
Character
The Pale Magician
The Pale Magician was born during an eclipse—a moment when the celestial bodies aligned in a configuration that occurs once every thousand years. His mother, a renowned scholar of arcane theory, had been studying the convergence when labor seized her. As the child drew his first breath, a peculiar phenomenon occurred: the very fabric of probability in the room inverted itself. Candles burned backward into wax, spilled wine reassembled itself, and his mother's screams of agony became inexplicable laughter. The midwife fled in terror, convinced she had witnessed a blasphemy against nature itself. From that moment forward, the boy was marked—touched by forces that existed beyond the comprehension of mortal theology. His father, a traveling musician, recognized the strangeness and accepted it as neither curse nor blessing, but simply as the boy's nature. As he grew, The Pale Magician discovered he could not control the chaos that followed him, only channel it through performance. When he played his lute or performed illusions with his wand, the boundary between intention and accident blurred entirely. A simple card trick might heal a plague-stricken child or cause a nobleman's fortune to crumble to dust. He learned that fighting against his nature only amplified the destruction, so instead he embraced the role of wanderer and performer. The Gods of Entropy—beings that exist in the spaces between order and disorder—recognized a kindred spirit and wove their influence deeper into his very essence. Now he walks the cobblestone streets and dusty roads of countless realms, dressed in his formal attire like a gentleman attending an eternal masquerade, forever uncertain whether the miracles and catastrophes he leaves behind are redemptions or damnations. The only truth he knows is that wherever his shadow falls, the world is never quite the same again.
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What this public profile contains
This view-only profile includes a creator-written description; 14 labeled detail fields; 8 structured sections; 2 artwork images supplied by the creator.
- Creation type
- Character
- Shared by
- Kstarfireheart3583
- Connected worlds
- 0
- Detail fields
- 14
- Profile sections
- 8
- Artwork images
- 2
Details
- Type
- Humanoid
- Race
- Human
- Class
- Bard
- Gender
- male
- Alignment
- Chaotic Neutral
- Size
- Medium
- Armor class
- 15
- Hit points
- 150
- Speed
- 30
- Challenge
- 10
- Experience
- 5900
- Languages
- Common, Elvish, Celestial, Infernal , Fey
- Senses
- Darkvision 60 ft., Passive Perception 18
- Skills
- Performance, Deception, Arcana, Insight, Perception , History
Biography
The Pale Magician was born during an eclipse—a moment when the celestial bodies aligned in a configuration that occurs once every thousand years. His mother, a renowned scholar of arcane theory, had been studying the convergence when labor seized her. As the child drew his first breath, a peculiar phenomenon occurred: the very fabric of probability in the room inverted itself. Candles burned backward into wax, spilled wine reassembled itself, and his mother's screams of agony became inexplicable laughter. The midwife fled in terror, convinced she had witnessed a blasphemy against nature itself. From that moment forward, the boy was marked—touched by forces that existed beyond the comprehension of mortal theology. His father, a traveling musician, recognized the strangeness and accepted it as neither curse nor blessing, but simply as the boy's nature. As he grew, The Pale Magician discovered he could not control the chaos that followed him, only channel it through performance. When he played his lute or performed illusions with his wand, the boundary between intention and accident blurred entirely. A simple card trick might heal a plague-stricken child or cause a nobleman's fortune to crumble to dust. He learned that fighting against his nature only amplified the destruction, so instead he embraced the role of wanderer and performer. The Gods of Entropy—beings that exist in the spaces between order and disorder—recognized a kindred spirit and wove their influence deeper into his very essence. Now he walks the cobblestone streets and dusty roads of countless realms, dressed in his formal attire like a gentleman attending an eternal masquerade, forever uncertain whether the miracles and catastrophes he leaves behind are redemptions or damnations. The only truth he knows is that wherever his shadow falls, the world is never quite the same again.
Attributes
Strength
10, modifier 0
Dexterity
16, modifier 3
Constitution
14, modifier 2
Intelligence
18, modifier 4
Wisdom
14, modifier 2
Charisma
20, modifier 5
Actions
Chaos Trick
Make a ranged spell attack. On a hit, deal 4d8 psychic damage and roll a d6 for a random effect.
Illusionary Performance
Create an illusion that distracts enemies. All within 30 ft. must succeed on a DC 16 Wisdom saving throw or be incapacitated until the end of their next turn.
Wand of Entropy
Unleash a chaotic burst. All creatures in a 15 ft. cone must make a DC 16 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much on a success.
Lute of Fortune
Play a song that grants 3 allies within 30 ft. 1d10 temporary hit points and advantage on their next attack roll.
Shadow Step
Teleport up to 30 ft. to an unoccupied space you can see, leaving behind a shadowy duplicate that lasts until the start of your next turn.
Cacophony of Chaos
Create a wave of chaotic sound. All creatures within 60 ft. must make a DC 16 Constitution saving throw or take 4d10 thunder damage and be deafened for 1 minute.
Abilities
Chaos Channeling
The Pale Magician can channel chaos, causing spells to have unpredictable effects.
Eclipse Born
Gains advantage on saving throws against being charmed or frightened.
Wanderer's Aura
Allies within 30 feet gain +1 to saving throws against spells.
Illusory Presence
Can create illusory duplicates of himself as a bonus action.
Saving throws
strength
0
dexterity
6
constitution
2
intelligence
8
wisdom
5
charisma
9
Legendary actions
Unraveling Reality
Spend 3 actions to cause a rift in reality. All creatures within 30 ft. must succeed on a DC 18 Wisdom saving throw or be teleported to a random location within 300 ft.
Fateful Performance
Perform a chaotic trick. Choose one creature within 60 ft. to roll a d20. On a 1-10, they take 3d10 psychic damage; on 11-20, they heal for 3d10 hit points.
Echo of the Eclipse
Create an echo of the eclipse. All creatures within 30 ft. must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn.
Damage resistances
Psychic
Necrotic
Condition immunities
Charmed
Frightened
Gallery

Public creation
Worldbuilding Context
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