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Thane - AI-generated fantasy Character

Thane

Kenku · Wizard (School of Evocation) · Level 16 · Acolyte

Thane

Thane is measured, observant, and relentlessly polite.
AC10
HP106/106
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 106 · 30 ft.
AlignmentLawful EvilGenderNon-binaryAgeApproximately 34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationSTR
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Weapons

Daggers,
Quarterstaffs,
Slings,
Light Crossbows

Tools

Calligrapher's Supplies

Languages

Common,
Infernal

Features

23 features

Always on

  • Lightning Bolt

    When When Thane needs to strike several enemies in a straight line.

    Thane releases a focused beam of crackling magical energy at a creature within range. The target makes a Dexterity saving throw and takes 4d10 Lightning damage on a failure, or half as much on a success.

  • Fireball

    When When multiple enemies are clustered together.

    Thane creates a 20-foot-radius sphere of magical fire. Creatures in the area make a Dexterity saving throw, taking 8d6 Fire damage on a failure or half as much on a success.

  • Dominate Monster

    When When a powerful enemy must be converted into an asset.

    Thane chooses up to six creatures within range and attempts to restrain their minds with a dominant command. Each target makes a Wisdom saving throw or becomes charmed and controlled according to the spell's effects.

  • Silvery Barbs

    When When a dangerous roll succeeds at the worst possible moment.

    Thane briefly rewrites the immediate outcome of an action, forcing a creature to reroll a recently completed attack roll, ability check, or saving throw.

  • SpellcastingLevel 1

    Thane uses Intelligence as their spellcasting ability, can cast prepared Wizard spells, and maintains a spellbook. They can use an Arcane Focus or component pouch for material components and can cast ritual spells from their spellbook without preparing them if they have the required components.

  • Arcane RecoveryLevel 1

    Thane can perform the Magic action to regain expended spell slots with a combined level equal to or less than 8 once per Long Rest, with no slot of level 6 or higher restored.

  • Evocation SavantLevel 3

    Thane has mastered the Evocation school. The gold and time required to copy Evocation spells into their spellbook are halved.

  • Potent CantripLevel 3

    When a creature succeeds on a saving throw against one of Thane's Wizard cantrips, it takes half the cantrip's damage, but suffers no other effect from the cantrip.

  • Memorize SpellLevel 5

    Thane can add or remove spells from their prepared list after a Long Rest. They can also change one prepared spell whenever they finish a Short Rest.

  • Sculpt SpellsLevel 6

    When Thane casts an Evocation spell that affects other creatures they can see, they can choose a number of those creatures equal to 1 plus the spell's level. The chosen creatures automatically succeed on their saving throws against the spell and take no damage if they would normally take half damage on a successful save.

  • Empowered EvocationLevel 10

    Thane can add their Intelligence modifier to one damage roll of a Wizard Evocation spell they cast.

  • OverchannelLevel 14

    Thane can cast a Wizard spell of level 1 through 5 that deals damage and maximize the damage of that spell's damage dice. After using this feature, Thane cannot use it again until they finish a Long Rest. Each time they use it again before finishing a Long Rest, they take 2d12 Necrotic damage per level of the spell immediately after casting it.

  • Ability Score ImprovementLevel 4

    Thane gains an Ability Score Improvement or another eligible feat. This increase is already reflected in the provided final ability scores.

  • Ability Score ImprovementLevel 8

    Thane gains an Ability Score Improvement or another eligible feat. This increase is already reflected in the provided final ability scores.

  • Ability Score ImprovementLevel 12

    Thane gains an Ability Score Improvement or another eligible feat. This increase is already reflected in the provided final ability scores.

  • Ability Score ImprovementLevel 16

    Thane gains an Ability Score Improvement or another eligible feat. This increase is already reflected in the provided final ability scores.

  • Expert DuplicationKenkuThane has proficiency with two skills of their choice, represented here by Arcana and Investigation, and can use that training to imitate practiced techniques with uncanny precision.
  • Kenku RecallKenkuThane can draw on precisely remembered knowledge, gaining Advantage on an ability check a number of times equal to their Proficiency Bonus per Long Rest, usually when using a skill in which they are proficient.
  • MimicryKenkuThane can accurately imitate sounds and voices they have heard, though a listener can recognize the imitation with a successful Insight check against Thane's spell save DC.
  • Creature TypeKenkuHumanoid.
  • SizeKenkuMedium.
  • SpeedKenku30 feet.
  • Magic Initiate, ClericAcolyte

    Magic Initiate, Cleric. Thane knows two Cleric cantrips and one level 1 Cleric spell. The chosen level 1 spell can be cast once without a spell slot after each Long Rest, and it can also be cast using available spell slots. Wisdom is the spellcasting ability for these spells.

