Last updated: 3/11/2025

Lucan

LVL 3 Wizard/Rogue

Hit Dice: 3d8

HP: 24/24

Prof: +2

Unarmored AC: 12

Mage Armor: 15

Spell Points: 14/14 L

Arcane Recovery: 1/1 L

Wood Elf Magic: 1/1 L

Magic Innate: 1/1 L

Strength 13

(+1)

Dexterity 14

(+2)

Constitution 17

(+3)

Intelligence 20

(5)

Wisdom 17

(+3)

Charisma 14

(+2)

Saving: 1

Saving: 2

Saving: 3

Saving: 7

Saving: 5

Saving: 2

Athletics: 1

Acrobatics: 4

Arcana: 7

Animal Handling: 3

Deception: 2

Sleight of Hand: 6

History: 9

Insight: 7

Intimidation: 2

Stealth: 4

Investigation: 7

Medicine: 3

Performance: 2

Nature: 7

Perception: 5

Persuasion: 2

Religion: 7

Survival: 5

Background: Archaeologist

Passive Perception: 13, Darkvision 60

Proficiencies: simple weapons, Cartographer's tools, Thieves’ Tools, Poisoner’s Kit

Languages: Common, Elvish, Gnomish, Thieves' Cant, (Extra language)

Species: Wood Elf

Size: Medium 5’10”

Age: 177/750 (Elves hit adulthood at 100 years old so he’s basically 77 years old)

Speed: 35ft

Darkvision: 60ft

Fey Ancestry: Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses: You have proficiency in Perception

Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness.

Wood Elf: Your speed increases to 35ft. You also know the Druidcraft cantrip. At 3rd level you gain Longstrider. At 5th level you learn Pass without Trace. You always have these prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence is your spellcasting ability for the spells you cast with this trait.

Background: Archaeologist

Ability Score Increase: +2 Int, +1 Con

Skill Proficiencies: History, Survival

Tool Proficiencies: Cartographer's tools

Magic Initiate: You learn two cantrips (Mending and Starry Wisp and a Level 1 Spell (Cure Wounds). You cast these spells with INT. You can cast the spell once per Long Rest without expending a spell slot. When you gain a level, you can swap out these spells for others on the same spell list. This feat is repeatable but you must learn from different spell lists.

Class: Rogue

Skills: Sleight of Hand, Acrobatics, Insight, Stealth

Tools: Thieves’ Tools

Armor: light

Expertise: double the proficiency bonus in Sleight of Hand and Insight

Thieves’ Cant: You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, ()

Cunning Action: you can take dash, disengage or hide action as a bonus action.

Steady Aim: As a Bonus Action, you give yourself Advantage on your next attack roll on your current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Subclass: Thief

Fast Hands: As a Bonus Action, you can do one of the following.

Second Story Work: You've trained to get into especially hard-to-reach places, granting you these benefits.

Class: Wizard

Skills: Arcane, Investigation

Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per long rest when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Scholar: You have expertise in History

Subclass: Graviturgy

Adjust Density: At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

Spellcasting:

Known spells: 8, +2 each level

Prepared Spells: 6 spells, change on Long rest

Spell points: 14/long

DC: 8 + Pro + Int = 15

Spell Attack Mod: Pro + Int = 7

Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Lucan’s study of magic is knowledge gathering to help discover ancient artifacts and space related spells like changing gravity, meteors, the sun and stars. As a wizard, his limit is just what he is interested in learning and can adapt to whatever the group needs in the future.

Key:

(S) means Species spell

(MI) means Magic Innate spell

Prepared spell

Cantrips:

(S) Druidcraft (Cieusin): Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Prestidigitation (Ciespula): Transmutation, 1 Action, Range: 10ft, Up to 1 hour, V, S

If you cast this spell multiple times, you can have up to three of its non-instantaneous effect active at a time.

Sensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or soil: You instantaneously clean or soil an object no later than 1 cubic foot.

Minor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark: You make a color a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Kinetic Sphere (Cedeg-’usin): Conjuration, 1 action, Range: 30 feet, Instantaneous, S

You summon a swirling sphere of kinetic energy into your hand and hurl it at a creature within range. Make a ranged spell attack against that creature, dealing 1d4 bludgeoning damage on a hit. If the attack hits, you may select another creature within 15 feet of the original target. Make another attack roll against this creature, and resolve as before. The sphere can bounce two times. The sphere can strike the same creature twice, but not consecutively.

