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Wicked - AI-generated fantasy Character

Wicked

Aasimar · Sorcerer (Draconic Sorcery) · Level 8 · Criminal

Wicked

Wicked is suspicious, irreverent, and sharply observant.
AC12
HP51/51
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 51 · 30 ft.
AlignmentChaotic NeutralGenderNon-binaryAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Quarterstaffs,
Light Crossbows

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Celestial,
Draconic

Features

24 features

Bonus action

  • Quickened Spell

    When When casting a spell with a casting time of one action

    Wicked can cast a spell with a casting time of one action as a bonus action by spending Sorcery Points, following Quickened Spell's rules.

  • Draconic Step

    When After casting a Sorcerer spell

    Wicked can teleport up to 30 feet to an unoccupied space they can see after casting a spell, as a bonus action, by spending Sorcery Points.

Always on

  • Subtle Spell

    When When casting a spell with verbal or somatic components

    Wicked can cast a spell without obvious verbal or somatic components by spending Sorcery Points, following Subtle Spell's rules.

  • SpellcastingLevel 1

    Wicked can cast sorcerer spells using Charisma as their spellcasting ability. They use an arcane focus or component pouch for material components when required.

  • Innate SorceryLevel 1

    Wicked can unleash their inner magic for 1 minute, gaining advantage on Sorcerer spell attack rolls and increasing the damage of Sorcerer spells by 1. They can use this feature twice per long rest.

  • Font of MagicLevel 2

    Wicked gains access to Sorcery Points, which fuel Metamagic and other sorcerous abilities. They have 8 Sorcery Points after a long rest.

  • MetamagicLevel 2

    Wicked knows four Metamagic options and can apply Metamagic to spells as permitted by the rules. Chosen options are Careful Spell, Distant Spell, Quickened Spell, and Subtle Spell.

  • Sorcerer SubclassLevel 3

    Wicked has chosen Draconic Sorcery as their Sorcerer subclass.

  • Ability Score ImprovementLevel 4

    Wicked gains one feat or Ability Score Improvement. They chose Ability Score Improvement, increasing Constitution from 13 to 15 before the final ability scores were provided.

  • Magical GuidanceLevel 5

    When Wicked fails an ability check, they can spend 1 Sorcery Point to add 1d4 to the roll, potentially turning failure into success.

  • Subclass FeatureLevel 6

    Wicked gains an additional Draconic Sorcery feature.

  • Ability Score ImprovementLevel 8

    Wicked gains one feat or Ability Score Improvement. They chose Ability Score Improvement, increasing Dexterity from 13 to 15 before the final ability scores were provided.

  • Draconic ResilienceLevel 3

    Wicked has an ancient draconic influence in their blood. They gain Draconic Resilience, increasing their maximum hit points by 8 and setting their unarmored AC to 10 plus Dexterity and Charisma modifiers. Because Wicked's Charisma modifier is negative, their AC remains 12.

  • Draconic SorceryLevel 3

    Wicked's Draconic Resilience gives them a hardened magical vitality and a dragon-like physical presence, though their low Charisma limits the defensive benefit of the feature.

  • Elemental AffinityLevel 6

    Wicked can spend 1 Sorcery Point to gain resistance to the damage type associated with their draconic ancestry for 1 hour. Their chosen draconic ancestry is white dragon, granting resistance to cold damage.

  • TraitAasimarDarkvision, allowing Wicked to see in darkness within 60 feet as if it were dim light.
  • TraitAasimarCelestial Resistance, granting resistance to Necrotic and Radiant damage.
  • TraitAasimarHealing Hands, allowing Wicked to restore hit points equal to their proficiency bonus to a creature they touch, once per long rest.
  • TraitAasimarLight Bearer, granting the Light cantrip, which uses Charisma as its spellcasting ability.
  • TraitAasimarCelestial Revelation, allowing Wicked to manifest a celestial transformation for 1 minute once per long rest. They can choose Heavenly Wings, Inner Radiance, or Necrotic Shroud.
  • TraitAasimarHeavenly Wings grants a temporary flying speed equal to their walking speed during the transformation.
  • TraitAasimarInner Radiance sheds bright light and damages creatures that end their turns nearby.
  • TraitAasimarNecrotic Shroud frightens nearby creatures and adds extra Necrotic damage to Wicked's attacks and spells.
  • Criminal ContactCriminal

    Wicked has a reliable contact among criminal networks. This contact can provide information about local criminals, illicit opportunities, hidden routes, and underworld activity, though favors and risks are involved.

