Wild Magic Jeweler Image

As a baby you were kissed by wild magic in a mysterious way. Some say a fairy who your parents offended came to give you a "blessing". Others say you were a hyperactive, accident prone infant and that you accidentally dreamwalked into the feywild. However it happened, no one in your village knows. But you have access to the most unpredictable and chaotic magic there is. 

Your childhood was quite difficult. Wild magic rarely worked in your favor as it was more likely to cause catastrophe. Faux pas and multiple disasters caused others to walk on eggshells around you or even shun you completely. None of the other children wanted to come over or invite you to theirs so you had no friends. That is, until your mentor showed up. A hardy, infamous Dwarf stepped up and knocked on your door one day. He was a famous Arcane Jeweler who had heard of the rumors surrounding your magic. The disasters and accidents you caused had spread even to the dwarves deep underground. The dwarf told your parent/guardian that he could help you control your magic and offered to take you on as an apprentice. 

He took you to his dwarven home and trained you in the art of magical gems and jewelry. You learned how to cut gems, melt and mold precious metals, and most importantly you learned how to contain your magic by channeling it into jewelry. You might specialize in cut gems, worn jewelry, or ornamental pieces fitted for weapons and armor. Whatever your specialty, the items you create come with a warning "wild magic beware". 


 
Skill Proficiencies: Arcana, Nature
Tool Proficiencies: Jeweler's Tools
Languages: Dwarven, Sylvan
Equipment: A set of fine clothes, a case of various raw and cut gems, a cart and mule, a letter of introduction stating your business, a dwarven memento from home and a pouch containing 10 gp
 
Feature: Kissed by Wild Magic

Because of the time you have spent in your trade, you can identify magical and non magical jewelry at will. You have advantage on any checks associated with jewelry and wild magic. You also can use Scrolls of Identify as if you already knew the spell, since you have used it many times over the years learning enchantments and their properties. 

 

Wild Magic Beware:

The jewelry you make is imbued with wild magic. When someone first uses or wears your special-made jewelry, gems, or adorned weapons, you must roll a d20. If you roll a 19 or 20, you must then roll on the Wild Magic Surge table below for their result. On this table, "you" refers to the user or wearer of the item. 

 

Wild Magic Surge
d100 Effect d100 Effect
01-02 You turn into a blind duck with an intelligence score of 20. You can only quack, though you clearly understand what others are saying. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A brigganock chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 The three nearest creatures within 30 feet of you take 3d10 lightning damage, split between them.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your hairstyle and clothing/armor meld to look outwardly the same as the person standing closest to you. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An cat eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 A baby pig spawns in your arms. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 For the next minute you hallucinate that you are in the clear blue waters of the nearest sea, swimming with friendly dolphins. You cannot hear or see others. 
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You cast a spell of your choice up to level 5 or your level plus 2, whichever is higher. 

 

Controlling your Magic:

You have a set of jewelry, gems or an adorned weapon that you use which you have made for yourself. You have imbued a massive amount of your wild magic in this item. Choose an item below or roll a d20 to determine the item.

At last you have learned to control your magic by storing some of it within this item. In order to keep your magic under control you must choose to use your item once a day or between each long rest. At the beginning of the day, you can "prepare" by rolling a d100 on the wild magic surge table. Whichever magic surge result you roll, you may choose to switch out that result in the table for something else that you choose (that is comparable). To clarify, the result does not happen but you can leave it in the table for the rest of the day so that you may possibly land on it. At the end of the day this reverts back to the original table. 

*If someone who buys or is gifted a jewelry item from you has to roll on the table, you may choose not to that day.

d20 Wild Magic Item
1 A velvet pouch of flawlessly cut gems
2 A dagger adorned with a silver hilt and several sapphires
3 A large, smooth rainbow opal that fits perfectly into your palm
4 A platinum chain that hangs around your neck
5 An upper arm cuff that spirals around your arm in shiny tendrils of gold 
6 A golden ring, unassuming but of exceptional make and quality. It has a personal inscription on the inside
7 A palm sized cat made out of pure gold with a paw that waves at you
8 A palm sized fox made out of pure white alabaster with obsidian eyes 
9 A large ruby that is so bright is almost seems to glow from the inside
10 An intricate silver ring with an elegant emerald inlaid
11 A ring whose band is made completely of tiger's eye 
12 A sword inlaid with diamonds 
13 A hammered steel bow, intricately engraved with leaf design 
14 A silver circlet inlaid with various gems
15 A gold circlet inlaid with citrine
16 A chain belt studded with various crystals and gems
17 A crown or tiara
18 A small rose made out of rose quartz
19 A large, raw chunk of emerald that you mined yourself
20 A set of jingly bangles on your wrist

 

Dwarf-Friend:

Your mentor took you in when you were young and while he took you on as a mere apprentice, you have become his protege, almost like the child he never had. Dwarves, especially those in the jewelry trade will have heard of your apprenticeship and are more likely to be friendly and courteous. You can get lodging for free or discounted at Dwarven establishments. If you go into a Dwarven city, they likely would trust you as one of their own. 

Fey-Touched: 

Fey or the feywild were involved in your affinity for wild magic. Therefore you were touched by the fey. Your wild magic was not the only thing left behind as you also have a mark upon your body. Roll on the table below for your Fey-Touched markings.

d20 Markings
1 You have cat eyes
2 When in the forest you hear a faint tinkling tune like flute or harp music
3 Your hair is green
4 Your ears are long and pointed
5 A faint memory of a taste so delicious tickles the back of your mind and when you think of it, all food tastes depressingly bland for 1d4 hours
6 You have vivid dreams about talking to plants and trees. You avoid picking plants and flowers at all costs
7 You have vivid dreams about walking through lush forests you've never seen and sitting in bright sunlight with fairies 
8 You have vivid dreams about sitting in a tiny tree house having tea with fairies and woodland creatures
9 You have vivid dreams about a night sky with constellations you've never seen 
10 You have ears like a fox 
11 In your dreams you are always tiny with wings 
12 Your skin sparkles in the sunlight
13 You age slower than your friends
14 Your hair is pure white and sparkles like moonlight 
15 Flowers sometimes show up in your hair as if they grew there
16 You can speak to bees
17 You have silvery speckles on your skin like freckles made of starlight
18 You smell like leaves and fresh grass
19 Sometimes when it's quiet you hear the sound of wind rustling through trees
20 When you're not paying attention sometimes you see little fluttering creatures out of the corner of your eye

 

 

 

 
Wild Magic Jeweler Image

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