"Magic should be free, wild, and powerful. Just… not in my hands. Seriously, get behind cover."
Legends speak of a sorcerer whose magic bends the very elements, shaping water, air, and flame with raw, unpredictable force. Nokk was not born with magic—it was thrust upon him in a moment of chaotic fate when he swallowed a Gleamtail Jack, a fish infused with the power of the Elemental Chaos.
From that moment, the world around him twisted with surges of wild energy. Some say he is a conduit for forces beyond mortal understanding, a storm given flesh. Others whisper that something in the chaos watches him, waiting for the moment to reclaim what he stole.
The greatest mystery surrounding Nokk is his inexplicable connection to the Rift Gate’s creation—an event that, according to all recorded history, predated him by centuries.
Nokk is both a scholar and a disaster waiting to happen. He sees magic as an untamed force meant to be free, but his personal experience with it has made him cautious (at least when he remembers to be). His chaotic nature masks a deep fear: what if he truly can’t control his own magic? What if one day, he unleashes something he can’t take back?
Despite this, his determination to master his abilities drives him forward, even as he leaves behind a trail of accidental explosions, bald companions, and waterlogged libraries.
Nokk is more than just an unlucky sorcerer—his power is linked to something far older. The Pandemonium Stone, an artifact of unknown origin, seems to whisper in his dreams, its influence creeping into his magic.
Is he merely a byproduct of Wild Magic, or is he a vessel for something greater? Only time will tell.
From the city of Valthor in the lands of Moist Crusted Lane.
Nothing close to a sorcerer though. I'm really bad at it. It’s not that I can’t use magic or that I’m not strong. It’s more that I have this one little problem, and it ALWAYS KEEPS HAPPENING! Egghhh. I get so mad when it happens. I mean, training for over ten years now must have given me enough skill, right?!
Well, I guess you want to know what my problem is, huh? Alright, here we go—
Oh wait!
Before I tell you, I must share a bit more about myself. I’m 25 years old. And I love going on adventures. If I get the slightest reason to go somewhere, I just do it. It’s not like my parents care anyway. They’re always busy, busy with work.
WELL, NOT ME!
I’m not gonna work. I’m gonna be the best SORCERER in the WORLD!
I’ll be casting spells like a storm in no time!
Now that you’ve listened this far, maybe you understand why I want to leave this damned place.
Well… my little problem is that I cannot control my powers.
Ha! I said it. Now you’re probably wondering how I got my powers, right?
Well—
The other day, I was out on my own. I went swimming, and I saw a strange fish appear. I dunno what kind of fish it was (DM: Gleamtail Jack), but it just appeared out of nowhere. And—well—unfortunately, the thing swam straight into my mouth. And as a quick reaction, I swallowed it whole.
How was I supposed to know what would happen after…?
I traveled somewhere else! (DM: The Elemental Chaos). I can’t really describe it since my memories are vague. All I know is that ever since I returned, I can control the elements.
I think I took something from that place. And I have this feeling that something or someone is trying to take it back.
My training institute always tells me I have this greeaaaat potential. Blegh. I don’t get it. Everything I do misfires. They’re lucky I haven’t set the place on fire yet.
Oh wait. I did.
Maybe that’s why my teachers never let me do the real stuff. I’m really getting sick of making doors clap. I mean—everyone can do that, right?
I try to do good, but all sorts of things keep happening. It’s strange.
One time—haha, great times—I was with my friends Erill and Olaz, and I tried to draw a sigil.
They both turned bald for a whole day.
Anyway, I don’t think I can stay here much longer. It’s getting worse. The things that happen keep getting more dangerous. I really hope I can get this under control. I MUST.
Well. I’m done with it.
I’m leaving this place.
All I have here are my botherless parents and this stupid institution.
After what happened with my friends, I don’t even see them anymore.
I’m running away from all this NONSENSE!
I’ll go into the world and train myself. I don’t think I can learn more in this forgotten place.
I somehow seem to have made a connection with the Pandemonium Stone.
I don’t know why or how it happened, but hey—it happened.
Since then, Bazim-Gorag has been after me.
He wants to sever the connection—killing me.
I hope he can’t reach me. But I don’t really know.
I’m scared.
¶ Nokk
- Medium Humanoid (Vedalken), Chaotic Good
- Armor Class 13 (Cloak of Protection, Ring of Protection)
- Hit Points 42 (7d6 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 15 (+2) 15 (+2) 18 (+4)
- Saving Throws Con +4, Wis +9 (Adv.), Cha +7 (Adv.)
- Skills Arcana +5, Insight +3, Perception +4, Performance +7, Survival +3
- Damage Resistances Cold, Lightning
- Condition Immunities Charmed (Disadvantage to be frightened due to wild magic effects)
- Senses Passive Perception 13
- Languages Common, Kraul, Primordial, Vedalken
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
¶ Wild Magic Surge.
Whenever Nokk casts a spell of 1st level or higher, roll a d20. On a roll of 1, roll on the Wild Magic Surge table.
¶ Tides of Chaos.
Once per long rest, Nokk can gain advantage on an attack roll, ability check, or saving throw. The DM can then force him to roll on the Wild Magic Surge table after casting a spell to regain this ability.
¶ Elemental Instability.
Whenever Nokk casts an elemental spell (fire, cold, lightning), the effect may shift to a different element (DM’s discretion).
¶ Actions
¶ Quarterstaff of the Seas. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d6+3) bludgeoning damage. If the target is in water, they must succeed on a Strength saving throw (DC 15) or be knocked prone.
¶ Ray of Frost. Ranged Spell Attack: +7 to hit, range 60 ft., one target.
Hit: 9 (2d8) cold damage, and the target's speed is reduced by 10 feet until the start of Nokk’s next turn.
¶ Chaos Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
Hit: 13 (2d8+1d6) damage. Roll 2d8 to determine the damage type (Acid, Cold, Fire, Lightning, Poison, Psychic, Thunder).
¶ Lightning Bolt (3rd Level). Evocation Spell: 100-foot line, DC 15 Dex save.
Hit: 28 (8d6) lightning damage, halved on save.
¶ Bonus Actions
¶ Quickened Spell.
Nokk can spend 2 sorcery points to cast a spell as a bonus action instead of an action.
¶ Bend Luck (Reaction).
When a creature within 30 feet makes a roll, Nokk can use his reaction and spend 2 sorcery points to roll 1d4 and add or subtract it from the roll.
¶ Legendary Actions
Nokk can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
¶ Detect Magic.
Nokk senses the presence of magic within 60 feet.
¶ Elemental Shift.
Nokk changes the damage type of a spell he just cast to another type (fire, cold, lightning).
¶ Surge Overflow (Costs 2 Actions).
Triggers an immediate Wild Magic Surge.