Tavik Gantari
Tavik Gantari
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Consume EssenceLevel 1
As a Bonus Action, you can mark one creature you can see within 30 feet that is Bloodied or has 5 percent or less of its hit points remaining. The creature makes a Constitution saving throw against your spell save DC. On a failed save, it is consumed, and you learn one spell or ability from it as determined by the Blu Magi rules. The exact available effect depends on the creature and the limits of the feature.
Always on
- TrainingLevel 1
You gain proficiency with simple and martial weapons, light armor, medium armor, and shields. You also gain proficiency with one artisan's tool or musical instrument, and one skill from the Blu Magi skill options. Tavik chooses Arcana and navigator's tools.
- Essence CastingLevel 1
You can use a trident, spear, or a weapon with the Heavy or Two-Handed property as a spellcasting focus. Choose Charisma or Wisdom as your Blu Magi spellcasting ability. Tavik chooses Charisma. You prepare spells from the Blu Magi spell list and use the normal full-caster spell-slot progression.
- Essence PoolLevel 1
You gain a pool of Essence Points equal to your Blu Magi level. You regain all expended points when you finish a Long Rest, and regain a number equal to your proficiency bonus when you finish a Short Rest.
- DarkvisionHalf-ElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Fey AncestryHalf-ElfYou have Advantage on saving throws to avoid or end the Charmed condition, and magic cannot put you to sleep.
- Skill VersatilityHalf-ElfYou gain proficiency in two skills. Tavik gains Athletics and Perception through his half-elf heritage.
- LanguagesHalf-ElfYou can speak, read, and write Common, Elvish, and one additional language. Tavik knows Orcish from years of working trade routes and rough ports.
- Ship's PassageSailor
You can secure free passage on sailing vessels for yourself and your adventuring companions in exchange for working passage. You know the basic operations of sailing ships and can recognize the signs of weather and seaworthy conditions.
Spells
6 spellsSpellcasting. Tavik Gantari casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
10 itemsWeapons
- SpearA broad ash haft with a three-pronged iron head. Tavik can use it as his spellcasting focus.
- DaggerA short blade used for cutting rope, preparing food, and close defense.
Armor
- ShieldA reinforced wooden shield faced with dull blue metal.
- Scale mailSalt-stained medium armor made from overlapping metal scales.
Tools
- Navigator's toolsA set of tools for plotting courses, reading charts, and calculating position at sea.
Gear
- Explorer's packA sturdy pack containing bedroll, mess kit, tinderbox, ten torches, rations, and a waterskin.
- Silk ropeA braided silk rope, thirty feet long, kept carefully coiled and waxed.
- Lucky charmA small brass compass that belonged to his mother.
- Common clothesSimple travel clothes, patched at the elbows and cuffs.
Purse
- 10×Gold piecesCoins saved from shipboard work and early voyages.
Appearance
A lean, weather-hardened half-elf man with copper-brown skin, angular cheekbones, and dark hair cut short on the sides and tied into a rough knot at the crown. His left ear bears three small brass rings, and faint turquoise veins sometimes glow beneath the skin of his hands when he draws on Essence. He wears patched scale armor beneath a salt-stained blue coat, carries a broad spear, and keeps a sailor's knife tucked into his boot. His eyes are gray-green with a sharp, watchful focus.
Mannerisms
Tavik taps the butt of his spear against the ground when thinking, checks exits before sitting, and instinctively tastes unfamiliar water before drinking it. When nervous, he shifts into clipped sailor's commands without realizing it.
Personality
Tavik is alert, irreverent, and intensely practical. He makes friends quickly but trusts slowly, preferring to watch what people do under pressure. He enjoys storms, dangerous animals, and unfamiliar magic because they reveal what something is really made of. Beneath his rough humor is a strong instinct to protect strays, castaways, and anyone who has been left behind.
Ideals
Adaptation. Nothing is sacred if it cannot survive change. The wise take what the world teaches them and become harder to break.
Bonds
The Copper Kestrel and its surviving crew are his true family. He sends part of every reward to repair the ship and secretly searches for the captain who abandoned them during the reef-wreck.
Flaws
He treats every powerful creature as a potential lesson rather than a person, and his curiosity can override common sense. Tavik also hoards useful secrets, even when sharing them would save time or prevent danger.
Quirks
Background
Tavik Gantari was born aboard the merchant cutter Copper Kestrel, the son of a human deckmaster and an elven navigator who had spent years moving between coastal ports and highland trade routes. He grew up among rope burns, storm warnings, and half-remembered songs from his mother's mountain kin. The crew treated him as both cabin boy and mascot until a reef-wrecked vessel changed everything. Trapped beneath the wreckage, Tavik watched a dying raider release a strange blue radiance into the seawater. He instinctively drew it into himself, surviving long enough to cut his way free. Afterward, he could mimic the raider's breath, endure freezing water, and sense the rhythm of hostile magic in nearby creatures.
“He grew up among rope burns, storm warnings, and half-remembered songs from his mother's mountain kin.”
- Background
- Sailor
Connections
Species
Half-Elf
Media
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