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abilities

Warlock | The Genie

  • Level 1
    • Garpine's noble Efreeti patron, Gerard Whey, gifts him a magical vessel in the form of a tinyobject—a ring. This ring serves as a spellcasting focus for his warlock spells, channeling the ​power of the genie.
      • Ring Info
        • AC: Equals Garpines spell save DC
        • HP: Equal Garpines warlock level plus his proficiency bonus
        • If Garpine's ring is destroyed or lost, he can perform a 1-hour ceremony during a short or ​long rest to receive a replacement from, Gerard. The previous vessel is destroyed if it still ​exists. The ring vanishes in a flare of elemental power when Garpine dies.
      • Bottled Respite
        • Garpine, as an action, can vanish into his enchanted ring, creating a cozy, ​extradimensional space inside—resembling a 20-foot-radius cylinder, 20 feet high, with ​cushions and low tables.
        • He can stay inside for a duration equal to twice his proficiency bonus in hours.
        • While within, he can perceive the surroundings around it as if physically present.
        • Exiting early, uses a bonus action, or the ring's destruction triggers his reappearance in ​the nearest unoccupied space.
        • Items left inside remain until retrieved; if the ring is destroyed, stored items appear ​harmlessly nearby.
        • Garpine can't re-enter until after a long rest.
      • Genie's Wrath:
      • Once per turn, when Garpine hits with an attack roll, he can deal extra damage to the ​target equal to his proficiency bonus. The damage type is determined by Gerard (fire).



  • Level 3
    • Gerard rewards Garpine for his loyalty with the Pact of the Tome.
      • Gerard gifts him a Book of Shadows, allowing him to choose three cantrips from any class's ​spell list. These cantrips, even if not on the warlock list, become warlock spells for him. ​Carrying the book lets him cast these cantrips at will without counting towards his known ​cantrips.
      • If the book is lost, a 1-hour ceremony during a rest lets him replace it, destroying the previous ​one. The book turns to ash upon Garpine's death.


  • Level 4
    • Garpine can choose to increase one ability score of his choice by 2, or he may opt to increase two ​ability scores of his choice by 1 each. Alternatively, he has the option to take a feat.
      • Garpine has chosen to increase his Charisma and Dexterity by 1 each.


  • Level 5


  • Level 6
    • Garpine gains resistance to a damage type determined by Gerard’s kind: fire.
    • As a bonus action, Garpine can grant himself a flying speed of 30 feet, allowing him to hover, for ​a duration of 10 minutes. He can use this bonus action a number of times equal to his proficiency ​bonus, and all expended uses are restored after finishing a long rest.


  • Level 7
    • Garpine gains an invocation, leaving him with a new total of 4 invocations: Agonizing Blast, Book ​of Ancient Secrets, Repelling Blast, Sculptor of Flesh


  • Level 8
    • Garpine raises his charisma to 20 from 19, and his dex to 16 from 15.


Sorcerer | Clockwork Soul

  • Level 1
    • Starting at 1st level, Garpine's connection to the plane of absolute order manifests in the profound ability to equalize chaotic moments. When a creature he can see within 60 feet is on the verge of rolling a d20 with advantage or disadvantage, he can use his reaction to prevent the roll from being affected by advantage and disadvantage.
    • Garpine can use this feature a number of times equal to his proficiency bonus, and regains all expended uses when they finish a long rest.


Gar[r

  • Level 2
    • At 2nd level, Garpine taps into a deep wellspring of magic within himself. This wellspring is represented by sorcery points, which allow him to create a variety of magical effects.
      • Sorcery Points: Garpine has 2 sorcery points, and he gains more as he reaches higher levels, as shown in the Sorcery Points column of the Sorcerer table. Garpine can never have more sorcery points than shown on the table for his level. He regains all spent sorcery points when he finishes a long rest.
      • Flexible Casting: Garpine can use his sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. He learns other ways to use his sorcery points as he reaches higher levels.
        • Creating Spell Slots: Garpine can transform unexpended sorcery points into one spell slot as a bonus action on his turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. He can create spell slots no higher in level than 5th. Any spell slot he creates with this feature vanishes when he finishes a long rest.
        • Converting a Spell Slot to Sorcery Points: As a bonus action on his turn, Garpine can expend one spell slot and gain a number of sorcery points equal to the slot's level.


