If you had to pick any of the classes that perfectly encompasses the word "magic", it'd be the wizard. Be it by book, beard or wide-brimmed hat, the wizard is the signature caster class that identifies as the true master of all things arcane. They are often the most intellectual class, the magical problem-solver, and perhaps the most likely to become consumed by the power they pursue.
But, in my humble opinion, most people tend to shy away from the bookish Gandalf-esque image of a robed wizard, secluding themselves in a tower surrounded by books, while more exciting things are happening outside, like that full-spectrum of dragons battling a Tarrasque as the kingdom crumbles around them, and the wizard REALLY should take a break from reading that chapter to go outside and do something about it, but spends an eternity pondering the inter-planar implications of involving themselves, and decides to just have a cup of tea instead.
Seriously, why don't wizards ever do anything when the world goes to sh*t?
Anyway, most people make their wizard's unique, and it isn't hard to see why. Being able to customize their spells means a wizard can be whoever the player wants them to be, and with the various Arcane Traditions, they can take this customization even further, crafting an entirely fresh personality.
Perhaps they are a charming, charismatic arcane practitioner who uses their magic to make themselves rich...or a charlatan con-artist whose use of illusion has made them a notorious scumbag in the criminal underworld...a fortune-teller travelling with a wandering carnival, who is having terrible visions of an impending doom...or an urchin, forgotten and abused, who one day finds a dusty old tome that contains the power that will one day shape him into the most terrifying and god-like ruler in the Material Plane...
Anything is possible.
Because you're a wizard, dammit.
So let's hear about those splendid characters below!
Adakunde' of the Violet Flame, Human (Chultan) Lore Master Wizard, Sage background
Adakunde's birth name is Adakunde' Isoba (ah-da-kun-day ee-so-bah). He hails from one of the dynastic families of Chult. His father (N'Chidi) is a weaponsmith, and his mother (Ufuoma Isoba) is a noble who is a retired adventurer (ranger); they developed a relationship over the time he made weapons for her and her family. His older sister (Monifa) is a merchant, and his older brother (N'Chidi the Younger) is a scholar. Their family was one of many that fled Chult during the plague of undead. Adakunde' was born abroad (in Amn, where the family settled down). He has numerous aunts, uncles, and cousins; many of whom either fled Chult or were killed during the undead attacks. His grandfather Jide'ofor Isoba (retired paladin) and grandmother Tambara live with Ufuoma and the family in Amn. Several of his relatives are also adventurers; his cousin Imari, for example, is a knight in the Order of the Gauntlet. Despite the great wealth in the family from numerous pursuits, it's also a family tradition that each member is responsible for accumulating their own fortune.
Adakunde' was a likeable, albeit strange, child. He began manifesting unusual abilities in adolescence (1st level feat: Arcane Initiate-sorcerer). He was sent to an academy of sorcery in Calimport (arcane magic is generally illegal in Amn), where he was bored out of his skull! He was discovered by a visiting wizard, Syndra Sylvane, who helped him understand that while he had great natural talent for the Art, and would make a passable sorcerer, his true power could be best harnessed through the disciplined study of wizardry.
Adakunde' absolutely loves the Art. He sees its underpinnings in every form of magic, arcane or divine. He looks for patterns of the Weave in everything; arcane spells, bardic magic, druidic rituals, enchanted items, cleric and paladin prayers; everywhere and everything is a part of the Weave.
He abhors the undead. They drove his family from their ancestral home, and killed many of his family. He would love nothing more than to find out who or what is responsible for the undead attacks, and expose them to copious amounts of radiant and fire damage. He would also love to see his family return to their ancestral home, and Chult returned to its former glory.
Physical description: He is tall and thin (6'2" 160 lbs). He wears his hair shoulder-length, in the traditional braided style of the Chultan noble class. (Tethyrans and Amnians refer to the style as "dreadlocks") He has a long, oval face, prominent cheekbones, and a goatee beard with a thin mustache.
Gnome wizard (planned to be necromancer) with a haunted background that talks to unseen entities. (rolled randomly on the background tables to this point)
I saw this developing and I decided he's from a cursed family and despite best efforts of clerics, he's got this voice in his head that is constantly taunting him. It takes perverted pleasure in anything that goes wrong for the poor gnome.
