You were identified in early childhood as an arcane prodigy and conscripted into the crystal towers of the Irian. For years, you endured a high-pressure academic gauntlet designed to forge perfect wizards for the Kehmsarazan Empire. However, you stumbled at the final hurdle, failing the ruthlessly selective examinations. Rather than returning home, you were placed onto the Citadel's 'Combatant Track' earning just enough practical magic to weaponise your incomplete training before being handed a warstaff and sent to the frontline with the Azure Battalion. You carry the discipline of a soldier, the bitter memories of an academic failure, and a permanent psychological or physical scar from the school of magic that broke you.
- Feat: Magic Initiate
- Skill Proficiencies: Arcana, Athletics
- Tool Proficiencies: Vehicle (Air), Vehicle (Land)
- Languages: Common, High Imperial, Azure Battle Cant
- Equipment: A set of common traveller's clothes, a battered notebook containing incomplete arcane formulas, an inkwell filled with dried blue alchemical ink, a bone-handled stylus, a token from your failed examination, and a belt pouch containing 10 gp.
The Academic Scar
A permanent psychological or physical scar from the school of magic that broke you.
| d8 |
The Academic Scar |
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1
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Abjuration (The Cracked Shield) Snippet: Cast Absorb Elements 1/long rest. Brittle Nerves: Fail a DC 10 Con check when damaged or lose your reaction. Description: You can cast Absorb Elements once per long rest without expending a spell slot. However, you suffer from Brittle Nerves. Whenever you take bludgeoning, piercing, or slashing damage from an attack, you must succeed on a DC 10 Constitution check or lose your reaction until the start of your next turn.
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2
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Conjuration (The Left-Behind) Snippet: Cast Misty Step 1/long rest. Spatial Vertigo: Fail a DC 10 Con save when teleporting or flying or be poisoned for 1 hour. Description: You can cast Misty Step once per long rest without expending a spell slot. However, you suffer from Spatial Vertigo. Whenever you travel via magical teleportation or aboard an imperial skycraft, you must succeed on a DC 10 Constitution saving throw or be poisoned by severe nausea for 1 hour.
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3
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Divination (The Fractured Eye) Snippet: +2 to Passive Perception. Temporal Tinnitus: Rolling a 1 on Initiative causes you to be surprised. Description: You retain a fraction of your sensory training, gaining a permanent +2 bonus to your passive Perception score. However, you suffer from Temporal Tinnitus. When you roll a 1 on an Initiative check, you are momentarily overwhelmed by overlapping timelines and are surprised for the first round of combat.
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4
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Enchantment (The Hollow Voice) Snippet: Advantage on saves vs Charmed. The Echo of Scorn: Disadvantage on Persuasion checks against authority. Description: Your mind is hardened against mental intrusion, granting you advantage on saving throws against being charmed. However, because you failed to master the minds of others, you suffer from The Echo of Scorn. You are intensely sensitive to criticism and have disadvantage on Charisma (Persuasion) checks against figures of authority.
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5
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Evocation (The Searing Scamp) Snippet: Learn Fire Bolt (Int-based). The Tremor: Disadvantage on Sleight of Hand checks if a Citadel Wizard is watching. Description: You know the Fire Bolt cantrip, and Intelligence is your spellcasting ability for it. However, you suffer from The Tremor. Your hands shake under immense academic pressure, giving you disadvantage on Dexterity (Sleight of Hand) checks if a full Citadel Wizard is watching you.
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6
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Illusion (The Broken Mirror) Snippet: Learn Minor Illusion (Int-based). Phantasmagoria: -2 penalty to Investigation checks made to pierce illusions. Description: You know the Minor Illusion cantrip, and Intelligence is your spellcasting ability for it. However, your mind struggles to separate true reality from false magic. You suffer from Phantasmagoria, imposing a permanent -2 penalty to all Intelligence (Investigation) checks made to discern illusions.
