: Wisdom

  • +0

Arcana

Inherits from: Intelligence

  • -1

Athletics

Inherits from: Strength

  • +2

Deception

Inherits from: Charisma

  • +6

History

Inherits from: Intelligence

  • -1

Insight

Inherits from: Wisdom

  • +2

Intimidation

Inherits from: Charisma

  • +4

Investigation

Inherits from: Intelligence

  • -1

Medicine

Inherits from: Wisdom

  • +0

Nature

Inherits from: Intelligence

  • -1

Perception

Inherits from: Wisdom

  • +0

Performance

Inherits from: Charisma

  • +4

Persuasion

Inherits from: Charisma

  • +4

Religion

Inherits from: Intelligence

  • -1

Sleight of Hand

Inherits from: Dexterity

  • +4

Stealth

Inherits from: Dexterity

  • +4

Survival

Inherits from: Wisdom

  • +0

Passive Wisdom (Perception)

10

Other Proficiencies & Languages

  • Armor: Light Armor, Medium Armor
  • Weapons: Battleaxe, Dagger, Dart, Handaxe, Light Crossbow, Light Hammer, Quarterstaff, Sling, Warhammer
  • Tools: Brewer’s Supplies, Disguise Kit, Thieves’ Tools
  • Languages: Common, Dwarvish

Combat Stats

Armor Class

14

Initiative

+2

Speed

25 ft

Hit Point Max

9

Current Hit Points

9

Temporary Hit Points

0

Hit Dice

2d6

Death Saves

Successes

  • ☺️
  • ☺️
  • ☺️

Failures

  • 💀
  • 💀
  • 💀

Attacks and Spellcasting

Weapon 1

Name

Fire Bolt

Attack Bonus

+6

Damage Type

1d10 Fire

Weapon 2

Name

Quarterstaff

Attack Bonus

+4

Damage Type

1d6+2 (one-handed) or 1d8+2 (two-handed) Bludgeoning

Weapon 3

Name

Dagger

Attack Bonus

+4

Damage Type

1d4+2 Piercing

Weapon Notes

  • Whenever you cast a spell, roll an additional die for Wild Magic effects

Inventory

Copper Pieces (CP)

0

Silver Pieces (SP)

0

Electrum Pieces (EP)

0

Gold Pieces (GP)

10

Platinum Pieces (PP)

0

Equipment

QuantityItem NameWeight
1Arcane Focus0
1Quarterstaff4
1Explorer’s’ Pack0
2Dagger1
1Backpack5
1Bedroll7
1Mess Kit1
1Tinderbox1
10Torch1
10Rations2
1Waterskin5
1Hempen Rope10
1Small Knife3
1Map of Home City0
1Pet Mouse8
1Token to Remember Parents0
1Leather Armor10
58

Characteristics

Personality Traits

I have been forced to change your name so many times, I don’t remember what your actual name is; I just go by whatever pops into your head first.

I like to squeeze into small places where no one else can get to me.

Ideals

I help the people who help me-that’s what keeps us alive (Neutral).

We have to take care of each other, because no one else is going to do it. (Lawful)

Bonds

I owe a debt I can never repay to the person who took pity on me.

Flaws

I will never fully trust anyone other than myself.

Features & Traits

  • Wild Magic Surge (Wild Magic): Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.
    • Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.
    • If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
    • Whenever you cast a spell, roll a d20 for this feature
  • Tides of Chaos (Wild Magic): Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw.
    • Once you do so, you must finish a long rest before you can use this feature again.
    • Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
  • Speed (Dwarf): Your speed is not reduced by wearing heavy armor
  • Stonecunning (Dwarf): Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Dwarven Resilience (Dwarf): You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Darkvision (Dwarf): Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • City Secrets (Urchin): You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
  • Font of Magic (Sorcerer): At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
    • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
    • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
      • 1st level: 2 sorcery points
      • 2nd level: 3 sorcery points
      • 3rd level: 5 sorcery points
      • 4th level: 6 sorcery points
      • 5th level: 7 sorcery points

Personal Details

Basic Info

Name

Age

Height

Weight

Eyes

Skin

Hair

Character Appearance

Allies & Organizations

Allies

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

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

Treasure

Spellcasting Details

Basic Info

Spellcasting Class

Sorcerer

Spellcasting Ability

Charisma

Spell Save DC

14

Spellcasting Bonus

+6

Cantrips & Spells

Sorcery Points

  • Maximum: 2
  • Current: 2

Cantrips

1st Level

Slots Expended

  • [ ]
  • [ ]

Spells

2nd Level

Slots Expended

Spells

3rd Level

Slots Expended

Spells

4th Level

Slots Expended

Spells

5th Level

Slots Expended

Spells

6th Level

Slots Expended

Spells

7th Level

Slots Expended

Spells

8th Level

Slots Expended

Spells

9th Level

Slots Expended

Spells