He's the last of his family and his ancestral home is boarded up, unable to be sold because of the rumors of it being haunted and cursed.
When the gnome decided to become a wizard, one of the first spells learned was find familiar. The taunting voice interfered with the spell and the result is a sickly looking bat familiar (even though the one asked for was a cat) The voice is utterly delighted.
Headed down the path of necromancy in hopes of finding something to deal with the annoying spirit.
The gnome has lost all faith in the gods and now believes clerics to all be charlatans. "Only a fool would believe these lying leeches who demand money to render service but never produce results."
He's an obviously unhappy gnome, wearing extremely drab clothing in sharp contrast to the normal bright and gaudy colors you would expect gnomes to wear.
I can hardly wait for the reaction of the voice the first time the gnome raises a skeleton or zombie... and how to RP the gnome reacting to that.
Lots of stuff for a DM to make use of... or pretty much ignore. If ignored, the gnome will just occasionally mutter at the voice: "Shut up and leave me be!" (especially when the voice taunts him for rolling a 1)
Or maybe I'll make him a special NPC when I start up my campaign.
Caelynn is a high elf wizard bladesinger. She lives in the elven capitol city of Ralferin where high elves make up the bulk of the aristocracy. Her family was stripped of their status before her birth. They sold her into slavery to a high ranking member of the elven court and a master wizard. During her time as his slave she read all she could get about magic, combat and court etiquette. After setting the dining table on fire her master, Naeberos, decided to train her for his own ends. After 100 hundred years as his apprentice, she was introduced to the elven court as his mistress, Lady Ariadne Siannodel. She seduced various courtesans into giving up secrets for her master and was introduced to his other business, information broker and a dealer in magical weaponry. After 30 years at court, during the height of the Great War between elves and dwarves, she fled the elven lands with a book written in cipher. She adopted the name Liavaris and has changed her appearance to get out of the elven lands and avoid the people sent to retrieve her.
I have a new wizard character, an LG half-elf with the Knight of the Order background (SCAG). The world is a homebrew one, with the knightly order being one devoted to a town which was founded as the campus for a magical school, so druids wizards and warlocks are common members. I took abjurer as my subclass and have had a lot of fun with the character so far.
Born to a tax collector and a staff carver, Iodann Elm was enrolled into the magical academy by his uncle, himself a teacher there. Graduating at twenty one, Iodann's high scores and strong moral character saw him invited into the Knights Archeos, an order dedicated to seeking out lost knowledge and returning it to the academy he had recently graduated from. Ten years of serving the order has seen him grow into a skilled wizard, able to protect others from harm with his magic and learning several new talents as well. He learned to wield a shortsword with skill, several languages and even some simple clerical incantations. Today he works to stop a fiend inspired plot to destroy the town and school that have been fundamental parts of his life.
Vost was a entertainer; an acrobat and sword-dancer for the traveling performance troupe, "Miss Fortune's Infinite Curiosities & Wonders". Vost's talents were multi-faceted...his knowledge of magic was geared towards prestidigitation and harmless illusions, designed to dazzle and mesmerize audiences. His divinations and insights into the Weave were specifically tailored for fortune telling and Tarot readings...more often than not, left ambiguous enough as to not cause a fuss, and only to thrill.
But it was his sword-dancing that captivated the audiences who visited the shows...an intricate dance of blades, graceful-yet-deadly, where a seconds mistake might spell disaster. Vost would toss these blades effortlessly, juggle, and put on displays of mock combats...much to the enjoyment of the audiences.
Unbeknownst to them, Vost was a Bladesinger...a wizard who combined martial arts and magic, part of a tradition handed down through the various Elven peoples. Vost, however, had reveled in his talents...using his skill with a blade to boastfully challenge opponents to duels and bloodsports, creating a grim reputation in the underground fighting tournaments...often to the death.
Elves being somewhat long-lived compared to the other races, it did not take long for the various deaths left in his wake to take their toll upon his conscious...looking back, these "conquests" he performed began to sicken him. It was this abandonment of his violent past that drove him to Miss Fortune's carnival...an opportunity to leave joy instead of harm.