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7
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Necromancy (The Binder's Burden) Snippet: Advantage on saves vs Frightened by undead/spirits. Ghost-Sick: Cannot eat meat unless prepared with alchemical salt. Description: You have advantage on saving throws against being frightened by undead or spirits. However, you are Ghost-Sick. Your senses remain permanently sensitized to the smell of decay; you cannot willingly consume meat unless it has been heavily prepared with expensive alchemical salt.
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8
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Transmutation (The Unfixed Form) Snippet: Cast Alter Self 1/long rest. Alchemical Burn: -5ft speed in heavy metal armour unless lined with imperial silk. Description: You can cast Alter Self once per long rest without expending a spell slot. However, your skin reacts poorly to mundane battlefield materials. You suffer from Alchemical Burn; you cannot wear heavy metal armour unless it is lined with expensive imperial silk, or you suffer a permanent -5 foot penalty to your walking speed.
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Suggested Characteristics
| d8 |
Personality Trait |
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1
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I treat my weapons, armour, and gear with obsessive, military-grade neatness to distract from my academic failures.
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2
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I reflexively correct people's grammar or mispronounced magical terms, even in the middle of a roaring tavern brawl.
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3
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I am fiercely defensive of the common infantry grunts, and I am always the first to draw my blade if a full wizard insults them.
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4
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I have a habit of muttering old geometric arcane formulas under my breath whenever I am nervous or under immense pressure.
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5
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I use dry, cynical military humour to cope with the fact that my childhood was essentially stolen by an imperial sorting mandate.
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6
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I hide my old academy workbook at the bottom of my pack and react with immediate, aggressive paranoia if anyone attempts to open it.
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7
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I have an absolute, unwavering respect for rigid schedules and precise timing; being even a minute late makes me incredibly anxious.
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8
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I refuse to speak about my family, preferring to act as though my life truly began the day I was brought to the crystal Citadel.
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| d6 |
Ideal |
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1
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Discipline. True strength is not found in fancy books or high titles, but in the unyielding coordination of the frontline. (Lawful)
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2
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Autonomy. The Citadel wants to catalogue and control every spark of magic in the world. True freedom means keeping some things wild. (Chaotic)
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3
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Protection. I couldn't master the complex arcane arts, but I can use my warstaff to keep the innocent safe from things that go bump in the night. (Good)
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4
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Vengeance. One day, I will become powerful enough on the battlefield to force those arrogant, gold-tiered Archmagi to look me in the eye. (Evil)
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5
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Comradeship. The Empire doesn't care about us, and the high wizards treat us like disposable shields. The only people worth fighting for are the soldiers standing to my left and right. (Neutral)
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6
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Knowledge. They threw me out of the library, but they didn't kill my curiosity. I will learn the secrets of the world on my own terms. (Any)
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| d6 |
Bond |
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1
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I secretly send a portion of my military pay back to the family I was taken from, even though they have no idea I am still alive.
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2
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I carry the broken pieces of a comrade's warstaff who died protecting our column during a disastrous retreat.
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3
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A sympathetic hedge-witch helped me survive a horrific bout of ghost-sickness after I failed out of a Necromancy class; I owe her my life.
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4
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I am secretly tracking a deserter from my old platoon not to turn them in to the authorities, but to ensure they made it across the border safely.
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5
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My old academy rival passed the final examinations and is now a full Citadel Wizard. I will prove my practical magic is superior to their theories.
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6
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I am fiercely loyal to the Azure Banner itself. The institution broke me, but the Battalion gave me a purpose and a family.
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| d6 |
Flaw |
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1
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I completely freeze up or hesitate for a vital second if a commanding officer shouts a direct, unexpected order at me.
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2
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I carry the broken pieces of a comrade's warstaff who died protecting our column during a disastrous retreat.
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3
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I refuse to accept any magical healing or alchemical potions unless I personally inspect the ingredients and the caster's form first.
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4
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My deep-seated insecurity about failing my exams makes me incredibly reckless; I will take suicidal risks just to prove my competence to others.
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5
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I have a severe drinking problem, using heavy tavern ale to drown out the constant temporal tinnitus or mental scars left by my training.
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6
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I am easily manipulated by anyone who shows me genuine, academic validation or compliments my understanding of arcane theory
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