Tarn Copperlocks's page

315 posts. Alias of Grumbaki.


HP (49/49) AoA (15/15) AC (19) Saves (5/2/4/0/2/5)


Spells (1/2) Current Buffs ( AoA ) HD (5/5) Flight (3/3)


Lvl 6 Warlock Tarn Copperlocks

Special Abilities

Bludgeoning Resistance

Strength 18
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 8
Charisma 14

About Tarn Copperlocks

[dice=Blunt Damage]2d6+5[/dice]


Add 3 bludgeoning damage to first hit

Race, Background:

Race: Dwarf
* Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
* Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* Dwarven Armor Training: You have proficiency with light and medium armor.
* Tool Proficiency: You gain proficiency with the artisan's tools of your choice: mason's tools.
* Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Background: Earthspur Miner
* Languages: Dwarven Terran?, Undercommon
* Deep Miner: You’re used to navigating the deep places of the earth. Actually, you never got lost either in the caves or in the mines suppose you have seen an accurate map of them or else have been through them before. Furthermore, you have capability to scrounge fresh water and also the food for yourself and also as many as five other people each and every day suppose if you’re in a mine or else natural caves.

Equipment, Skills:

* Magic Items: Cloak of protection (attunement), ring of swimming, gleaming plate armor, clothes of mending
* Bag of Holding (A miner’s pick, a block and tackle, a 5e climber’s kit, a set of common clothes, dungeoneer's kit, a belt pouch containing 1844.62 gp, and his plate armor when it isn't being worn), potion of healing

* Background: Athletics, Survival
* Class: Investigation, Nature
* Invocations: Persuasion, Deception


* Cantrips: Booming Blade, Green Flame Blade, Prestidigitation
* Lvl 1 Spells: Armor of Agathys, Hellish Rebuke, Detect Good and Evil, Sanctuary, Comprehend Languages, Hex
* Lvl 2 Spells: Phantasmal Force, Spike Growth, Earthbind
* Lvl 3 Spells: Create Food and Water, Meld into Stone, Counterspell, Dispel Magic

* Beguiling Influence (persuasion and deception as skills)
* Improved Pact Weapon
* Thirsting Blade

Dao Patron:

* Ring with Compartment
- Bottled Respite: As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
- Genie’s Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
- If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
* Flight
-As a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover.
-You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level Plan:

Lvl 1: Medium Armor
Lvl 4: Heavily Armored with +1 Str (18)
Lvl 8: +2 Str (20)
Lvl 12: +2 Cha (16)
Lvl 16: +2 Cha (18)
Lvl 19: +2 Cha (20)

Lcl 1: Beguiling Influence
Lvl 3: Improved Pact Weapon (Can summon ranged weapons and +1 enchant)
Lvl 5: Thirsting Blade (+1 attack)
Lvl 7: Eldritch Smite
Lvl 9: Ghostly Gaze
Lvl 12: Lifedrinker (+Cha as necrotic damage)
Lvl 16: Witch Sight
Lvl 19: Visions of Distant Realms


Tarn was once just another miner who worked the new mines of Saltmarsh. For three years he toiled away, digging ever deeper in search of gold, to bring wealth to himself and his clan. This changed, however, when he found something most unforeseen. It was a golden ring with a small compartment...he picked it up and opened it, wondering how such a thing could have ended up buried so far under the earth. It was only when he opened it that he discovered how different a find it truly was.

It felt like a dream, for he suddenly found himself in a room that was twenty feet wide and twenty feet high. The room had cushions, a table, and...a creature. It was large, muscular, was adorned with flowing silk clothing and had eyes which when he looked into them made him feel like he was descending down a deep tunnel. The creature, whatever it was, explained that it's name was "Dao" and that it had been summoned from the plane of earth as a slave to dig away. And that his former 'master', a word which dripped with venom, had imprisoned him far beneath the earth so that none but he could make use of the abilities. He asked for but one thing: freedom. Now, Tarn was not a particularly clever dwarf. Far from it. If he saw someone in need then he generally tried to help. So he offered on the spot to free the genie if it was in his power to do so. The genie smiled at that 'the pact has been made.'

Tarn woke up in the tunnel that he had been digging, the strange ring on his finger. Try as he might, he could not replicate the process, for he opened and closed the ring repeatedly. In the end, he decided that he must have been hit on the head by debris, and returned to his work.

But as the weeks have gone by, he has been plagued by strange dreams. For little does he know, Tarn, a simple miner, has become a warlock. He has inadvertently made a pact with the Dao in the ring, having agreed to free it if it is within his ability. He has asked for nothing in return, and Dao genies are not generally known for rewarding kindness shown to them, and this one is no different. However, to ensure that the dwarf could live up to the bargain, it has begun giving its power to the dwarf. And in doing so, it is guiding him to do what he would normally never do: to leave behind his comfortable life digging through the earth and to seek out adventure when it comes. For how else can Tarn grow, and how else can he be judged?


* "You’ve been escorting supply wagons moving to and from Saltmarsh. What is your exact relationship with Manistrad?"

- Before finding the ring, Tarn was but one of the many miners of Clan Copperlocks. He was known to be strong, durable, honest and loyal to the Clan. All traits which I'm sure would have endeared him to Manistrad, as he was the kind of dwarf who didn't need to be watched. You knew that he would do the right thing.
- That said, his personality is far different from her's. Manistrad is a woman of few words, who is curt and quick. Tarn is the kind of dwarf who has a ready smile and who gladly shares and listens to tales, especially over a flagon or six. She is also very curious, while Tarn is...well...intelligence 8. He can read and write, but he avoids both whenever he can help it. While Tarn would have held her in very high respect (both as a leader and a miner), and I would think that it would be mutual to some degree, I don't see them being friends, or even close on a personal level.
- All that said, after finding his ring, Tarn would have gone to her to request being moved out of the mines and to the wagons, so that he could escort them. He is trained in fighting, as are nearly all mountain dwarves, but he is no soldier, so I'm sure that the request would have surprised her. But even with his sudden desire for adventure, he remains intensely loyal to his Clan.
- So in short? He's not her friend, nor is he the best and the brightest dwarf around. But he is loyal, has integrity, and has shown a desire for getting out there to swing an axe. Three qualities which make him a good pick for her. Because any other dwarf she could send who would be 'better' than Tarn would grumble at such a task, while he goes happily.
- She is his second cousin once removed[.

* Lankus Kurrid
- On the other hand, I would picture Tarn being friends with Lankus. Given that Tarn is about as friendly as a dwarf can be (Cha14), pays his tab, and doesn't brawl unless seriously provoked, he is in many ways the best kind of clientele.
- That, and Tarn loves good stories (especially war stories). Meaning that he would be genuinely interested in listening to Lankus, which I would think would endear him to the man.