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Luciola Vojek - AI-generated fantasy Character

Luciola Vojek

Human · Witch (Coven of the Velvet Word) · Level 20 · Sage

Luciola Vojek

Luciola is gracious, observant, and almost unnervingly patient.
AC10
HP103/103
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 103 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge42 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX

Weapons

Simple weapons,
Wands used as spellcasting foci,
Wands used as improvised weapons

Tools

Calligrapher's supplies

Languages

Common,
Draconic,
Elvish,
Infernal

Features

31 features

Bonus action

  • Thread the Needle

    When Your familiar is within 1 mile.

    You call your familiar through a loop of violet light, teleporting it to an unoccupied space within 30 feet.

  • Witch's MarkLevel 2

    As a bonus action, mark one creature you can see within 90 feet for 1 minute. Once per turn when you deal damage to the marked creature, you deal an extra 1d6 psychic damage. The mark ends early if you lose concentration, as though concentrating on a spell. You can use this feature a number of times equal to your Intelligence modifier, minimum once, and regain all uses on a Long Rest.

  • Deepened HexLevel 6

    Your Witch's Mark extra damage becomes 2d6. You can move the mark to a different creature you can see within 60 feet as a bonus action.

Reaction

  • Crooked Wink

    When A creature within 30 feet makes an attack roll or saving throw.

    You flick a wand and impose a moment of doubt. One creature within 30 feet subtracts 1d6 from its next attack roll or saving throw before the end of its next turn.

  • Crooked FortuneLevel 5

    When a creature you can see within 60 feet succeeds on a saving throw against one of your witch spells or Witch's Mark, you can use your reaction to force it to reroll the save. The creature must use the new roll. Once you use this feature, you cannot use it again until a Short or Long Rest.

Always on

  • Honeyed Command

    When A creature within 60 feet can hear you and is not immune to being charmed.

    You whisper a conditional suggestion into a creature's mind. The target must succeed on a Wisdom saving throw or follow a brief, reasonable command that does not directly harm it. This is a custom witch maneuver modeled on enchantment magic.

  • SpellcastingLevel 1

    You are a full spellcaster. Intelligence is your spellcasting ability. You use a witch's focus, such as a wand, cauldron token, grimoire, or charm bundle, for your spells.

  • Witchcraft TrainingLevel 1

    You gain proficiency with Arcana and Insight, and you learn two additional skills from the witch skill list: Deception, Intimidation, Investigation, Medicine, Nature, Persuasion, Religion, or Sleight of Hand.

  • Coven FamiliarLevel 1

    You can bind a Tiny object as a familiar through a one-hour ritual. The familiar uses the standard familiar rules, understands your languages, and can deliver a spell you cast with a range of Touch. You can communicate telepathically with it while it is within 1 mile.

  • Hexcraft CantripsLevel 1

    You learn three cantrips from the witch spell list. Whenever you gain a witch level, you may replace one witch cantrip with another witch cantrip.

  • Coven TraditionLevel 3

    You gain a Coven Tradition of your choice. Your tradition grants features at levels 3, 6, 10, and 14.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Ritual SavantLevel 7

    You can cast a ritual spell from the witch spell list without preparing it, provided the spell has the Ritual tag and you have access to its written or inscribed form.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Twin MaledictionLevel 9

    You can maintain two Witch's Marks at once, but a creature can be affected by only one of your marks at a time.

  • Coven Tradition FeatureLevel 10

    You gain a Coven Tradition feature.

  • Forked SpellLevel 11

    When you cast a witch spell that targets only one creature, you can have it target a second creature within 30 feet of the first, using the same spell slot. Once you use this feature, you cannot use it again until a Long Rest.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Unwelcome AttentionLevel 13

    Your Witch's Mark extra damage becomes 3d6. A creature marked by you has disadvantage on saving throws against your enchantment and illusion spells.

  • Coven Tradition FeatureLevel 14

    You gain a Coven Tradition feature.

  • Stubborn SpellLevel 15

    When you fail a Constitution saving throw made to maintain concentration, you can choose to succeed instead. Once you use this feature, you cannot use it again until a Long Rest.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement or another feat for which you qualify.

  • Grand HexLevel 17

    Your Witch's Mark range becomes 120 feet, its duration becomes 8 hours, and it no longer requires concentration.

  • Ability Score ImprovementLevel 19

    You gain an Ability Score Improvement or another feat for which you qualify.

  • ArchwitchLevel 20

    You gain the Archwitch feature. You can use Witch's Mark without expending a use, and when you cast an enchantment, illusion, or divination spell of 1st through 5th level, you may cast it without a spell slot once per Long Rest. You regain this use when you finish a Long Rest.

