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Lucian Albright

Syderean Theurge

Lucian Albright - Syderean Theurge (1st to 3rd Level Cheat Sheet)


FRONT PAGE: Core Capabilities & Class Features

  • Name: Lucian Albright
  • Class & Subclass: Theurge (Illuminary Subclass)
  • Lineage & Heritage: Syderean (Covenant Heritage, Fiendish Lineage)
  • Background & Talent: Chronicler (Learned Researcher)
  • Spellcasting Ability: Intelligence (INT)

Lineage, Heritage & Background Talents

  • Far Sight (Syderean Lineage): Gain 60 feet of darkvision and the ability to see in magical darkness out to 30 feet.
  • Otherworldly Form (Syderean Lineage): Gain resistance to necrotic damage and double the duration you can survive without air, food, water, or sleep.
  • Dreadful Guise (Fiendish Syderean Lineage): Once per long rest as a bonus action, assume an otherworldly guise for 1 minute. Nearby chosen creatures must succeed on a DC 12 Charisma save or be frightened until the end of your next turn. Once per turn while transformed, you can convert attack or spell damage to necrotic or fire damage.
  • Spell Inoculation (Covenant Heritage): Gain advantage on saving throws against spell effects when you are the sole target of the spell.
  • Learned Researcher (Chronicler Background Talent):
    • Twice per long rest, treat an Arcana or Religion check roll of 9 or less as a 10.
    • Halve the downtime cost and time required for researching, roll research resolution checks with advantage, and learn one additional clue on an 11 or higher.

Class & Subclass Features (Levels 1–3)

  • Spell Nexus (1st-Level Theurge Feature): As a bonus action while your libram is within 100 feet, replace one prepared spell with another spell of the same circle and source transcribed in your libram (usable 2 times per long rest).
  • Spellcasting (1st-Level Theurge Feature): Cast Arcane and Divine spells using Intelligence. You must prepare spells in advance from your Libram (number equal to INT modifier + Theurge Level). You can cast rituals from your Libram without slots.
  • Libram (1st-Level Theurge Feature): A unique, indestructible Tiny magical book containing your transcribed Arcane and Divine spells. Only you can read it, and it disintegrates 24 hours after your death.
  • Spellcraft (2nd-Level Theurge Feature): You possess Spellcraft dice (d6s, equal to INT modifier, regain on short or long rest) that can be expended to:
    • Add the result as bonus damage or healing to a spell you cast.
    • Add the result to a Constitution saving throw to maintain concentration.
    • Add the result to an ability check to learn, decipher, or recall magic-related information.
  • Summon Libram (2nd-Level Theurge Feature): Sense the exact location and distance of your libram while on the same plane, or know which plane it is on if it is elsewhere.
  • Mystic Scribe (3rd-Level Illuminary Subclass Feature): Gain proficiency with artist tools (or double your PB if already proficient). Over 10 minutes, you can gain complete speaking, reading, and writing understanding of any chosen language (lasts until you choose a new one).
  • Sacred Sign (3rd-Level Illuminary Subclass Feature): As a bonus action, place a symbol on a touched creature for 10 minutes (1 active at a time). While it is within 120 feet, you can cast touch spells on it, and you can use an action to perceive through its senses (blinding and deafening yourself).

Lucian Albright

BACK PAGE: Weapon Options & Spells

Weapon Options (Save DC 12)

  • Bash (Quarterstaff): On a hit, the target has disadvantage on its next attack roll.

Spell List

INT is your spellcasting modifier.

Cantrips

  • Fire Bolt: A ranged spell attack dealing 2d10 fire damage and igniting flammable items not being worn or carried.
  • Mage Hand: Summons a floating spectral hand to move and manipulate objects up to 10 pounds within 30 feet.
  • Prestidigitation: Performs minor, harmless magical tricks such as cleaning, lighting/snuffing fires, or creating sensory effects.
  • Sacred Flame: Calls down radiance dealing 2d8 radiant damage on a failed Dexterity saving throw, ignoring cover.
  • Spare the Dying: Stabilizes a living creature at 0 hit points.

1st-Circle Spells

  • Bless: Blesses up to three creatures to grant them a d4 bonus on attacks and saving throws for 1 minute.
  • Burning Hands: Deals 3d6 fire damage in a 15-foot cone, igniting flammable objects.
  • Cure Wounds: Restores hit points equal to 1d8 + 3 to a touched creature.
  • Expeditious Retreat: Allows you to take the Dash action as a bonus action on each of your turns for up to 1 minute.
  • Healing Word: Restores 1d4 + INT modifier hit points to a target within 60 feet as a bonus action.
  • Mage Armor: Sets an unarmored creature's base AC to 13 + Dexterity modifier for 8 hours.
  • Magic Missile: Creates three darts that automatically hit targets for 1d4 + 1 force damage each.
  • Shield of Faith: Grants a target a +2 bonus to AC for up to 10 minutes.

2nd-Circle Spells

  • Restoration: Ends one disease or the blinded, deafened, paralyzed, or poisoned condition on a touched creature.
  • Scorching Ray: Fires three rays of fire that deal 2d6 fire damage each on a hit.
  • See Invisibility: Allows you to see invisible creatures and objects, and see into the Ethereal Plane, for 1 hour.
  • Shatter: Emits a loud ringing noise dealing 3d8 thunder damage in a 10-foot sphere, with disadvantage for inorganic targets.

Ritual Spells

  • Identify (1st-Circle): Touch an object or creature to learn its magical properties, active spells, or charges.
  • Locate (2nd-Circle): Senses the direction to the nearest specified creature or object type within 1 mile.