Spells

15 spells

Spellcasting. Wicked casts with Charisma (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (4 slots): , , ,

2nd level (3 slots): , ,

3rd level (3 slots): ,

4th level (2 slots):

Gear

9 items

Weapons

  • Quarterstaff
    A simple wooden staff used as both a walking aid and an arcane focus.
  • 2×
    Dagger
    Light finesse weapons concealed in sleeves or boots.

Tools

  • Thieves' Tools
    A metal tool kit for picking locks and disabling traps.

Gear

  • Component Pouch
    A container for material spell components.
  • Scholar's Pack
    Includes a backpack, book of lore, ink, pen, parchment, small bag of sand, and a common robe.
  • Crowbar
    A sturdy iron bar useful for forcing doors and crates.
  • 2×
    Pouch
    Small pouches used for coins, tools, and concealed evidence.
  • Traveler's Clothes
    Plain travel clothing suitable for blending into city crowds.

Purse

  • 44×
    Gold Pieces
    Starting currency from the criminal background and sorcerer class.

Appearance

Wicked is a tall, wiry aasimar with ash-gray skin, silver-white hair cropped close on one side, and luminous amber eyes that brighten when their magic stirs. Faint celestial markings, resembling cracks filled with starlight, trace their collarbones and forearms. They dress in practical dark leathers beneath a weathered crimson coat, with arcane sigils stitched inside the cuffs and a collection of stolen keys hanging from their belt.

Mannerisms

Wicked constantly rolls a stolen key across their knuckles, pauses before answering direct questions, and smiles at locked doors as though they are old acquaintances.

Personality

Wicked is suspicious, irreverent, and sharply observant. They treat conversation like a card game, revealing little while cataloging every weakness in the room. Beneath the cynicism is a fierce instinct to protect other outcasts, though they would rather call it profitable self-interest.

Ideals

Freedom. No god, dragon, magistrate, or prophecy has the right to decide what Wicked becomes.

Bonds

Wicked keeps a stolen signet ring belonging to the crew that betrayed them. They will risk almost anything to expose the traitor who sold them out.

Flaws

Wicked assumes every act of kindness conceals a price. They are quick to betray first, especially when frightened, and their pride makes them reckless when someone questions their competence.

Quirks

Names every lock they successfully open.
Leaves a white feather at jobs that felt morally justified.
Collects broken signet rings and refuses to explain why.
Whispers to their own reflection before casting dangerous spells.

Background

Wicked was born beneath an eclipse, and the midwife swore that a ring of pale fire appeared around the infant's head. Their celestial heritage brought no comfort to the poor district where they grew up. Instead, it made them an object of suspicion, curiosity, and exploitation. Wicked learned early that people trusted locked doors more than they trusted miracles, so they became a nimble-handed burglar, slipping through counting houses and noble estates while leaving behind only a faint smell of ozone and a single white feather. Their sorcery first erupted during a robbery that went catastrophically wrong. Cornered by a magistrate's guards, Wicked unleashed a blast of unstable arcane force that shattered the building's windows and scorched the magistrate's ceremonial robes. The criminal crew blamed Wicked for the disaster and sold them out, forcing them to flee the city. Since then, Wicked has traveled as a freelance thief and reluctant spellcaster, using their celestial gifts to survive while searching for the person who arranged the betrayal. They have begun to suspect that the strange power in their blood is not a blessing, but a claim someone intends to collect.

“Their celestial heritage brought no comfort to the poor district where they grew up.”
From their backstory
Background
Criminal

Connections

Species

Aasimar

Media

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