Wicked
Wicked
Sheet
AC 12 · HP 58 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- EnduranceCON
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
29 featuresBonus action
- Celestial Revelation, Heavenly Wings
When Bonus Action
Wicked can use a Bonus Action to reveal radiant wings for 1 minute. During this transformation, they gain a Fly Speed equal to their Speed. Once used, this option cannot be used again until a Long Rest.
- Light Bearer
When Bonus Action
Wicked can shed bright light in a 10-foot radius and dim light for an additional 10 feet. They can start or end this light as a Bonus Action.
- Innate SorceryLevel 1
Twice per Long Rest, Wicked can use a Bonus Action to unleash their inner magic for 1 minute. During that time, they have Advantage on attack rolls of Sorcerer spells and the spell save DC of their Sorcerer spells increases by 1.
- Celestial RevelationAasimarAs a Bonus Action, reveal a celestial transformation for 1 minute. Wicked can choose Heavenly Wings, Inner Radiance, or Necrotic Shroud each time they use the trait. Once used, this trait cannot be used again until a Long Rest.
Always on
- Careful Spell
When When casting an eligible spell
When Wicked casts a spell that targets only one creature and does not have a range of Self, they can spend 1 Sorcery Point to give one target Advantage on its first saving throw against the spell.
- Subtle Spell
When When casting an eligible spell
Wicked can cast a Sorcerer spell without verbal or somatic components and without most noncostly material components by spending 1 Sorcery Point.
- Empowered Spell
When When rolling damage for a spell
Wicked can spend 1 Sorcery Point to reroll a number of damage dice up to their Charisma modifier, minimum 1, for a spell's damage roll.
- Healing Hands
When Action
Wicked can touch a creature and restore hit points equal to 1d4 plus their proficiency bonus. They can use this a number of times equal to their proficiency bonus per Long Rest.
- SpellcastingLevel 1
Wicked can cast Sorcerer spells using Charisma as their spellcasting ability. They can prepare 11 Sorcerer spells and know 5 Sorcerer cantrips at this level.
- Font of MagicLevel 2
Wicked has 8 Sorcery Points. They can convert spell slots into Sorcery Points and create spell slots using Sorcery Points, subject to the Sorcery Points and spell-slot conversion rules.
- MetamagicLevel 2
Wicked has chosen Careful Spell and Subtle Spell. They can spend Sorcery Points to alter the casting of spells with these Metamagic options. They gain an additional Metamagic option at level 7, choosing Empowered Spell.
- Draconic ResilienceLevel 3
Wicked's draconic magic increases their hit point maximum by 8. While not wearing armor, their base AC equals 10 + their Dexterity modifier + their Charisma modifier.
- Draconic SpellsLevel 3
Wicked always has Command, Dragon's Breath, and Fear prepared as Draconic Spells. These spells count as Sorcerer spells for them and do not count against their prepared spells.
- Ability Score ImprovementLevel 4
Wicked gains an Ability Score Improvement at level 4. They selected the War Caster feat, gaining Advantage on Constitution saving throws made to maintain Concentration and the ability to cast a spell in place of an Opportunity Attack when a qualifying creature provokes one.
- Sorcerous RestorationLevel 5
After a Short Rest, Wicked can regain up to 4 expended Sorcery Points. Once used, this feature cannot be used again until they finish a Long Rest.
- Elemental AffinityLevel 6
Wicked gains resistance to one damage type associated with their draconic origin. They have chosen fire resistance. When they cast a spell that deals fire damage, they can add their Charisma modifier to one damage roll of that spell, adding -1 because of their current Charisma modifier.
- Ability Score ImprovementLevel 8
Wicked gains an Ability Score Improvement at level 8. They selected the Magic Initiate feat, choosing Wizard. They learn three Wizard cantrips and can prepare one level 1 Wizard spell, which can be cast once per Long Rest without a spell slot or with spell slots.
- Sorcery IncarnateLevel 7
While Innate Sorcery is active, Wicked can use up to two Metamagic options on each spell they cast. If they have no uses of Innate Sorcery remaining, they can spend 2 Sorcery Points when activating it to use the feature again.
