![]()
About Tarn Copperlocks[dice=Hit]1d20+8[/dice]
[dice=Hit]1d20+8[/dice]
Add 3 bludgeoning damage to first hit Race, Background:
Race: Dwarf
Background: Earthspur Miner
Equipment, Skills:
Equipment
Skills
Warlock::
* 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 Invocations:
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:
ASIs
Invocations
Backstory:
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? Relations:
* "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.
* Lankus Kurrid
|