Medium Human , Sorceror, Chaotic Good
Theon was an archmage working under the Elysian Empire along Mertel when the rebels came and killed the ruling Emperor. They had planned on kidnapping Theon for his ability to utilize a special artifact but he managed to escape, not knowing his wife was taken in his place. His natural ability to tap into the aberrant magic of the Far Realms makes him a powerful mage but unstable, his magic flaring wildly at times making him a hazard to both friends and foe. He lives on the run now, not aware that the love of his life was taken and turned into a weapon to hunt him down and destroy him.
Spellcasting. Theon is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared: Cantrips (at will): message, shocking grasp, lightning lure, mind sliver 1st level (4 slots): burning hands, chaos bolt, color spray, magic missile 2nd level (3 slots): mind spike, invisibility, misty step 3rd level (3 slots): catnap, enemies abound, melf's minute meteors 4th level (3 slots): polymorph, sickening radiance, vitriolic sphere, wall of fire 5th level (3 slots): seeming, teleportation circle, synaptic static 6th level (1 slot): disintegrate, mental prison, investiture of flame 7th level (1 slot): crown of stars 8th level (1 slot): dominate monster
Aberrant Scar. Immediately after Theon casts magic missile, roll the Hit Die. If Theon rolls an even number, he gains a number of temporary hit points equal to the number rolled. If he rolls an odd number, one random creature within 30 feet of him (not including Theon) takes force damage equal to the number rolled. If no other creatures are in range, he takes the damage. Metamagic. Theon has 10 sorcery points. He regains all spent sorcery points when he finishes a long rest. He can spend its sorcery points on the following options:
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d64 + 1) piercing damage. Key of Enasni. Magic Staff, artifact: +2 to magic rolls. A simple staff with a murky green orb on top of it. It has 40 charges and gives him assess to the following spells using his spell save DC and spellcasting ability: dispel magic (3 charges), crown of madness (2 charges), knock (2 charges), lightning bolt (5th-level version, 5 charges), passwall (5 charges) maddening darkness (7 charges), phantasmal killer (5 charges). The staff regains 3d6+2 expended charges every two days at dawn. Wild Magic Surge. Once per turn, Theon can roll a d20 immediately after he casts a sorcerer spell of 1st level or higher. If he rolls a 1, he must roll on the Wild Magic Surge table to create a magical effect.
Bend Luck (1/Day). When another creature Theon can see makes an attack roll, an ability check, or a saving throw, he can use his reaction to roll 1d4 and apply the number rolled as a bonus or penalty (DM's choice) to the creature’s roll.