Dead Magic Dweller
You were on the run from a spellcaster or monster that relies on magic. With nowhere to run from, you fled to a Dead Magic Zone. Your new home was as much your sanctuary as it was your prison. In it you were forged into a new being full of hard won survival skills and knowledge. Having been armed with new skills you have ventured back out into the world.
Skill Proficiencies
Choose Two: Animal Handling, Medicine, Nature, or Survival. Leather Worker’s Tools.
Languages
Any one language
Equipment
Club or Greatclub, Leatherworker’s Tools, bedroll, blanket, Healer’s Kit, pole, 3 rations, tent, tinderbox, 5 torches, traveler’s clothes, waterskin.
Starting Gold
5 GPs
Features
Magic Sensitivity
Having been away from magic for so long you can sense if someone can cast a spell after one minute of talking with them and you can tell if an object is magical by touch. You cannot divine any other information than the presence of magic. You can sense areas of Dead Magic when you are within 1 mile of them.
Last Resort
You have trained your mind and body in the event that your nemesis catches up to you. When you fail a saving throw from a spell or magical effect, you can use your reaction to succeed on the saving throw instead. When you use this feature you cannot use it again until you have completed 1D4 long rests.
Arcane Enemy (1D8)
Your enemy is a powerful spellcaster or magic creature that you have run afoul of. 1- A powerful Jin has set its sights on you. 2- An order of wizards has it out for you. 3- A Lich seeks your soul specifically for unknown purposes. 4- A coven of Hags was promised your life by someone you trusted. 5- You awoke a Dracolich from its slumber. 6- A Necromancer seeks to add your corpse to its horde. 7- You signed a bad deal with a Fey. 8- A summoning spell went wrong and now a Fiend is after your soul.
Dead Magic Zone (1D8)
Dead Magic Zones can appear anywhere for a number of reasons. The main defining factor is that wherever they appear, they are hostile to all that use magic and become harsh places where the gods cannot maintain balance and heal. Here is where you found your home. 1- A frigid tundra devoid of life. 2- A barren desert with nothing but sand and rocks. 3- A toxic swamp, barely able to sustain life. 4- A land of eternal darkness, holding horrors that should never be spoken aloud. 5- A desecrated and profane temple, forever doomed to be apart from the Weave. 6- A craggy, lonely mountain far from civilization. 7- A massive and deep crater formed from an unknown yet unimaginably powerful attack that forever scarred the land and the Weave itself. 8- A perilous island that no one can seem to find, even if they have been there before.
Personality Tables
Personality Traits (1D8)
| Roll | Result |
|---|---|
| 1 | I have been isolated for so long that I am no longer used to making conversation, and therefore rarely speak or just say what comes to mind. |
| 2 | After leaving society I no longer feel like I fit in, even though I desperately want to. |
| 3 | I am oblivious to etiquette and social expectations. |
| 4 | Magic users terrify me even as their spells enthrall me. |
| 5 | I have absolute confidence in my ability to survive any situation. |
| 6 | I feel more comfortable in open spaces. |
| 7 | I honestly hate dangerous areas now and love civilization. |
| 8 | I tend to be fascinated by the simplest things after being secluded for so long. |
Ideals (1D6)
| Roll | Result |
|---|---|
| 1 | Live and let live: meddling in the affairs of others only causes trouble. (neutral) |
| 2 | Magic is a tool and those who misuse it must be held accountable. (any) |
| 3 | It is survival of the fittest, I will be the smartest, fastest, and strongest that I can be (chaotic) |
| 4 | Secrets are meant to stay unknown and anything forbidden or cursed needs to never see the light of day (good) |
| 5 | Life is precious and should be preserved (lawful) |
| 6 | One's value is in their might. Only the strong are worthy of surviving. (evil) |
Bonds (1D6)
| Roll | Result |
|---|---|
| 1 | I know a terrible secret and I will die and kill to protect it. |
| 2 | I was actually born in the Dead Magic Zone. I was told of the threat by someone I trust. |
| 3 | I am the last of my family and I must ensure their legacy remains. |
| 4 | Someday I must confront that thing that seeks to end me. |
| 5 | I feel a love of Dead Magic Zones and refuse to see them abused. |
| 6 | I hate the being that threatens me and I will see it meet its end. |
Flaws (1D6)
| Roll | Result |
|---|---|
| 1 | Now that I've reentered the world, I enjoy its delights too much. Possibly, too much to go back. |
| 2 | When I see a magical creature, I feel a deep fear in the pit of my chest and I want to kill it or flee from it. Whichever I am forced to do. |
| 3 | I hate magical items, they can’t be trusted and those who rely on them are idiots. |
| 4 | I’m pretty sure that every magic item is a cursed magic item. Those that use them are most likely being controlled by their item(s). |
| 5 | Don't expect me to save those who can't save themselves. The weak are meant to perish. |
| 6 | If someone can cast a spell, they really need to work before I’ll trust them before I allow them to so much as season my food. |