- Creature TypeAasimarHumanoid.
- SizeAasimarMedium or Small.
- SpeedAasimar30 feet.
- DarkvisionAasimarDarkvision out to 60 feet.
- Celestial ResistanceAasimarResistance to Necrotic and Radiant damage.
- Healing HandsAasimarRestore 1d4 plus proficiency bonus hit points to a creature touched, a number of times per Long Rest equal to proficiency bonus.
- Light BearerAasimarKnow the Light cantrip, using Charisma as the spellcasting ability.
- Heavenly WingsAasimarGain a Fly Speed equal to Speed while transformed.
- Inner RadianceAasimarEmit bright light for 10 feet and dim light for an additional 10 feet. At the end of each of Wicked's turns, each creature within 10 feet takes Radiant damage equal to proficiency bonus.
- Necrotic ShroudAasimarFrighten creatures within 10 feet that fail a Charisma saving throw, and add proficiency bonus to the damage of one attack or spell each turn while transformed.
- Criminal ContactCriminal
Wicked has a reliable network of criminal contacts who can provide information, introduce them to underworld figures, arrange discreet meetings, or help pass messages, though favors may carry a price.
Spells
22 spellsSpellcasting. 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): no spells
Gear
7 itemsWeapons
- 2×DaggerA light, concealable blade used for protection and quiet work.
Tools
- Thieves' ToolsA leather case containing picks, tension bars, files, and other tools for opening locks and disabling traps.
Gear
- CrowbarA heavy iron bar useful for prying doors, crates, and stubborn mechanisms.
- Dark Common ClothesA dark hooded set of travel clothes designed to avoid attention at night.
- Belt PouchA small belt pouch containing 46 gold pieces from criminal work and carefully chosen scores.
- Arcane FocusA wooden arcane focus carved in the shape of a broken dragon tooth.
- Explorer's PackA simple backpack containing bedroll, tinderbox, rations, waterskin, and basic travel supplies.
Appearance
Wicked is a lean, sharp-featured aasimar with dusky bronze skin, silver-white hair cropped unevenly around their face, and luminous amber eyes that flicker with violet sparks when their sorcery stirs. Their faint celestial halo resembles a broken ring of tarnished gold. They wear a soot-dark coat reinforced with hidden pockets, fingerless gloves, and a red scarf marked with old prison-stitch symbols. Their movements are quick and watchful, like someone always measuring exits.
Mannerisms
Wicked checks every doorway twice, taps their left thumb against their ring finger when calculating odds, and smiles at the exact moment everyone else realizes the plan has gone wrong. When casting, they whisper the final syllable only after the spell has already begun.
Personality
Wicked is irreverent, observant, and unnervingly calm during danger. They treat every conversation like a negotiation and every negotiation like a magic trick. Beneath the cynicism is a fierce instinct to protect people who are being exploited, though Wicked prefers to call this settling a personal grievance rather than compassion.
Ideals
Freedom. No god, dragon, criminal empire, prophecy, or noble bloodline gets to decide what Wicked becomes. They would rather suffer the consequences of their own choices than live safely beneath someone else's control.
Bonds
The stolen relic was not destroyed. It was taken by the crime lord who betrayed Wicked, and its whispers have grown louder ever since. Wicked intends to recover it, learn why it chose them, and decide for themself whether it is a key, a weapon, or a prison.
Flaws
Wicked cannot resist proving that a locked door, guarded vault, or impossible escape route is not actually impossible. They distrust kindness, especially when it is offered freely, and their instinct under pressure is to lie first and ask questions later.
Quirks
Background
Wicked was born beneath a falling star in the back room of a gambling house, and the celestial mark on their brow made them a curiosity before it made them a target. Their first magic appeared during a botched burglary. A locked vault burst open in a wave of violet fire, the guards fled screaming, and Wicked discovered that the stolen relic inside was whispering in a language they somehow understood. The relic carried a fragment of draconic power, which fused with their latent celestial essence and left their magic volatile, bright, and difficult to hide.
“Their first magic appeared during a botched burglary.”
- Background
- Criminal
Connections
Species
Aasimar
Media
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