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Lucan Gildspire Sorcerer

The document outlines the character profiles and abilities of two individuals, Lucan Gildspire and Helda Silverstream, detailing their backgrounds, skills, and magical abilities. Lucan, a noble halfling ranger, possesses unique magical talents linked to order and time, while Helda, a paladin and smith from a noble dwarven clan, is driven by a sense of duty to protect her people. Additionally, the document includes various ranger features, spells, and abilities that enhance gameplay mechanics in a role-playing context.

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0% found this document useful (0 votes)
25 views15 pages

Lucan Gildspire Sorcerer

The document outlines the character profiles and abilities of two individuals, Lucan Gildspire and Helda Silverstream, detailing their backgrounds, skills, and magical abilities. Lucan, a noble halfling ranger, possesses unique magical talents linked to order and time, while Helda, a paladin and smith from a noble dwarven clan, is driven by a sense of duty to protect her people. Additionally, the document includes various ranger features, spells, and abilities that enhance gameplay mechanics in a role-playing context.

Uploaded by

k.holden.spam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Str 8 Dex 16 Con 14

Int 10 Wis 16 Cha 10

Noble Halfling Ranger


Rogue
Insight, Perception, Persuasion, Stealth and
Survival
One type of gaming set
Common, Infernal, Undercommon, Giant,
Goblin, Thieves Cant, Draconic, +1

Saving Throws: Strength, Dexterity


1. Deft Explorer, Notes
Favored Foe Speed. Your base walking speed is 25 feet.
2. Fighting Style, Lucky. When you roll a 1 on an attack roll, ability
Spellcasting, check, or saving throw, you can reroll the die. You
Spellcasting Focus must use the new result, even if it is a 1.
3. Ranger Conclave, Naturally Stealthy. You can attempt to hide even when
Primal Awareness you are only obscured by a creature that is at least
4. ASI-Crossbow one size larger than you.
Expert, Martial Brave. You have advantage on saving throws against
Versatility being frightened.
5. Extra Attack Nimble. You can move through the space of any
6. Expertise, Sneak creature that is of a size larger than yours.
Attack, Thieves' Cant
7. Cunning Action Equipment: A set of fine clothes, a signet ring, a scroll of
8. Roguish Archetype, pedigree, and a purse containing 25gp
Steady Aim
9. ASI- +2 Dex (b) leather armor
10. Uncanny Dodge (a) two shortswords
11. Expertise (b) an explorer's pack
12. Evasion A longbow and a quiver of 20 arrows
13. Deft Explorer
Improvement
14. Ranger Conclave
feature
15. ASI -
Sharpshooter, Land's
Stride, Martial
Versatility
16. -----
17. Deft Explorer
Feature, Nature's Veil
18. Ranger Conclave
feature
19. ASI +2 Dex,
Martial Versatility
20. -----
Lucan Gildspire was born into a quiet family of scholars in Athkatla, where order
was valued but never enforced. From a young age, Lucan showed a thirst for
knowledge, always more interested in how things worked than why they were
used. This curiosity eventually led him to Candlekeep, the fortress-library of
Faerûn, where he hoped to train as a wizard.
But Lucan quickly discovered that wizardry was not his path. While others
meticulously copied spells and bent the Weave through formula and discipline,
Lucan’s thoughts wandered. He felt magic rather than understood it in traditional
terms. It frustrated his tutors—too talented to ignore, too unruly to mold. He
often mused aloud that magic must have its own hidden pattern, a deeper logic
yet undiscovered.
One sleepless night, Lucan began hearing an incessant ticking sound—subtle at
first, like the faint echo of a gear turning in a clocktower far away. The sound
grew louder over days until, during meditation, he slipped into a trance so deep
it became a weeks-long coma. The sages feared he would not wake. But Lucan
was far from lost—his soul had crossed the planes.
He found himself in Mechanus, the plane of ultimate law, a cosmic machine
turning with infinite complexity and purpose. He wandered its perfect cities,
heard the humming of alignment, and glimpsed the gears of existence itself—
each moving part purposeful, harmonious, silent in its unity. The chaotic mess of
the Material Plane had never felt further away. In Mechanus, everything made
sense.
But he was thrust back, screaming and breathless, returned to a world that once
again felt fractured and discordant. Candlekeep was in uproar; his magic, once
dormant, now bent reality around him. Clocks spun backward. Lanterns dimmed
or blazed at his will. Time itself seemed to hesitate when he focused.
Lucan left Candlekeep shortly thereafter. His awakening had changed him. The
scholars called it a sorcerous “manifestation,” but Lucan believed it was more—a
calling. He had seen what perfect balance could be. Chaos was not simply
disorder, it was a disease, and he had tasted its cure. His magic, bound to the
forces of order and time, would become the scalpel with which he cut away the
madness of the world.
Now, Lucan travels the realms, always listening for the workings of the world. His
powers give him great control—restoring shattered objects, quieting magical
anomalies, and defending others with perfectly timed barriers. But within him
grows a quiet rigidity. He fears that too much freedom leads to ruin. He struggles
not only against external chaos, but also the creeping influence of Mechanus
itself, which whispers in dreams and pushes his thoughts toward absolutes.
He is not a tyrant—yet. But Lucan Gildspire believes peace can only come when
the world moves as one harmonious machine. And if he has to wind the gears
himself, then so be it.
Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are
welcome in high society, and people assume you have the right to be wherever
you are. The common folk make every effort to accommodate you and avoid
your displeasure, and other people of high birth treat you as a member of the
same social sphere. You can secure an audience with a local noble if you need to.

