Sidran O'Thellas portrait
Chains of Asmodeus · Character Codex

Sidran O'Thellas "The chromatic orb doesn't feel like throwing a spell. It feels like redirecting something that was already going to happen."

High Elf Sorcerer 8 / Wizard 3 Level 11 Chaotic Neutral Wild Magic Divination Elemental Adept · Acid
STR
8
−1
DEX
14
+2
CON
18
+4
INT
13
+1
WIS
11
+0
CHA
20
+5

Armor Class

15
with Mage Armor (13 unarmored)

Hit Points

90
11d6 hit dice

Speed

30 ft
Initiative +2 · Darkvision 60

Proficiency

+4
CON +8 · CHA +8 saves

Spellcasting

Sorcerer (CHA)+9 atk · DC 17
Wizard (INT)+5 atk · DC 13
Bloodwell Vial +2already included
Innate Sorcery active+1 DC · adv. on Sorc atk

Skills

Arcana (INT) ★★+9
Performance (CHA) ★+9
Deception (CHA) ★+9
Acrobatics (DEX) ★+6
Persuasion / Intim.+5

Magic Items

Bloodwell Vial +2Rare
Ring of Spell Storing5 lvls
50gp DiamondDO NOT LOSE
Familiar — RavenAC 12 · fly 50
Flute (origin)Heroic Inspiration

At a Glance

The Combat Loop

  • Pre-combat: Subtle Spell → Dragon's Breath on the Raven. No components, no initiative trigger.
  • Round 1: Bonus → Innate Sorcery. Action → Chromatic Orb upcast (3rd+) with Empowered Spell.
  • Rounds 2–4: Bonus → Quickened Chromatic Orb. Action → Sorcerous Burst (or Dragon's Breath).
  • Reactions: Shield · Silvery Barbs · Absorb Elements · Counterspell · Bend Luck.

Damage Type Default — Acid

Elemental Adept turns 1s into 2s on acid damage and ignores acid resistance. All three damage spells (Chromatic Orb, Sorcerous Burst, Dragon's Breath) default to acid to maximize bounce probability.

AcidColdFireLightningPoisonPsychicThunder

Switch off acid only vs. acid-immune foes (black dragons, oozes) — pivot to lightning or cold.

Standard Combat Rotation

Pre-combat (if possible)

Bonus
Action
Subtle Spell · Dragon's Breath on Raven
No V/S, no initiative trigger. Costs 1 sorcery point + 2nd-level slot.

Round 1

Bonus
Innate Sorcery (adv. on Sorc atk, +1 DC, 1 min)
Action
Chromatic Orb (3rd+) + Empowered Spell (reroll up to 4 dice to fish for matches)
React
Shield · Silvery Barbs · Counterspell · Absorb Elements · Bend Luck

Rounds 2–4

Bonus
Quickened Chromatic Orb (2 pts)
Action
Sorcerous Burst (3d8 acid, extra d8 on each 8 rolled, up to +5)
Raven
15ft cone, 3d6 acid, DEX DC 17 each turn

Reactions Cheat Sheet

When you're hit

  • Shield (1st): +5 AC until your next turn — retroactive.
  • Absorb Elements (1st): Resistance to triggering elemental damage + 1d6 next melee hit.
  • Mirror Image (already up): attackers may roll a duplicate.

When an enemy rolls a die

  • Silvery Barbs (1st): on enemy success → force reroll low, give an ally advantage.
  • Bend Luck (1pt): ±1d4 on any d20 test you can see.
  • Counterspell (3rd): auto on spells ≤3rd. Above that, ability check.
  • Portent die: swap a creature's d20 with a recorded result. Declare before the roll.

Chromatic Orb Bounce Probability

SlotDiceBounce chance (acid + EA)Bar
1st3d8~34%
2nd4d8~59%
3rd5d8~80%
4th6d8~92%
5th7d8~96%
6th8d8~100%

Crit: doubles damage dice. A 2nd-level crit becomes 8d8 (~99.8% bounce). Elven Accuracy + Innate Sorcery means ~14% crit per attack.

