Tarn Vey
Tarn Vey
Sheet
AC 11 · HP 18 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Cunning ActionLevel 2
When Bonus Action
Take the Dash, Disengage, or Hide action as a Bonus Action.
- Celestial Revelation, Heavenly Wings
When Bonus Action; once per Long Rest
As a Bonus Action, reveal celestial power for 1 minute. Choose Heavenly Wings, Inner Radiance, or Necrotic Shroud. Tarn uses Heavenly Wings, gaining a temporary flying speed equal to his walking speed. Once per turn, one attack or spell can deal extra Radiant damage equal to his Proficiency Bonus.
- Celestial RevelationAasimarStarting at 3rd level, as a Bonus Action, you can reveal your celestial power for 1 minute. Once used, this trait cannot be used again until you finish a Long Rest. Choose Heavenly Wings, Inner Radiance, or Necrotic Shroud. Tarn uses Heavenly Wings, gaining a temporary flying speed equal to his walking speed. Once per turn, one attack or spell can deal extra Radiant damage equal to your Proficiency Bonus.
Always on
- Sneak AttackLevel 1
When Hit with a qualifying finesse or ranged weapon attack and have Advantage, or have an enemy of the target within 5 feet without Disadvantage.
Once per turn, deal an extra 1d6 damage to one creature hit with a finesse or ranged weapon when the required Sneak Attack conditions are met.
- Weapon and Armor ProficienciesLevel 1
You gain proficiency with the following weapons: simple weapons, hand crossbows, longswords, rapiers, and shortswords. You also gain proficiency with light armor and thieves' tools.
- ExpertiseLevel 1
You gain proficiency in two skills or tools of your choice. Choose two of your skill proficiencies or one skill proficiency and your thieves' tools proficiency. Your proficiency bonus is doubled for any ability check using the chosen proficiencies. Tarn has Expertise in Stealth and thieves' tools.
- Thieves' CantLevel 1
You know the secret language of rogues and can use it to communicate hidden messages. You also recognize coded marks and signs used by criminal networks.
- Weapon MasteryLevel 1
You gain mastery with three weapons of your choice. Tarn has mastery with the dagger, rapier, and shortbow.
- Rogue SubclassLevel 3
At 3rd level, you gain the features of a Rogue subclass of your choice. No subclass was specified for this character.
- Celestial ResistanceAasimarYou have Resistance to Necrotic damage and Radiant damage.
- DarkvisionAasimarYou can see in dim light within 60 feet as if it were Bright Light, and in darkness as if it were dim light.
- Healing HandsAasimarAs a Magic action, touch a creature and restore hit points equal to your Proficiency Bonus. Once used, this trait cannot be used again until you finish a Long Rest.
- Light BearerAasimarYou know the Light cantrip. Charisma is your spellcasting ability for it.
- Heavenly WingsAasimarWhile Celestial Revelation is active, spectral wings appear and you gain a temporary flying speed equal to your walking speed.
- Criminal ContactCriminal
You know how to find and exploit illicit contacts, information networks, and hidden channels in settlements. Criminal contacts can provide rumors, introductions, warnings, or limited assistance, though they are not compelled to endanger themselves for you.
Spells
1 spellSpellcasting. Tarn Vey casts with Charisma (spell save DC 10, to hit with spell attacks).
Cantrips (at will):
Gear
11 itemsWeapons
- RapierA light one-handed finesse weapon with a slender blade.
- ShortbowA ranged weapon suitable for firing arrows.
- 2×DaggerLight thrown or melee blades.
Armor
- Leather ArmorFlexible armor made from treated leather.
Tools
- Thieves' ToolsTools for picking locks, disabling traps, and bypassing mechanisms.
- CrowbarA sturdy iron bar useful for forcing doors, prying crates, and making improvised leverage.
- Gaming SetA criminal gambling set used for coded games and maintaining contacts.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA kit containing equipment commonly used by burglars, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, waterskin, and rope.
- Common ClothesA set of plain travel clothes suitable for blending into working neighborhoods.
Purse
- 16×Gold PiecesStarting currency retained from criminal work and background resources.
Appearance
Tarn is a compact aasimar with warm brown skin, dark hair cut close at the sides, and pale gold eyes that catch light like polished brass. His most noticeable features are his broad, square teeth and strong jaw, which show whenever he grins or chews. His hands are small, steady, and heavily callused across the palms and fingertips from years of lockwork, climbing, and handling rough tools. A faint halo-like shimmer appears around his shoulders when his celestial power stirs, though it vanishes when he is calm.
Mannerisms
Tarn tests the edge of a coin against his front teeth when thinking. He keeps his hands folded behind his back in unfamiliar rooms, then unconsciously taps each finger in the order of a lock's tumblers. When he laughs, he throws his head back and shows all of his broad teeth.
Personality
Tarn is dryly observant, patient around locks, impatient around liars, and more generous than he wants anyone to know. He speaks in short sentences and prefers practical questions to emotional explanations. He enjoys crowded places because crowds provide exits, witnesses, and distractions in equal measure.
Ideals
Freedom. No ledger, law, god, or master should own a person's future. If a chain exists, someone should learn how to open it.
Bonds
The stolen ledger is the one thing I will never sell. Its final name belongs to the person who ruined my family.
Flaws
I assume every kindness has a hidden price, and I sometimes ruin honest alliances by searching for the trap instead of accepting the help.
Quirks
Background
Tarn was born in a crowded river district where his celestial blood marked him as strange, but not strange enough to be protected. His mother worked counting cargo for dockside merchants, and his father disappeared before Tarn could remember his voice. As a child, Tarn learned that a bright smile could make people underestimate him, while quiet hands could make their locks surrender. He began as a runner for smugglers, carrying coded ledgers and small packages through markets, then graduated to opening doors that were never meant to open. His criminal career ended when he discovered that one of his employers was selling names of poor families to debt collectors and slavers. Tarn stole the ledger, burned the operation's safehouse, and escaped with only a crowbar, two knives, and a price on his head. He still keeps the ledger's first page, folded inside his coat, because it contains the name of the person who arranged his father's disappearance. Tarn now takes adventuring work for money, information, and the chance to dismantle the networks that once used him. He tells people he is looking for a better life. He is, but he has not decided whether that means redemption or revenge.
“His mother worked counting cargo for dockside merchants, and his father disappeared before Tarn could remember his voice.”
- Background
- Criminal
Connections
Species
Aasimar
Media
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