At higher levels: The number of bounces and damage increases to 3 bounces and 2d4 (5th), 4 bounces and 3d4 (10th), 5 bounces and 4d4 (15th), and 6 bounces and 5d4 (20th)

(MI) Mending (Cielix): Transmutation, 1 minute, Range: Touch, Instantaneous, V, S, M (two lodestones)

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking windeskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can’t restore magic to such an object.

(MI) Starry Wisp (Cunat-’wyn): Evocation, Action, Range: 60 ft, Instantaneous, V, S

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Elementalism (Cie’bueusinyl): Transmutation, Action, Range: 30ft, Instantaneous, V, S

Beckon Air: You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5 - foot Cube. Doors and shutters being held open by someone or something aren’t affected.

Beckon Earth: You create a thin shroud of dust or sand that covers surfaces in a 5-foot Square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

Beckon Water: You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Sculpt Element: You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (Such as that of a creature) for 1 hour.

1st level Spells: 2 Spell Points

(MI) Cure Wounds (Sulix): Abjuration, 1 action, Range: Touch, Instantaneous, V,S

A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect magic (Si’-Sorporly): Divination ®, 1 action, Range: Self, C 10 minutes, V,S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Find Familiar (Sespul): Conjuration ®, 1 hour, Range: 10ft, Instantaneous, V, S, M (10 gp worth of incense that must be consumed by the spell)

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Identify (Silix): Divination (R), 1 minute, Range: Touch, Instantaneous, V, S, M (a pearl worth at least 100 gp)

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Mage Armor (Salixiy): Abjuration, 1 action, Range: Touch, 8 hours, V, S, M (a piece of cured leather)

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Feather Fall (Siewyne): Transmutation, 1 reaction (which you take when you or a creature you can see within 60 feet of you falls), Range: 60 feet, 1 minute, V, M (a small feather or piece of down)

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Comprehend Languages (Sipora): Divination ®, Range: self, 1 hour, V, S, M (a pinch of soot and salt)

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.

Tenser’s Floating Disk (Se’seusina): Conjuration, Range 30ft, 1 hour, V, S, M (a drop of mercury)

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Magnify Gravity (Sie-tonse’wyni): Transmutation, Action, Range: 60 feet, 1 round, V, S

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw.

On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

(S) Longstrider (Sielixa): Transmutation, 1 Action, Range: Touch, 1 hour, V, S, M (a pinch of dirt)

You touch a creature. The target’s Speed increases by 10 feet until the spell ends.

Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

2nd level Spells: 3 Spell Points

Invisibility (Hailixsi): Illusion, 1 Action, Range: Touch, C 1 hour, V, S, M (an eyelash in gum arabic)

A creature you touch has the Invisible condition[a] until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Levitate (Hiewynly): Transmutation, 1 Action, Range: 60 feet, C 10 minutes, V, S, M (a metal spring)

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Silence[b] (Hai’-Somully): Illusion, 1 action, Range: 120 feet, Target: 20-foot-radius sphere centered on a point you choose within range, 10 minutes, V S

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Equipment:

Dungeon Supplies:

A wooden case containing a map to a ruin or dungeon

Bullseye lantern (A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.)

Oil flask (Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.)

Tinderbox (This small container holds flint, fire steel, an tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minutes.)

Miner's pick

Shovel

Grappling Hook (As an action, you can throw the grappling hook within 50 ft of yourself, making a DC 13 Acrobatics check.)

50ft of Hemp Rope (Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.)

Scholar supplies:

Amber beetle,

Scholar’s pack:

Backpack,

Book of lore, (+5 bonus to Arcane, History, Nature or religion checks about the topic)

Bottle of ink (1 oz),

Ink pen,

10 sheets of parchment,

Little bag of sand,

Small knife.

Wizard Supplies

Wand (Arcane Focus)

Component pouch

Pearl that cost 100gp

Wizard Supplies

Dagger

Camping Supplies:

Traveler's clothes,

Two-person tent,

Mess Kit

Waterskin (4 pints of liquids)

Bedroll (You automatically succeed on saving throws against extreme cold)

Blanket (You automatically succeed on saving throws against extreme cold)

10 days of rations (Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.)

Magic Items:

Enduring Spellbook: This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

Jacket of Many Fashions: Wondrous item, common. While wearing this jacket, you can use a bonus action to change the style, color, and apparent quality of the garment. The jacket's weight doesn't change. Regardless of its appearance, the jacket can't be anything but a jacket.

Money:

Copper: 10

Silver: 14

Gold: 31

Platinum:


Character Lore:

Changed Logan’s name to Lucan Ahvain Holimon. I just rolled on a name table until I found something I liked.