Personality Trait
“I see intricate patterns where others see randomness. Everything can be
understood if broken down to its smallest parts.”
Ideal
“Order is the foundation of all things. Through structure, we achieve peace.”
Bond
“I once glimpsed the perfect harmony of Mechanus. I will spend my life trying to
bring that balance into this fractured world.”
Flaw
“I struggle to understand why others tolerate disorder—I can become rigid,
unyielding, and dismissive of 'less efficient' ideas.”

Helda Silverstream was born in Kelvin's Cairn in the union of Clan Silverstream
and Clan Battlehammer and was the niece of Stokely Silverstream, and Stokely
Silverstream’s heir as he had no children of his own and had raised her after
Helda’s own parents had passed.
From a young age Helda learned to hold court but full of stories from her mother
about the Companions of the Hall and their mighty exploits she spent more time
practicing the art of war in hopes she too could become a legend.
When she came of age, she travelled to Mithral Hall as a cultural experience
though truth was, she needed to grow on her own as Stokely had become very
protective. She trained under mighty warriors, clerics and even briefly under
Drizzt Do'Urden himself finding her calling as a paladin and capable smith.
As the years went by, she started a trading company overseeing ore trade
between the Northen Dwarf realms settled in Mirabar, where she joined the Axe
of Mirabar leaving the day to day to her other tasks of trade to her clansmen.
Helda herself often travelled with the caravans wandering from Waterdeep to her
ancestral home in Icewind Dale to sell her works.
In recent years, alarmed by strange rumours about dissent against her uncle,
Helda returned to the dale to check on the situation. The conflict between her
uncle and Baerick Hammerstone placed a heavy burden on him and Helda
returned formerly to help him.
His thoughts often dwelled on the schism, Halls of Black Ice and failing his
clansmen but this cloud had begun to lift when the long winter started.
Goblins now roamed the land; the humans were turning to dark deeds to fend off
the winter and even giants had been spotted near Kelvin’s Cairn. Again, her
uncle became lost in preparations and ensuring he did not fail the clan again.
Helda knew this could not just be weathered out, any ill that befell Ten-Towns
would soon reach their doors. Stokely hired some adventurers to see about the
threats nearby but failed to send any of their kin to assist Helda pleaded they
rally a force to aid them, but he would not risk his clan again.
Donning the cloak, she’d been given by Drizzt and with the tales of the
Companions of the Hall filling her with warmth she set out after the group of
adventurers her uncle had hired. He would not approve but she was no longer a
child in need of approval, Helda knew her path lay outside these halls as did her
clans salvation, perhaps even all Faerûn.

Favored Foe
This 1st-level feature replaces the Favored Enemy feature and works with the Foe
Slayer feature. You gain no benefit from the replaced feature and don't qualify for
anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond
with nature to mark the target as your favored enemy for 1 minute or until you
lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal
damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long
rest.
This feature's extra damage increases when you reach certain levels in this class:
to 1d6 at 6th.

Deft Explorer
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit
from the replaced feature and don't qualify for anything in the game that
requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in
dealing with others on your travels. You gain the Canny benefit below, and you
gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)


Choose one of your skill proficiencies. Your proficiency bonus is doubled for any
ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.

Roving (6th Level)


Your walking speed increases by 5, and you gain a climbing speed and a
swimming speed equal to your walking speed.

Tireless (10th Level)


As an action, you can give yourself a number of temporary hit points equal to
1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use
this action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is
decreased by 1.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose
one of the following options. You can't take a Fighting Style option more than
once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of
nature to cast spells, much as a druid does.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells
of 1st level and higher. To cast one of these spells, you must expend a slot of the
spell's level or higher. You regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-
level and a 2nd-level spell slot available, you can cast Animal Friendship using
either slot.

Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger
spells of your choice. Each of these spells must be of a level for which you have
spell slots. For instance, when you reach 5th level in this class, you can learn one
new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the
ranger spells you know and replace it with another spell from the ranger spell
list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws
on your attunement to nature. You use your Wisdom whenever a spell refers to
your spellcasting ability. In addition, you use your Wisdom modifier when setting
the saving throw DC for a ranger spell you cast and when making an attack roll
with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger
spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made
of yew or another special wood, a staff drawn whole from a living tree, or an
object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness
This 3rd-level feature replaces the Primeval Awareness feature. You gain no
benefit from the replaced feature and don't qualify for anything in the game that
requires it.
You can focus your awareness through the interconnections of nature: you learn
additional spells when you reach certain levels in this class if you don't already
know them, as shown in the Primal Awareness Spells table. These spells don't
count against the number of ranger spells you know.

Primal Awareness Spells


Ranger Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature
You can cast each of these spells once without expending a spell slot. Once you
cast a spell in this way, you can't do so again until you finish a long rest.

Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th
level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase an ability score above
20 using this feature.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score
Improvement feature, you can replace a fighting style you know with another
fighting style available to rangers. This replacement represents a shift of focus in
your martial practice.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.

Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no
extra movement. You can also pass through nonmagical plants without being
slowed by them and without taking damage from them if they have thorns,
spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are
magically created or manipulated to impede movement, such as those created
by the Entangle spell.

Nature's Veil
This 10th-level feature replaces the Hide in Plain Sight feature. You gain no
benefit from the replaced feature and don't qualify for anything in the game that
requires it.
You draw on the powers of nature to hide yourself from view briefly. As a bonus
action, you can magically become invisible, along with any equipment you are
wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
Ranger: Gloom Stalker Conclave
Gloom stalkers are at home in the darkest places: deep under the earth, in
gloomy alleyways, in primeval forests, and wherever else the light dims. Most
folk enter such places with trepidation, but a gloom stalker ventures boldly into
the darkness, seeking to ambush threats before they can reach the broader
world. Such rangers are often found in the Underdark, but they will go any place
where evil lurks in the shadows.

Gloom Stalker Magic


Starting at 3rd level, you learn an additional spell when you reach certain levels
in this class, as shown in the Gloom Stalker Spells table. The spell counts as a
ranger spell for you, but it doesn't count against the number of ranger spells you
know.

Gloom Stalker Spells


Ranger Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility

Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to
your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10
feet, which lasts until the end of that turn. If you take the Attack action on that
turn, you can make one additional weapon attack as part of that action. If that
attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have
darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in
darkness, you are invisible to any creature that relies on darkvision to see you in
that darkness.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of
your prey. You gain proficiency in Wisdom saving throws. If you already have this
proficiency, you instead gain proficiency in Intelligence or Charisma saving
throws (your choice).

Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn
a miss into another strike. Once on each of your turns when you miss with a
weapon attack, you can make another weapon attack as part of the same action.
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves' tools. Your proficiency bonus is
doubled for any ability check you make that uses either of the chosen
proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with
thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's
distraction. Once per turn, you can deal an extra 1d6 damage to one creature
you hit with an attack if you have advantage on the attack roll. The attack must
use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is
within 5 feet of it, that enemy isn't incapacitated, and you don't have
disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as
shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in seemingly normal
conversation. Only another creature that knows thieves' cant understands such
messages. It takes four times longer to convey such a message than it does to
speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey
short, simple messages, such as whether an area is dangerous or the territory of
a thieves' guild, whether loot is nearby, or whether the people in an area are
easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act
quickly. You can take a bonus action on each of your turns in combat. This action
can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your
rogue abilities. Your archetype choice grants you features at 3rd level and then
again at 9th, 13th, and 17th level.
Steady Aim
At 3rd level, as a bonus action, you give yourself advantage on your next attack
roll on the current turn. You can use this bonus action only if you haven't moved
during this turn, and after you use the bonus action, your speed is 0 until the end
of the current turn.

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase an ability score above
20 using this feature.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack,
you can use your reaction to halve the attack's damage against you.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area
effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are
subjected to an effect that allows you to make a Dexterity saving throw to take
only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Rogue: Mastermind
Your focus is on people and on the influence and secrets they have. Many spies,
courtiers, and schemers follow this archetype, leading lives of intrigue. Words are
your weapons as often as knives or poison, and secrets and favors are some of
your favorite treasures.

Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the
disguise kit, the forgery kit, and one gaming set of your choice. You also learn
two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a
creature that you hear speak for at least 1 minute, enabling you to pass yourself
off as a native speaker of a particular land, provided that you know the language.

Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally,
when you use the Help action to aid an ally in attacking a creature, the target of
that attack can be within 30 feet of you, rather than 5 feet of you, if the target
can see or hear you.

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