Wild Magic Surge — d100

Roll for surge

Tap below. Triggers on a Nat 20 after casting a Sorcerer spell with a slot, or auto when you refresh Tides of Chaos.

Chromatic Orb — Live Simulator

Roll the orb. Same number on two or more dice → it bounces to a new target within 30 ft. Empowered Spell rerolls up to 4 dice to fish for matches. Elemental Adept makes every 1 count as a 2 on acid damage.

Damage Dice

Awaiting cast…

Why this is a one-character damage strategy

Bounce mechanics

  • Roll the spell's damage dice. Pick a damage type from the seven listed.
  • If two or more dice show the same number, the spell jumps to a new target within 30 ft for the same damage.
  • It can keep bouncing as long as new matches occur on each new roll.
  • Elemental Adept (Acid): 1s become 2s — doubles the count of "2"s on the table → far more pairs.

Empowered Spell math

  • After rolling, pick up to CHA mod (4) dice and reroll them.
  • Best play: reroll the 4 dice that don't share a number. If a match appeared on the first roll, only reroll low non-matching dice for damage.
  • Stacks with Quicken — Empower the action-cast and the bonus-cast separately.
  • 1 sorcery point per cast. 8 points = up to ~8 casts of empowered orb per long rest.

Spellbook

Class Features

Sorcerer (Wild Magic)

Innate Sorcery
Bonus action, 1 minute, 2× per long rest. While active: +1 spell save DC and advantage on Sorcerer spell attack rolls. Spend 2 sorcery points to activate when out of charges.
Font of Magic
8 sorcery points per long rest. Convert slots ↔ points (1pt per slot level).
Wild Magic Surge
Once per turn after casting a Sorcerer spell with a slot, roll d20. On natural 20, roll d100 on the surge table. Auto-triggers when you refresh Tides of Chaos.
Tides of Chaos
1× per day — advantage on any d20 test. Refresh by casting a Sorcerer spell with a slot, which also auto-triggers a Wild Magic Surge.
Sorcerous Restoration
Once per long rest, after a short rest recover sorcery points up to half your Sorcerer level (4 points).
Bend Luck
Reaction + 1 sorcery point. After any d20 test you can see, roll 1d4 and add or subtract from the result.
Sorcery Incarnate
While Innate Sorcery is active, you can use up to 2 metamagic options on each spell. Bend Luck + Empower + Quicken stacks become available.

Wizard (Divination)

Portent (Sorcery Incarnate equivalent)
After each long rest, roll 2d20 and record results. Before any d20 test by you or a visible creature, replace the roll with one of your dice (declare before the roll). Once per turn. Both reset at long rest.
Ritual Adept
Cast any ritual spell from your spellbook without preparing it. No spell slot required.
Arcane Recovery
Once per day after a short rest, recover spent slots totalling up to ½ wizard level (1 level of slots).
Scholar
Expertise in Arcana (INT). Doubles proficiency bonus = +9 total.
Divination Savant
Free spells in spellbook: Augury and Locate Object.

Metamagic — 2 Known

Empowered Spell · 1pt

Reroll up to CHA mod (4) damage dice. Must use new rolls. Stacks with other metamagic.

Use: fish for matching numbers on Chromatic Orb to trigger the bounce.

Quickened Spell · 2pt

Cast an Action-cast spell as a Bonus Action. Cannot cast another levelled spell on the same turn (cantrips OK).

Use: Quickened Chromatic Orb in the bonus, Sorcerous Burst cantrip in the action.

Two more metamagic slots open at Sorcerer 10. Strong candidates: Subtle (1pt) for pre-combat Dragon's Breath, Seeking (1pt) for Elven-Accuracy reroll fishing.

Feats

Musician — Origin

After short/long rest, play flute → grant Heroic Inspiration to up to 4 allies who can hear you. Save your own inspiration for bad surge rolls.

Elven Accuracy — Lvl 4

When you have advantage on a CHA attack, roll 3 dice instead of 2 and take the highest. Crit chance ~14%. Crit doubles dice → near-certain bounce.

