Remember that time Jimmy rolled an endless series of Wild Magic Surges in Arena Combat, as consequently summoned Captain Beautyhorn, ethereal Prog Rock, and multiple copies of himself all at once? Me too.
Name: Howlin' Jimmy
Class: Wild Magic Sorcerer
Race: Dragonborn (Red)
Background: Far Traveler
Alignment: Chaotic Neutral
Languages: Common, Elvish, Draconic, Abyssal, Undercommon
Zhentarim --> 21 (and 1 Secret Mission)
Ain't nobody got no time for no nonsense!
For an exciting time, pull my finger!
Hoooooo yeah let the heavens open up and SPARKLE!
You got the spirit? I got the spirit!
Gonna cut ya cut ya cut ya cut ya cut ya!
Height: 6' 11"
Skin: Red, scaled
AC: 12 (15)
Hit Dice: 8d6
Proficiency Bonus: +4
Passive Perception: 14
STR 11 (+0) | +0
DEX 14 (+2) | +2
CON 16 (+3) | +7
INT 13 (+1) | +1
WIS 10 (+0) | +0
CHA 20 (+5) | +9
(+2) Acrobatics [Dex]
(+1) Animal Handling [Wis]
(+1) Arcana [Int]
(+0) Athletics [Str]
(+9) Deception* [Cha]
(+1) History [Int]
(+4) Insight* [Wis]
(+9) Intimidation* [Cha]
(+1) Investigation [Int]
(+0) Medicine [Wis]
(+1) Nature [Int]
(+4) Perception* [Wis]
(+5) Performance [Cha]
(+5) Persuasion [Cha]
(+1) Religion [Int]
(+2) Sleight of Hand [Dex]
(+2) Stealth [Dex] (Armor Disadvantage? NO)
(+0) Survival [Wis]
* Denotes proficient in skill (proficiency included in bonus)
Save Proficiencies: Constitution, Charisma
Tool Proficiencies: Brass trumpet
Weapon Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
Armor Proficiencies: none
Other Proficiencies: none
Rod of Tentacles - (melee) +9 To Hit / 1d6 + 3 damage (3x)
Dagger (3) - (melee) +5 To Hit / 1d4 + 3 damage
Dagger (3) - (20/60) +5 To Hit / 1d4 + 3 damage
Saving Throws: Constitution, Charisma
Equipment: Wand of the War Mage +1, Tentacle Rod, Staff of Swarming Insects
Magic Item Descriptions:
- Wand of the War Mage +1
Wand, uncommon (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)
While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
- Tentacle Rod currently not attuned
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute.
Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
- Staff of Swarming Insects
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)
This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings.
This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses.
Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).
Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
- Slippers of Spider Climbing
Clothing, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Weapons: Three daggers and a rapier
A backpack, a bedroll, a mess kit, a tinderbox, ten torches, ten days of rations, a waterskin, fifty feet of hempen rope, a set of traveler's clothes, a brass trumpet, a poorly-rendered map of Faerun from Bayou Lufresne, a ring with a black voodoo skull (worth 10 gp), a small belt pouch, a diamond suitable for casting Chromatic Orb, and an arcane focus (magical fibers sown into a white top hat).
2,092 gp, 88 sp
Friends in High Places: You have assisted in the removal of First Lord Torin Nomerthal from office. In his place, you supported Vuhm Yestral in his place. It is possible that they will be able to aid you in the future.
In Yestral’s Service:
Your actions supporting Hillsfar’s current regime have been noticed by the political factions in the City of Trade. You gain advantage on Charisma-based ability checks that involve interacting with any of Hillsfar’s government officials and with the Red Plumes. Additionally, you gain disadvantage on those checks when interacting with anyone actively opposed to First Lord Yestral and his government. If you later earn the A Dissident is Here Story Award, you lose this Story Award and any of its effects.
I Only Do This for Special Customers:
Upon presenting their coupon at Tity's Emporium in Hillsfar, the character may select any one (and only one) of the following benefits:
• 10% off the total bill of any normal equipment purchase of 50 gp or more (before discount). This includes everything in the armor, weapons, adventuring gear, and tools tables from the equipment chapter of the Player’s Handbook.
• One weapon you already own silvered at half price (50 gp instead of the usual 100 gp).
• Closeout special! You may purchase a single potion of climbing for 50 gp. They do not usually sell these potions, but Fortuna tells the character she had a recent opportunity to purchase another merchant’s remaining stock at the “end of the season.”
Remove this story award from your logsheet once it has been used.
