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Tavik ap Rhun - AI-generated fantasy Character

Tavik ap Rhun

Elf · Warlock (The Fiend) · Level 3 · Outlander

Tavik ap Rhun

Quietly attentive and practical, Tavik notices small discomforts before anyone voices them.
AC11
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 17 · 35 ft.
AlignmentNeutral GoodGenderMaleAge112 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons

Tools

Musical instrument

Languages

Common,
Elvish,
Giant

Features

14 features

Always on

  • Eldritch InvocationsLevel 1

    You have unearthed forbidden knowledge that grants magical abilities. You know three Eldritch Invocations. Chosen invocations: Agonizing Blast, Pact of the Tome, and Repelling Blast.

  • Pact MagicLevel 1

    Your otherworldly patron grants you Pact Magic. You have two level 2 spell slots, and you regain all expended Pact Magic spell slots when you finish a Short or Long Rest.

  • Magical CunningLevel 2

    You can perform a brief rite during a Short Rest to regain expended Pact Magic spell slots. Once you use this feature, you cannot use it again until you finish a Long Rest.

  • Fiend PatronLevel 3

    You have forged a pact with a fiendish power. You gain the Fiend patron's expanded spell list and the Dark One's Blessing feature. When a hostile creature within 10 feet of you dies, you gain temporary hit points equal to your Charisma modifier plus your Warlock level. With your Charisma modifier of 0, this grants 3 temporary hit points.

  • Dark One's BlessingLevel 3

    You can communicate telepathically with a creature you can see within 30 feet, provided you share a language. The creature can reply telepathically while the connection lasts.

  • Creature TypeElfHumanoid.
  • SizeElfMedium.
  • SpeedElf35 feet as a Wood Elf.
  • DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Fey AncestryElfYou have Advantage on saving throws to avoid or end the Charmed condition.
  • Keen SensesElfYou have proficiency in the Perception skill.
  • TranceElfYou do not need to sleep. You can finish a Long Rest in 4 hours by entering a trancelike meditation while remaining conscious.
  • Wood Elf lineageElfYou know the Druidcraft cantrip. You can cast Longstrider once without a spell slot, and you can cast Pass without Trace once without a spell slot. You regain the ability to cast these spells in this way when you finish a Long Rest.
  • WandererOutlander

    You have an excellent memory for maps, terrain, and natural landmarks. You can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources. You can also recall the general layout of terrain, settlements, and routes you have traveled.

Spells

8 spells

Spellcasting. Tavik ap Rhun casts with Charisma (spell save DC 10, to hit with spell attacks).

Cantrips (at will): ,

1st level: , ,

2nd level (2 slots): , ,

Gear

10 items

Weapons

  • Sickle
    A simple one-handed farming and fighting tool, used as a weapon.
  • Quarterstaff
    A stout walking staff suitable for travel and defense.

Armor

  • Leather Armor
    Light armor made of treated leather.

Tools

  • Musical Instrument
    A small field instrument, chosen as a bone flute.

Gear

  • Arcane Focus
    A focus used to channel Warlock spells.
  • Scholar's Pack
    A pack containing scholarly and adventuring supplies.
  • Hunting Trap
    A device used to trap small or Medium creatures.
  • Trophy from a Hunter-Gathering Expedition
    A token taken from a memorable wilderness encounter, in this case a black boar tusk wrapped in red thread.
  • Traveler's Clothes
    Plain, durable clothing for travel.

Purse

  • 10×
    Gold Pieces
    Money left from the Outlander starting package.

Appearance

A lean, weathered elf with copper-brown skin, cropped black hair, and long ears marked by small brass rings. His gray-green eyes have a steady, tired focus, and faint ember-colored veins appear around his left temple whenever his patron's power stirs. He dresses in patched trail leathers beneath a dark wool cloak, carrying a carved ash staff and a soot-stained book chained to his belt.

Mannerisms

Tavik studies the ground before answering difficult questions. He keeps his back to a wall whenever possible, touches the brass ring in his left ear when lying, and counts his steps across unfamiliar bridges.

Personality

Quietly attentive and practical, Tavik notices small discomforts before anyone voices them. He is patient with frightened people and animals, suspicious of polished promises, and unexpectedly dry in conversation. He prefers a cold campfire and an honest warning to a warm inn and flattering lies.

Ideals

Freedom. No power, god, king, or patron should own another person's life. If I must carry a chain, I will use it to break someone else's.

Bonds

My sister is alive because of the pact, and I will find a way to keep her free of my patron's reach. The black-stone cairn where the bargain began must never be disturbed.

Flaws

I cannot resist testing a dangerous bargain if it might save someone helpless. I also hide injuries and exhaustion until my body forces the truth into the open.

Quirks

Keeps a private list of every stream he has crossed.
Names useful knives but never names weapons meant only for killing.
Leaves a pinch of salt beside any fire he did not light.
Collects broken buckles, buttons, and bits of road metal.

Background

Tavik ap Rhun was raised among a small elven foraging band that moved between high valleys, old roads, and abandoned watchtowers. He learned to read weather from the smell of stone, to find water beneath thorn roots, and to sleep lightly beneath open skies. His people distrusted cities, not from hatred but from experience. Roads brought soldiers, soldiers brought taxes, and taxes brought graves. Tavik became the one who traveled farthest from camp, carrying messages, gathering medicines, and guiding lost travelers back toward safer ground. During a winter crossing, Tavik found a wounded stranger beneath a cairn of black stones. The stranger offered him warmth in exchange for a promise, then vanished before dawn. The warmth remained, a coal of impossible fire lodged behind Tavik's ribs. It belonged to a fiendish patron who now lends him power through whispered bargains and sudden flame. Tavik accepted the pact to save his younger sister from a wasting sickness, but the bargain demanded that he leave the valleys and seek five names written in his chained book. He now wanders as a guide and reluctant warlock, helping people survive the wild while searching for a way to repay his debt without becoming the monster his patron expects.

“He learned to read weather from the smell of stone, to find water beneath thorn roots, and to sleep lightly beneath open skies.”
From their backstory
Background
Outlander

Connections

Species

Elf

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