Player
Memorial
In December 2018, a father of two children lost his life.
A lover of fatherhood, his children, his partner, games, and reading. Marcus's family and friends chose to reach out the gaming community to see if those out there, would give his off beat, comical antics in life, the afterlife he likely enjoys. A role in your games and in your player's hearts.
Marcus was a uniquely intelligent person. Life Master at bridge in his early 20s. He would win regional and National touraments in Bridge and go on to represent his country in the international circuit.
The character is a basic outline. It is intentionally non combative/offensive. So his NPC is more a support character more befiting a tropish Inept Mage, akin to the likes of Fizban in the Dragonlance series.
The author asks that this NPC character be played light heartedly, with comedy and compassion in mind. While you should feel free to change somethings works for your gamespace, please don't make him malicious or evil.
The artwork for this character is the work of Kevin Gamble, a friend of his, and you may use it freely for personal or professional works.
Where this Character has appeared
With Generous thanks and heartfelt appreciation the following DMs Guild products and GMs have included Marcus in their games.
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James Duncan
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Marcus Sherman
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Jennifer McElfresh
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Neal Robinson

Marcus (Magi)
Medium Human, Chaotic Good
- Armor Class 14
- Hit Points 24 (5d8+5)
- Speed 30ft
STR DEX CON INT WIS CHA 11 (0) 12 (+1) 10 (0) 19 (+5) 5 (-3) 16 (+3)
- Saving Throws Intelligence, Charisma
- Skills Gaming Sets (all +8) , History (+8), Religion (+8), Arcana (+8), Persuasion (+6) Investigation (+8), Animal Handling (0)
- Damage Resistances Psychic, Poison,
- Condition Immunities Poisoned
- Languages Common
- Challenge 2 (450)
Clumsy. Marcus the Magi has disadvantage on Dexterity Saves and Athletics ability checks.
Gifted Gamer. Marcus the Magi has advantage on all gaming tools ability checks
Naughty's Keeper. Marcus has advantage on all Persuasion roles to coax Naughty into listening and behaving.
Heart of Gold. Good Aligned creatures cannot attack the Magi Marcus as if he were under a {@spell sanctuary} spell against their attacks.
Spellcasting. Marcus' spellcasting ability is Charisma (spell save DC 14 , +6 to hit with spell attacks). Marcus can cast the following spells, requiring no material components:
at will: Spare the dying, identify, Shillelagh, Resistance, Guidance, Booming Blade, Skywrite,
1st level (4 slots): Sleep, Shield, Sanctuary, Feather Fall
2nd Level (3 slots): Suggestion, Rope Trick, Healing Spirit, Calm Emotions,
3rd Level (2 slots): Sending, Beacon of Hope, Catnap, Dispel Magic, Life Transference,
Actions
Whallop w/ Quarterstaff. Melee: Attack +3, Reach 10ft one target. Hit 3 (d6) bludgeoning Damage
Reaction
Parry. As a reaction Marcus the Magi adds +3 to his AC against one melee attack that would hit him.
Background
Marcus is the reluctant heir to a kingdom ruled by Queen Anne. This is not something he'll admit to without significant cause or prompting, and he has no intention of assuming a leadership role either in the kingdom or in a gathering.
He will always defend children and the innocent, even to the point of his own mortal peril.
Marcus learned magic from his significant love of books, knowledge and hidden lore. At most times he'll be found playing with children, seeking a book, or playing games in a tavern.
Characterization notes
(to help DM's bring in charactiztion)
The character should best be used as the tropeish inept/bumbling mage. A good natured person who is easily distracted, a little frustrating, but (for good aligned or characters on an obviously beneficial quest) helpful to the group.
Ummm... and long pauses will punctuate the conversation. And he will almost always focus on children, halflings or gnomes (who he refuses to consider adults, and talks to them as if they are children.)
Flavor Text
Marcus's Persuasion checks (with adults) will most often be in the form of a debate featuring citations of scholarly works. If persuading Naughty or whomever he thinks are children, it will be sing song voice of a preschool teacher's patois.
If (when) Marcus fails an athletic or dexterity challenge, he will grumble and comment that "Max could have done that", then smile.