History:

Appearance and Personality:

Strength: Direct

Dexterity: Poised

Constitution: Stable

Intelligence: Logical

Wisdom: Attentive

Charisma: Inspiring

Alignment: Chaotic Neutral, He doesn’t mind bending or breaking the rules to get what he wants. He can be selfish and selfless in his goals and methods. He is Methodical and Honest.

This is my life:

Lucan knows his parents. He was born at home with a midwife. He has eleven siblings.

1 - Theirastra: Bi gender (Female body), Younger, 127 years old, Friendly, Alive but doing poorly, Laborer, LE

2 - Ielenia: Female, Younger, 147 years old, Friendly, Alive, but doing poorly, Sailor, NG

3 - Fivin: Trans Male, Younger, 157 years old, Friendly, Alive and well, Farmer, N

4 - Immeral: Male, Older, 178 years old, Friendly, Friendly, Alive and well, Merchant, N

5 - Theriatis: Bi Gender (Male body), Younger, 142 years old, Friendly, Alive and well, Herder, NE

6 - Dara: Trans Female Body, Older, 231 years old, Friendly, Alive, but doing poorly, Entertainer, NE

7 - Berrian: Male, Older, 259 years old, Friendly, Alive and infamous, Soldier, NG

8 - Felosial: Female, Older, 244 years old, Friendly, Missing, Farmer, NE

9 - Silaqui: Female, Younger, 145 years old, Friendly, Alive, but doing poorly, Criminal, LE

10 - Aerdeth: Male. Younger, 149 years old, Friendly, Alive, but doing poorly, Laborer, N

11 - Elama: Nonbinary (Female body), Older, 252 years old, Friendly, Alive and well, Hunter, NG

Lucan grew up with his family in an Elven community for a good century before his parents went missing. He had a few close friends and lived a normal childhood. Lucan became an Archaeologist because his parents were Archaeologists and fueled his curious mind to dig deeper into the mystery of the ancient world. Lucan became a wizard because he was a prodigy who demonstrated mastery of the arcane arts at an early age.

Life events:

1 - Worked a job, earned 6gp

2 - worked a job, earned 7gp

3 - met someone important, Oda Carlin Ankle Slicer Shortstack Loofollue Holimon: Female, Gnome, Friendly, Alive and Quite successful, Soldier, Neutral Good

4 - Tragedy, A family member or close friend died. Caused of death: killed in battle

5 - fell in love, Fallthra Audhild Torevir: Female body, Dwarf, Friendly, Explorer, Lawful Neutral

6 - Worked a job, earned 5gp

7 - Tragedy, A current or prospective romantic partner died. Cause of death: pit trap

8 - Made a friend of an adventurer, Hugh Hubert Thomas: Trans Male, Human, Friendly, Alive but doing poorly due to injury, financial trouble, or relationship difficulties, Rogue, Neutral

9 - Supernatural experience, You briefly visited the Feywild

Summary:

Lucan was born into a big family of 11 siblings, growing up in an Elven community in the woods with his parents. When he was old enough he would join them on expeditions. When he hit adulthood he took a break from exploring to pursue his love of magic studies as he seemed to be a natural of the arcane arts. While he was away in school, his parents went missing during one of their expeditions. Lucan has now taken his studies on the go as he searches for the whereabouts of his parents and discovers the secrets of what his parents were searching for.


Combat Actions:

Movement

Speed: 35 ft.

Dash: 70 ft.

Actions:

Cure Wounds: Range: Touch, 2d8 + 5.

Mage Armor: Range: Touch, base AC becomes 15

Attacks:

Starry Wisp: Magical Range Attack (60 ft.), 1d20 + 7, 1d8 Radiant

Kinetic Sphere: Magical Range Attack (30 ft.), 1d20 + 7, 1d4 Bludgeoning

Magnify Gravity: Con ST DC: 15, Range: 60 feet, Target: each creature in a 10-foot-radius, 2d8 force damage, speed is halved until next turn, or half damage on save and no speed reduction.

Dagger: Melee Attack (Finesse, Light, Thrown (Range: 20/60), 1d20 + 4, 1d4 + 2 Piercing damage

Bonus Actions:

Cunning Action: you can take dash, disengage or hide action as a bonus action.

Reaction:

Shield: when you are hit by an attack or targeted by the magic missile spell), Range: Self, 1 round, Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Buffs

Fey Ancestry: Advantage on saving throws you make to avoid or end the Charmed condition.

[a]An invisible creature is impossible to see without the aid of magic or a special sense.

For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.

Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

[b]Got it from a scroll Caleb bought him