  • Coven Tradition FeatureLevel 20

    You gain a Coven Tradition feature.

  • ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
  • SkillfulHumanYou gain proficiency in one skill of your choice. Luciola chose Animal Handling.
  • VersatileHumanYou gain an Origin feat of your choice. Luciola has the Magic Initiate feat from the Wizard spell list through her human versatility.
  • TraitHumanMedium size and 30-foot walking speed.
  • ResearcherSage

    You have studied magic, history, and occult traditions in libraries, private collections, and oral circles. You can usually identify where obscure lore might be found, and you can request limited access to scholarly archives from institutions that recognize your reputation.

Spells

20 spells

Spellcasting. Luciola Vojek casts with Intelligence (spell save DC 14, 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 (3 slots):

6th level (2 slots): ,

7th level (2 slots): no spells

8th level (1 slot):

9th level (1 slot): ,

Gear

7 items

Tools

  • Calligrapher's supplies
    A set of calligrapher's supplies

Gear

  • Witch's dress
    A long purple witch's dress reinforced with hidden pockets and stitched protective symbols
  • Amethyst wand
    A carved ebony wand set with a small amethyst lens, used as a spellcasting focus
  • Pale divining wand
    A second wand made from pale rowan, used for harmless cantrips and divination
  • Scholar's pack
    A scholar's pack containing a satchel, books, ink, parchment, lamp, oil, tinderbox, and rations
  • Grimoire
    A leather-bound grimoire containing research notes, ritual diagrams, and witch spells
  • Fogged archive mirror
    A small silver mirror with fog permanently trapped beneath the glass

Appearance

Luciola Vojek is a striking human woman with long, glossy black hair worn in heavy waves, threaded with silver charms, violet beads, and tiny brass bells. Her beauty is composed rather than delicate, with a stillness that makes people feel observed even when she is smiling. She wears a floor-length purple dress with layered sleeves, a fitted bodice, and hidden pockets sewn into the lining. A cluster of slender ivory, ebony, and amethyst wands rests at her belt. Within a minute of meeting her, most people notice that she rarely looks at the person speaking. Instead, her gaze settles on the nearest exit, mirror, window, or reflective metal surface, as though every room has a second conversation happening inside it.

Mannerisms

She pauses before answering simple questions, as if consulting an invisible witness. When someone lies, she slowly rotates the nearest wand between two fingers. She never sits with her back to a mirror.

Personality

Luciola is gracious, observant, and almost unnervingly patient. She speaks to hostile people as if they are already guests at her table, which often makes them more uncomfortable than an insult would. She enjoys mysteries, elaborate tea, antique mechanisms, and conversations where nobody says exactly what they mean. Beneath her composure is a fierce instinct to protect ordinary people from those who treat magic as a license to dominate.

Ideals

Consent matters, even when magic makes coercion easy. The strongest spell is the one a person chooses to follow after the spell ends.

Bonds

She protects the ruined archive where she first learned witchcraft, and she sends a portion of every reward to preserve its books and repair its cursed mirrors.

Flaws

She believes almost every disagreement can be solved by controlling the emotional temperature of the room, and she becomes quietly manipulative when sincere persuasion fails. She is also vain about her beauty, though she disguises that vanity as concern for proper presentation.

Quirks

She gives every wand a personal name, but refuses to explain the names.
She keeps a tally of doors, windows, mirrors, and exits whenever she enters a building.
She hums old archive catalog numbers when concentrating.
She offers tea to creatures she intends to interrogate.
She polishes the worn grip of her ebony wand with her sleeve before casting a serious spell.

Background

Luciola Vojek was born in a riverside town where her family repaired clocks, locks, and ceremonial music boxes. As a child, she discovered that certain mechanisms whispered when wound in the correct order. The whispers were not words at first, but they taught her how attention worked, how a room could be made to lean toward one voice, and how a frightened mind might mistake suggestion for its own idea. She began copying symbols from old books hidden beneath the town archive, eventually learning that the symbols belonged to the witch tradition, a practical and unsettling art built from bargains, sympathetic objects, names, and carefully directed desire. Her apprenticeship ended when the archive's aging curator tried to use her talent to enthrall an entire council. Luciola broke the ritual by turning the curator's own reflections against him, but the backlash left every mirror in the archive permanently fogged. Rather than flee, she stayed and rebuilt the collection, adding warnings beside every dangerous text. Decades later, she travels as a scholar, negotiator, and supernatural problem-solver. She prefers to bewitch violence out of a room before violence begins, but when forced into a fight, her wands trace circles of purple fire and invisible commands that make enemies hesitate at precisely the wrong moment.

“As a child, she discovered that certain mechanisms whispered when wound in the correct order.”
From their backstory
Background
Sage

Connections

Species

Human

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