Plot Engine
If the characters begin drinking or gaming with Marcus roll on the carousing table.
After which, the characters should wind up with a McGuffin (some random item that spurs a sidequest)
Plot Engine example:
After a night of playing cards with Marcus, the party winds up waking up in the garden of a local noble. The Noble (in his dressing grown) wanders into the garden, and despite expectations of anger, he greets the party warmly and recounts events that seem highly improbable, but... do eventually through the retelling make a limited sense. sort of.
The group ended up meeting the noble and going for a tromp into the woods, which, as it happens, that very night was a fey festival which the party participated in and won (against the odds) a delicate glass flower blossom, which the noble knows would be a perfect gift for a lonely woman in the next town he's been attempting to court.
(The blossom it turns out is a missing decoration to a magic mirror portal from her childhood that leads to a mini adventure. Likely regain some childhood innocence, treasure or a moment with a departed loved one.)
Naughty
Tiny Construct, Unaligned
- Armor Class AC
- Hit Points 15 (3d6+6)
- Speed 30ft Fly (Hover)
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 12 (+1)
- Saving Throws Constitution, Dexterity
- Skills Sleight of Hand (), Perception (), Deception (),
- Damage Vulnerabilities psychic
- Damage Immunities acid, poison; bludgeoning from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
- Senses passive perception (14)
- Languages understands the languages but only Marcus (and Princess Clara) can understand it.
- Challenge 2 and Xp
Home Sick. Naughty works like a {@item Sending Stones| Sending Stone}, whose opposite resides in the Queendom of Anne to talk with Princess Clara.
Eternal Companion. if Naughty would be reduced to 0 HP or stolen/captured and separated from Marcus, will instead flee/disappear and return (usually requiring a game of hide and seek) to Marcus during his next long rest, regardless of if they are on separate planes. Naughty will not discusss this.
Actions
Multiattack. The Creature Name makes Number and type of attacks
Help Action. Naughty grants Marcus or his assigned, the help action giving advantage on a skill or attack roll.
Boop (slam). Melee: Attack +2, one target. Hit: 1pt bludgeoning damage as a magical weapon. Wisdom Save DC 16 or become Confused.
Breath Weapon. Area: 30ftx30ft Cloud (cube) Recharge: 6. Effect: Wisdom save vs DC 16 or are reduced to 1/4 their size (reduced by two size categories), 1/4 their move and damage (minimum of 1) for 10 minutes. (Creatures may save at the end of each minute to regain their former size)
Appearance
Naughty appears to be a well loved stuffed toy shaped like a dragon, and will often be tucked into Marcus's belt, or riding on his shoulder
Background
Naughty is the magical construct, technically the property of Princess Clara. Naughty is, at its very core, is both a coward, and the very heart of innocence - which often means Naughty doesn't know better than... not to disobey.
Naughty isn't malicious but often requires coaxing and persuasion to behave.
A list of common personality flaws:
- Wanders off
- Doesn't like to take orders
- Eats candy/sweets until sick (poisoned condition)
- Is afraid of DragonFlies (believe they will eat him)
- Doesn't like heights
- scared of new people (but not children)
Personality
Naughty behaves at a 6 year old level of maturity, and isn't very talkative. (talk with animals or comprehend languages will allow a character to hear what it says, otherwise its speech appears to non audible or perhaps mental in nature).
It considers itself a dragon, and that it has come from Dragon land, and while it wants to get home (because this world is scary at times) it will express that its love for Princess Clara (and her cookies) makes it want to stay, and she's told Naughty to stay with Marcus.
A Legend Lore, if it would allow for such, would reveal that Marcus animated a stuffed toy dragon of Princess Clara, a much beloved toy her mother Lady Kristin -- a priestess devoted to security, health and happiness in children -- made for her. It appears that the aspects of divine and arcane magic mixed and called forth an unexpected childlike animus to inhabit the doll, and both Marcus and Lady Kristin wonder if Princess Clara may have some special connections or natural magical powers, and where the spirit that inhabits the doll comes from - is it fey, celestial, or from Dal Quor --the plane of Dreams (from Eberron).

Art Resources
(created by Kevin Gamble)
Download at:
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