
Consciousness of Magic
The winds of the outer planes sometimes cross the boundary, making their way into the material plane. Usually this gust becomes nothing more than a passing breeze across the grasslands. However, that wind sometimes carries pure arcane energy. Should the conditions be just right, this energy will take the form of a humanoid, acquiring the appearance and inherent attributes of another race. These beings seem to have a personality of their own, though they have no memories or experiences. This makes it even more baffling when they happen to be fluent in some languages, know how to do certain things with ease and have basic knowledge of where they are. Perhaps they were sent by the gods. Maybe they were a result of complete random chance. Either way, they are rare and quite intriguing. It is said that their main goals are to discover who they are and what their true purpose is.
You may choose to either be sent by a deity, or have appeared randomly with no knowledge of your origins.
Should you choose a deity, they are not a god to you, but are instead a parental figure that you have never met. This background does not allow you to gain special powers from your deity.
- Skill Proficiencies: Arcana, Insight
- Tool Proficiencies: One type of artisan's tools
- Languages: Two of your choosing
- Equipment: A set of artisan's tools (one of your choice), 1 ounce bottle of ink, a quill, 5 sheets of parchment, a 6-sided die made of ivory, a set of traveler's clothes, and a belt pouch containing 10 gp
As an Arcane Conjuration, you have been formed into a humanoid. But a small present has been left in your possession, possibly from the outer planes. It is a 6-sided die made of ivory. This die is clearly magical in one way or another. Once a day, you can roll this die to alter something about yourself for 24 hours. Refer to the possible results below.
- Increase one ability score by 1, and reduce another ability score by 1
- Gain resistance to one form of damage (of your choosing), and reduce your armor class by 1
- Alter the appearance of your face
- Lose your ability to speak a language that you know, and gain the ability to speak another language
- Gain 60 feet of darkvision (or 60 additional feet if you already have darkvision), and become sensitive to bright light
- Lose proficiency in a random skill that you are proficient in, and gain proficiency in another skill of your choosing
After the 24 hours has expired, the changes are immediately reversed. Note that the ivory die can only be rolled by you. Should someone else touch the die, it will immediately vanish and return to your hand.
Suggested Characteristics
Arcane Conjurations are still learning about the world and about themselves. They sometimes act like any other person walking around, but occasionally act like it's their first day in the material plane (who knows, maybe it is). As such, they are typically unaware of how to properly conduct themselves around others. Some seek to be a keeper of piece, while others act as agents of chaos.
1d8 Personality Trait
- I'm very curious about all of the people around me. I want to meet them all!
- I feel a bit out of touch with everything around me and am nervous to try new things.
- I'm completely unaware of my social awkwardness.
- My possessions hold sentimental value and I would be broken hearted to lose them.
- I'm always taking notes, just in case I forget something important.
- I seek approval not through cheap tricks, but by legitimate talent.
- I'm a being formed from literal magic. Those around me are a bit boring in comparison.
- Food, drink, dubious vices — I don't care if they're bad for me. I want them.
1d6 Ideal
- Adaptation. There are clear rules put in place here. I should do my best to abide by them and enforce them. (Lawful)
- Friendship. Making connections with good people can only be beneficial. We should all build bridges, not burn them. (Good)
- Discovery. People are complex. The world is complex. It is my duty to poke and prod to see what happens. (Chaotic)
- Superiority. I am above these people. I will make sure they understand that fact. (Evil)
- Self. Maybe interfering with others is not the way to learn. I should self-reflect to find my answers. (Neutral)
- Fate. I am not in control, and that is okay. May the winds take me where they wish. (Any)
1d6 Bond
- The first person I met after materializing was very friendly to me. I consider them my first real friend.
- My ivory die decides what happens. No one else will ever lay a finger on it.
- No one should know how I came to be. I will take this secret with me to the grave.
- Without me, my tools are nothing. Without my tools, I am nothing.
- So far, I've spent my time in this plane in one village. This has become my home, and I'll defend it if I have to.
- I'm in love with a stranger that I had a small chat with once. I need to find them again.
1d6 Flaw
- I don't understand what sarcasm is, so people often get frustrated with me.
- I have an embarrassing irrational fear of something very stupid.
- Someone is dead because of a bad decision I made. I feel nothing but regret for this.
- Trusting people is hard. I don't know if I can truly believe anyone about anything.
- I'm a bit of a kleptomaniac. I won't steal anything too valuable, but who's going to miss a few bits and bobbles?
- My search for knowledge sometimes hurts others — and I think it's justified.

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