One day, however, a group of people came to their troupe. They were vagabonds, and had stolen food from a local baron's harvest, unaware that they had trespassed and robbed a member of the nobility. They had been pursued by the baron's soldiers, and required sanctuary. The troupe agreed to shelter them, as they had not taken the food in malice...but sure enough, the baron's men arrived at the carnival site, and demanded the tents and caravans be ransacked to find the vagabonds.
As things escalated, Vost interceded as the baron's men found the thieves...when they would not let them go peacefully, Vost attacked. Against the magically-fueled assault, and some assistance from the vagabonds and members of the troupe, the baron's remaining men were forced to flee...but many lay dead.
The troupe was forced to disband; scattering in order to make pursuit by the baron's militia more difficult. Though they had contingencies in place for such emergencies, Vost knew that it may be months, perhaps even years, before the troupe could safely re-unite.
Vost blamed himself, and took to wandering alone...stopping occasionally in towns and cities to perform solo acts, but lamenting the family he left behind.
Spying a bounty board in the last town, he saw a notice for freelance adventurers with martial skill to conduct some dangerous work.
And so, Vost sought to put his skills to some use...
Vost is a cunning a shrewd swordsman, utilizing illusions and evasive spells to make him elusive to attacks. He delights in trickery; implementing spells like "Mirror Image", "Blur" and "Blink" to make him harder to hit...but in life or death situations, he will unleash evocation spells with tactical precision...striking far-reaching enemies with "Lightning Bolt", or punishing those who attempt to gang up on him with "Fire Shield" or "Thunder Step".
At higher levels, het lets the pure magical energy of the Weave flow through his body, a sign of true mastery of the spell and blade... the "Investiure" elemental spells allow him to alter his form into fire or ice...even channel the wind itself to let him drift through the air. "Tensers Transformation" takes him to the peak of combat; and coupled with "Elven Accuracy", he applies devastating force damage and speed to his attacks to ensure he hits his targets. Add the "Mobile" feat, and...well, he's quite fast.
He is often cheerful, boisterous, and prone to laughter...but this is merely a ruse that hides a very intellectual...and perhaps deeply sad...drifting soul.
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Wizards.
If you had to pick any of the classes that perfectly encompasses the word "magic", it'd be the wizard. Be it by book, beard or wide-brimmed hat, the wizard is the signature caster class that identifies as the true master of all things arcane. They are often the most intellectual class, the magical problem-solver, and perhaps the most likely to become consumed by the power they pursue.
But, in my humble opinion, most people tend to shy away from the bookish Gandalf-esque image of a robed wizard, secluding themselves in a tower surrounded by books, while more exciting things are happening outside, like that full-spectrum of dragons battling a Tarrasque as the kingdom crumbles around them, and the wizard REALLY should take a break from reading that chapter to go outside and do something about it, but spends an eternity pondering the inter-planar implications of involving themselves, and decides to just have a cup of tea instead.
Seriously, why don't wizards ever do anything when the world goes to sh*t?
Anyway, most people make their wizard's unique, and it isn't hard to see why. Being able to customize their spells means a wizard can be whoever the player wants them to be, and with the various Arcane Traditions, they can take this customization even further, crafting an entirely fresh personality.
Perhaps they are a charming, charismatic arcane practitioner who uses their magic to make themselves rich...or a charlatan con-artist whose use of illusion has made them a notorious scumbag in the criminal underworld...a fortune-teller travelling with a wandering carnival, who is having terrible visions of an impending doom...or an urchin, forgotten and abused, who one day finds a dusty old tome that contains the power that will one day shape him into the most terrifying and god-like ruler in the Material Plane...
Anything is possible.
Because you're a wizard, dammit.
So let's hear about those splendid characters below!
Adakunde' of the Violet Flame, Human (Chultan) Lore Master Wizard, Sage background
Adakunde's birth name is Adakunde' Isoba (ah-da-kun-day ee-so-bah). He hails from one of the dynastic families of Chult. His father (N'Chidi) is a weaponsmith, and his mother (Ufuoma Isoba) is a noble who is a retired adventurer (ranger); they developed a relationship over the time he made weapons for her and her family. His older sister (Monifa) is a merchant, and his older brother (N'Chidi the Younger) is a scholar. Their family was one of many that fled Chult during the plague of undead. Adakunde' was born abroad (in Amn, where the family settled down). He has numerous aunts, uncles, and cousins; many of whom either fled Chult or were killed during the undead attacks. His grandfather Jide'ofor Isoba (retired paladin) and grandmother Tambara live with Ufuoma and the family in Amn. Several of his relatives are also adventurers; his cousin Imari, for example, is a knight in the Order of the Gauntlet. Despite the great wealth in the family from numerous pursuits, it's also a family tradition that each member is responsible for accumulating their own fortune.
