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
| Quantity | Item Name | Weight |
|---|---|---|
| 1 | Arcane Focus | 0 |
| 1 | Quarterstaff | 4 |
| 1 | Explorer’s’ Pack | 0 |
| 2 | Dagger | 1 |
| 1 | Backpack | 5 |
| 1 | Bedroll | 7 |
| 1 | Mess Kit | 1 |
| 1 | Tinderbox | 1 |
| 10 | Torch | 1 |
| 10 | Rations | 2 |
| 1 | Waterskin | 5 |
| 1 | Hempen Rope | 10 |
| 1 | Small Knife | 3 |
| 1 | Map of Home City | 0 |
| 1 | Pet Mouse | 8 |
| 1 | Token to Remember Parents | 0 |
| 1 | Leather Armor | 10 |
| 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
- 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
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
- [ ]
- [ ]