Elemental Adept · Acid — Lvl 8

Treat 1s as 2s on acid damage rolls. Ignore acid resistance. CHA → 20 (+5).

Familiar — Raven

AC12
HP1
Speed10 / fly 50
Perception+3 (Pass 13)

Cast Dragon's Breath on the Raven (ideally Subtle, pre-init). Each turn it exhales a 15 ft cone — 3d6 acid, DEX DC 17, half on save — from above, hitting clusters. If downed, resummon with Find Familiar (1 hr ritual, no slot).

Racial — High Elf

Darkvision60 ft
Keen SensesPerception proficiency
Fey Ancestryadv. vs charm; can't be magically slept
Trance4hr meditation = 8hr rest
Cantripfree Wizard cantrip (Prestidigitation)

Spell Slots

Sorcery Points

Tap pips to spend. Costs: Quicken 2 · Empower 1 · Bend Luck 1 · Subtle 1 · Innate Sorcery refresh 2 · Bloodwell HD recovery refunds 5 (1×/dawn).

Innate Sorcery

2 charges per long rest. Bonus action, 1 min: +1 DC + adv on Sorc atk. Activates Sorcery Incarnate (2 metamagic per spell).

Tides of Chaos

1×/day. Advantage on any d20 test. Refresh by casting a Sorc spell with a slot — but that auto-triggers a Wild Magic Surge.

Portent Dice

P1
P2
Tap a die to mark it spent. Use before the roll. High dice = guarantee a Chromatic Orb crit. Low dice = force a boss save to fail.

Heroic Inspiration (Musician)

Play flute after rest → up to 4 allies. Heroic Inspiration: reroll any die after seeing the result. Save one for yourself in case of a bad surge.

Ring of Spell Storing

5 levels of stored spells. Ask allies to load Shield or Counterspell. Tap a pip to consume one stored level.

Concept

Sidran O'Thellas is an ancient High Elf who has lived long enough that the present has become the least real part of time for him. He experiences the future as something closer and more textured than the past, arriving at conversations already knowing roughly how they'll end, walking into rooms he's never been in but somehow knows the layout of. He spent centuries as a precise, methodical diviner. Then the wild magic manifested — and for the first time in an extraordinarily long life, something refused to be predicted.

He has come to treasure this. The wild magic is the only thing that still surprises him.

In daily life he is the Diviner: composed, courteous, slightly distant, operating on a timescale nobody else in the party understands. In combat he lets the door open and becomes something else entirely — gleeful, reckless, grinning in a way that doesn't quite match the face from five seconds ago. When it's over, the door closes, he straightens his robes, and asks if anyone needs healing.

Two Modes

The Diviner — default

Composed, ancient, precise. Speaks carefully. Finishes others' sentences in his head and deliberately doesn't. Occasionally sad about things that haven't happened yet. Watches the world with quiet, weary intelligence.

The Surge — combat

Door opens. Gleeful, reckless, loud. Makes choices the Diviner would consider suboptimal and doesn't care. Having the time of his very long life. Transitions back the moment combat ends, sometimes mid-sentence.

Roleplaying Notes

  • Occasionally answers questions a beat before they are fully asked. Apologises for it. Tries to wait.
  • Prepares for things before they happen — sets out an extra cup, steps away from something before it falls.
  • Occasionally sad in ways that don't make sense to others — grieving things before they are lost.
  • Genuinely, unusually curious about the party. They keep doing things he didn't predict. He finds this delightful and will never say so.
  • Wild Magic Surges are moments when too much future presses in at once and spills over. He is not distressed. He finds them interesting data.
  • The chromatic orb doesn't feel like throwing a spell. It feels like redirecting something that was already going to happen.

Background — Entertainer

By Popular Demand

Always finds a place to perform — inn, circus, court — and while there receives free lodging and food and gathers local news and gossip.

Skills & Tools

Acrobatics, Performance, Flute (musical instrument). Origin feat: Musician.