Spells

18 spells

Spellcasting. Thane casts with Intelligence (spell save DC 18, to hit with spell attacks).

Cantrips (at will): , , , ,

1st level (4 slots): ,

2nd level (3 slots):

3rd level (3 slots): ,

4th level (3 slots):

5th level (2 slots): ,

6th level (1 slot):

7th level (1 slot):

8th level (1 slot): ,

9th level (1 slot):

Gear

10 items

Weapons

  • Quarterstaff
    A black iron staff used as both a weapon and arcane focus, carved with geometric sigils.

Gear

  • Component Pouch
    A small pouch containing the mundane and costly components required for spellcasting.
  • Spellbook
    Thane's personal spellbook, containing their prepared spells and additional formulae collected from the temple archives.
  • Scholar's Pack
    A pack containing parchment, ink, pens, candles, sealing wax, a small knife, and other scholarly supplies.
  • Robe
    A plain dark robe suitable for temple service and travel.
  • Holy Symbol
    A silver holy symbol bearing the emblem of Thane's former temple.
  • 5×
    Incense
    Incense used in temple rites and certain divination rituals.
  • Vestments
    Ceremonial vestments from Thane's acolyte training.
  • Common Clothes
    A set of simple common clothes for travel.

Purse

  • Pouch of Gold
    Money retained from temple service and adventuring work.

Appearance

Thane is a lean, medium-sized kenku with glossy black feathers marked by subtle blue-green iridescence around the throat and wing edges. Their eyes are bright amber, their beak is narrow and carefully polished, and several feathers are bound with thin copper rings engraved with arcane formulae. They wear layered charcoal robes beneath a long traveling mantle, carry a rune-covered spellbook chained to their belt, and use a black iron quarterstaff capped with a crystal prism.

Mannerisms

Thane tilts their head sharply when listening, then repeats the final few words of another speaker in that person's exact voice. They tap the end of their staff three times before casting a significant spell and address superiors by title while quietly cataloging their weaknesses.

Personality

Thane is measured, observant, and relentlessly polite. They rarely speak in their own voice, preferring borrowed tones that make every statement sound like a quotation from an authority. They admire competence, despise improvisation, and treat most social interactions as negotiations in which the other party has not yet realized they are losing.

Ideals

Order. The universe is governed by rules, and those who understand the rules deserve the authority to enforce them. Freedom is merely ignorance of the correct command.

Bonds

The temple archive that raised Thane contains a sealed codex written by a vanished archmage. Thane will protect the temple and its surviving records, but secretly intends to recover the codex and use its secrets to place the entire religious order under their control.

Flaws

Thane believes compassion is an inefficient form of control. They are incapable of leaving a secret alone, even when uncovering it places allies in danger, and they become vindictive when someone refuses to acknowledge their intellectual superiority.

Quirks

Keeps a private index of every voice they can reproduce and the emotional state associated with it.
Writes corrections in the margins of other people's books without asking permission.
Collects fragments of broken wands and labels them with the names of their former owners.
Repeats important promises in the speaker's own voice so they cannot later pretend they were misunderstood.

Background

Thane was raised in a secluded temple where the priests believed that every spoken word carried a fragment of divine authority. Because kenku voices could reproduce the words of others but not create original speech, the temple treated Thane as both a sacred instrument and a useful curiosity. They spent years memorizing sermons, legal codes, funeral rites, and forbidden liturgies, learning to reproduce each voice with unnerving precision. Their aptitude for written glyphs eventually led them to the temple archives, where they discovered that the most powerful prayers were not prayers at all, but carefully structured formulae that could compel reality to obey.

“They spent years memorizing sermons, legal codes, funeral rites, and forbidden liturgies, learning to reproduce each voice with unnerving precision.”
From their backstory
Background
Acolyte

Connections

Species

Kenku

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