You Should Stick Around for a While:
Until the wizard either completes adventure HILL 1-3 or reaches 11th level (whichever comes first), they are granted free access to the Mage’s Guild library in Hillsfar Castle. The character may spend downtime and gold to copy into their spellbook any two PHB spells of level 4 or lower that they do not currently have. The wizard must still spend the lifestyle expenses associated with the total downtime invested.
Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation (15ft cone, Fire). When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
Damage Resistance: You have Resistance to the damage type associated with your draconic ancestry (Fire).
Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1. roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so. you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Font of Magic: You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest.
Metamagic: At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Twinned Spell - When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Quickened Spell - When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.
Bend Luck: Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw. you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Spell Save DC: 16
Spell Attack Modifier: +9
- Fire Bolt
- Booming Blade
- Minor Illusion
- Shocking Grasp
- Mage Hand
1st Level Spells Known
- Chaos Bolt
- Mage Armor
2nd Level Spells Known
- Mirror Image
3rd Level Spells Known
- Hypnotic Pattern
- Lightning Bolt
4th Level Spells Known
- Storm Sphere
- Greater Invisibility
5th Level Spells Known
- Animate Objects
- Synaptic Static
Howlin' Jimmy looks like a madman. He's got dim, red eyes and a wild smile. With plenty of flair, his animated movements are jerky and flourished, but he walks with a cool swagger. Moderately tall with broad shoulders, he's got a crazy look on his face and wants to talk to you about it!
EDIT: NOW HE'S A FREAKING 6' 11" RED DRAGONBORN
Don't worry, I turned into a sheep and was like, "Dretch, please!" and bit its sorry rump. Everyone else helped, too.
Now I'm imagining Jimmy-the-Sheep holding up one leg and telling the Dretch to "Speak to the hoof!"
Howlin' Jim to the carnival was sent
To solve a mystery, in search of a hint,
In battle he soared higher,
Slaying clowns with his fire,
Would be a hero if not for that tent...
Howlin' Jim has some fiery trends,
Creates havoc more than he intends,
He killed many a scarecrow
And almost a girl Drow,
Not to mention his travelin' friends...
I Want to Hold your Flaming Hat, by the Captain Beautyhorn Band
Oh yeah, I'll tell you something,
I think you'll understand.
When I'll say that something,
I want to hold your hat,
I want to hold your hat,
I want to hold your hat.
Oh please, say to me,
You won't set my friends on fire.
And please, say to me,
You won't murder people in their sleep.
Now let me hold your flaming hat,
I want to hold your flaming hat.
Imagine there's no scarecrows.
It's easy if you try.
No Red Plumes in Hillsfar,
Above us only sky.
Imagine all the people,
Living for killing evil...
You may say I'm a ranger,
But I'm not the only one.
I hope someday you'll join us,
And the world will not be on fire.
Kord nods. "You can be Kordelia's lap dog. Plenty yap. Yappin' Lappin' Jimmy."
Jimmy sure does keep me hopping
With rogue Fireballs that aren't stopping.
He burns up old women
With less than precision,
But at least he caramelizes my topping.
Smokin' Jimmy wrote:
"Hot damn, you are one magnificent bastard!"
Jimmy plays his odd brass instrument to increasingly smaller groups of horrified children.
Hmmm...I just realized that Web and Slow are both concentration spells, correct?
"Our mission sent us to Eventide Abbey,
Defeating land sharks and giants quite flabby,
Kord killed a skilled Drow
While Faldîr got a bow,
As Jimmy summed it up, 'Not too shabby!'"
Jimmy is pretty loaded.
Jimmy sounds like he's loaded in every post...oh, you meant money?
Howlin' Jimmy is Loaded: The Player Character.
Reaching to his belt, Jimmy removes Dr. Thingy, and holds it aloft in front of the man. The glorpy tentacles twitch slightly.
"I'm thinkin' you got some answers, poppy. You want to be a big boy and play it straight, or you want a double-date with Mr. Orc and Dr. Thang-a-lang?"
I was already smiling at this....
The man's eyes grow wider at the sight of Jimmy's tentacle rod (I feel uncomfortable typing that), to the point that it almost seems like he's passing out. But he lowers he voice and Kord hears some more words burble through his hand:
"Ahdfff wcksdffff sfppppng."
and then this made me literally laugh out loud.
As Jimmy revives, a beautiful, swirling portal of candy and Lionel Richie appears in the room in front of Kord and Cutter. A familiar unicorn steps through."What's up, $#%@#$%@#$%#$S?"
he asks, then pushes past the two burly men, steps over to where the giant cloud of cold came from, and gores the crap out of the invisible drow. His swim-trunked body collapses to the ground.
Then, the Captain walks over and kisses each downed combatant, stabalizing them. His breath smells like a summer's day. And Pez.