Adakunde' was a likeable, albeit strange, child. He began manifesting unusual abilities in adolescence (1st level feat: Arcane Initiate-sorcerer). He was sent to an academy of sorcery in Calimport (arcane magic is generally illegal in Amn), where he was bored out of his skull! He was discovered by a visiting wizard, Syndra Sylvane, who helped him understand that while he had great natural talent for the Art, and would make a passable sorcerer, his true power could be best harnessed through the disciplined study of wizardry.
Adakunde' absolutely loves the Art. He sees its underpinnings in every form of magic, arcane or divine. He looks for patterns of the Weave in everything; arcane spells, bardic magic, druidic rituals, enchanted items, cleric and paladin prayers; everywhere and everything is a part of the Weave.
He abhors the undead. They drove his family from their ancestral home, and killed many of his family. He would love nothing more than to find out who or what is responsible for the undead attacks, and expose them to copious amounts of radiant and fire damage. He would also love to see his family return to their ancestral home, and Chult returned to its former glory.
Physical description: He is tall and thin (6'2" 160 lbs). He wears his hair shoulder-length, in the traditional braided style of the Chultan noble class. (Tethyrans and Amnians refer to the style as "dreadlocks") He has a long, oval face, prominent cheekbones, and a goatee beard with a thin mustache.
Just created
Gnome wizard (planned to be necromancer) with a haunted background that talks to unseen entities. (rolled randomly on the background tables to this point)
I saw this developing and I decided he's from a cursed family and despite best efforts of clerics, he's got this voice in his head that is constantly taunting him. It takes perverted pleasure in anything that goes wrong for the poor gnome.
He's the last of his family and his ancestral home is boarded up, unable to be sold because of the rumors of it being haunted and cursed.
When the gnome decided to become a wizard, one of the first spells learned was find familiar. The taunting voice interfered with the spell and the result is a sickly looking bat familiar (even though the one asked for was a cat) The voice is utterly delighted.
Headed down the path of necromancy in hopes of finding something to deal with the annoying spirit.
The gnome has lost all faith in the gods and now believes clerics to all be charlatans. "Only a fool would believe these lying leeches who demand money to render service but never produce results."
He's an obviously unhappy gnome, wearing extremely drab clothing in sharp contrast to the normal bright and gaudy colors you would expect gnomes to wear.
I can hardly wait for the reaction of the voice the first time the gnome raises a skeleton or zombie... and how to RP the gnome reacting to that.
Lots of stuff for a DM to make use of... or pretty much ignore. If ignored, the gnome will just occasionally mutter at the voice: "Shut up and leave me be!" (especially when the voice taunts him for rolling a 1)
Or maybe I'll make him a special NPC when I start up my campaign.
Caelynn is a high elf wizard bladesinger. She lives in the elven capitol city of Ralferin where high elves make up the bulk of the aristocracy. Her family was stripped of their status before her birth. They sold her into slavery to a high ranking member of the elven court and a master wizard. During her time as his slave she read all she could get about magic, combat and court etiquette. After setting the dining table on fire her master, Naeberos, decided to train her for his own ends. After 100 hundred years as his apprentice, she was introduced to the elven court as his mistress, Lady Ariadne Siannodel. She seduced various courtesans into giving up secrets for her master and was introduced to his other business, information broker and a dealer in magical weaponry. After 30 years at court, during the height of the Great War between elves and dwarves, she fled the elven lands with a book written in cipher. She adopted the name Liavaris and has changed her appearance to get out of the elven lands and avoid the people sent to retrieve her.
Interesting. I like it!
I have a new wizard character, an LG half-elf with the Knight of the Order background (SCAG). The world is a homebrew one, with the knightly order being one devoted to a town which was founded as the campus for a magical school, so druids wizards and warlocks are common members. I took abjurer as my subclass and have had a lot of fun with the character so far.
Born to a tax collector and a staff carver, Iodann Elm was enrolled into the magical academy by his uncle, himself a teacher there. Graduating at twenty one, Iodann's high scores and strong moral character saw him invited into the Knights Archeos, an order dedicated to seeking out lost knowledge and returning it to the academy he had recently graduated from. Ten years of serving the order has seen him grow into a skilled wizard, able to protect others from harm with his magic and learning several new talents as well. He learned to wield a shortsword with skill, several languages and even some simple clerical incantations. Today he works to stop a fiend inspired plot to destroy the town and school that have been fundamental parts of his life.
Vost was a entertainer; an acrobat and sword-dancer for the traveling performance troupe, "Miss Fortune's Infinite Curiosities & Wonders". Vost's talents were multi-faceted...his knowledge of magic was geared towards prestidigitation and harmless illusions, designed to dazzle and mesmerize audiences. His divinations and insights into the Weave were specifically tailored for fortune telling and Tarot readings...more often than not, left ambiguous enough as to not cause a fuss, and only to thrill.
But it was his sword-dancing that captivated the audiences who visited the shows...an intricate dance of blades, graceful-yet-deadly, where a seconds mistake might spell disaster. Vost would toss these blades effortlessly, juggle, and put on displays of mock combats...much to the enjoyment of the audiences.
Unbeknownst to them, Vost was a Bladesinger...a wizard who combined martial arts and magic, part of a tradition handed down through the various Elven peoples. Vost, however, had reveled in his talents...using his skill with a blade to boastfully challenge opponents to duels and bloodsports, creating a grim reputation in the underground fighting tournaments...often to the death.
Elves being somewhat long-lived compared to the other races, it did not take long for the various deaths left in his wake to take their toll upon his conscious...looking back, these "conquests" he performed began to sicken him. It was this abandonment of his violent past that drove him to Miss Fortune's carnival...an opportunity to leave joy instead of harm.
One day, however, a group of people came to their troupe. They were vagabonds, and had stolen food from a local baron's harvest, unaware that they had trespassed and robbed a member of the nobility. They had been pursued by the baron's soldiers, and required sanctuary. The troupe agreed to shelter them, as they had not taken the food in malice...but sure enough, the baron's men arrived at the carnival site, and demanded the tents and caravans be ransacked to find the vagabonds.
As things escalated, Vost interceded as the baron's men found the thieves...when they would not let them go peacefully, Vost attacked. Against the magically-fueled assault, and some assistance from the vagabonds and members of the troupe, the baron's remaining men were forced to flee...but many lay dead.
The troupe was forced to disband; scattering in order to make pursuit by the baron's militia more difficult. Though they had contingencies in place for such emergencies, Vost knew that it may be months, perhaps even years, before the troupe could safely re-unite.
Vost blamed himself, and took to wandering alone...stopping occasionally in towns and cities to perform solo acts, but lamenting the family he left behind.
Spying a bounty board in the last town, he saw a notice for freelance adventurers with martial skill to conduct some dangerous work.
And so, Vost sought to put his skills to some use...
Vost is a cunning a shrewd swordsman, utilizing illusions and evasive spells to make him elusive to attacks. He delights in trickery; implementing spells like "Mirror Image", "Blur" and "Blink" to make him harder to hit...but in life or death situations, he will unleash evocation spells with tactical precision...striking far-reaching enemies with "Lightning Bolt", or punishing those who attempt to gang up on him with "Fire Shield" or "Thunder Step".
At higher levels, het lets the pure magical energy of the Weave flow through his body, a sign of true mastery of the spell and blade... the "Investiure" elemental spells allow him to alter his form into fire or ice...even channel the wind itself to let him drift through the air. "Tensers Transformation" takes him to the peak of combat; and coupled with "Elven Accuracy", he applies devastating force damage and speed to his attacks to ensure he hits his targets. Add the "Mobile" feat, and...well, he's quite fast.
He is often cheerful, boisterous, and prone to laughter...but this is merely a ruse that hides a very intellectual...and perhaps deeply sad...drifting soul.