  • Level 3
    • At 3rd level, Garpine gains the ability to twist his spells to suit his needs. He acquires two of the following Metamagic options of his choice. He gains another one at 10th and 17th level.
    • Garpine can use only one Metamagic option on a spell when he casts it, unless otherwise noted.


  • Level 4
    • Garpine learns a 5th cantrip, and another sorcery point bring a total to 4.


Man In The Shadow

Fighter | Echo Knight

  • Level 1
    • Garpine adopts a particular style of fighting as his specialty. He chooses one of the following ​options. He can't take a Fighting Style option more than once, even if he later gets the ​opportunity to choose again.
      • Protection (PHB): When a creature Garpine can see attacks a target other than himself that ​is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll. He ​must be wielding a shield.
    • Garpine has a limited well of stamina that he can draw on to protect himself from harm. On his ​turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter level.
      • Once he uses this feature, he must finish a short or long rest before he can use it again.


  • Level 2
    • Starting at 2nd level, Garpine can push himself beyond his normal limits for a moment. On his ​turn, he can take one additional action.
      • Once he uses this feature, he must finish a short or long rest before he can use it again. ​Starting at 17th level, he can use it twice before a rest, but only once on the same turn.


  • Level 3
    • At 3rd level, Garpine can use a bonus action to magically manifest an echo of himself in an ​unoccupied space he can see within 15 feet of him. This echo is a magical, translucent, gray ​image of Garpine that lasts until it is destroyed, until Garpine dismisses it as a bonus action, until ​he manifests another echo, or until he's incapacitated.
    • Garpine's echo has AC 14 + his proficiency bonus, 1 hit point, and immunity to all conditions. If it ​has to make a saving throw, it uses Garpine's saving throw bonus for the roll. It is the same size as ​Garpine, and it occupies its space. On his turn, Garpine can mentally command the echo to move ​up to 30 feet in any direction (no action required). If his echo is ever more than 30 feet from him ​at the end of his turn, it is destroyed.
      • As a bonus action, Garpine can teleport, magically swapping places with his echo at a cost of ​15 feet of his movement, regardless of the distance between the two of them.
      • When Garpine takes the Attack action on his turn, any attack he makes with that action can ​originate from his space or the echo's space. He makes this choice for each attack.
      • When a creature that Garpine can see within 5 feet of his echo moves at least 5 feet away ​from it, he can use his reaction to make an opportunity attack against that creature as if he ​were in the echo's space.
    • Also at 3rd level, Garpine can heighten his echo's fury. Whenever he takes the Attack action, he ​can make one additional melee attack from the echo's position.
    • Garpine can use this feature a number of times equal to his Constitution modifier (a minimum of ​once). He regains all expended uses when he finishes a long rest.

Fighter | Echo Knight

  • Level 1
    • Garpine adopts a particular style of fighting as his specialty. He chooses one of the following ​options. He can't take a Fighting Style option more than once, even if he later gets the ​opportunity to choose again.
      • Protection (PHB): When a creature Garpine can see attacks a target other than himself that ​is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll. He ​must be wielding a shield.
    • Garpine has a limited well of stamina that he can draw on to protect himself from harm. On his ​turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter level.
      • Once he uses this feature, he must finish a short or long rest before he can use it again.


  • Level 2
    • Starting at 2nd level, Garpine can push himself beyond his normal limits for a moment. On his ​turn, he can take one additional action.
      • Once he uses this feature, he must finish a short or long rest before he can use it again. ​Starting at 17th level, he can use it twice before a rest, but only once on the same turn.


  • Level 3
    • At 3rd level, Garpine can use a bonus action to magically manifest an echo of himself in an ​unoccupied space he can see within 15 feet of him. This echo is a magical, translucent, gray ​image of Garpine that lasts until it is destroyed, until Garpine dismisses it as a bonus action, until ​he manifests another echo, or until he's incapacitated.
    • Garpine's echo has AC 14 + his proficiency bonus, 1 hit point, and immunity to all conditions. If it ​has to make a saving throw, it uses Garpine's saving throw bonus for the roll. It is the same size as ​Garpine, and it occupies its space. On his turn, Garpine can mentally command the echo to move ​up to 30 feet in any direction (no action required). If his echo is ever more than 30 feet from him ​at the end of his turn, it is destroyed.
      • As a bonus action, Garpine can teleport, magically swapping places with his echo at a cost of ​15 feet of his movement, regardless of the distance between the two of them.
      • When Garpine takes the Attack action on his turn, any attack he makes with that action can ​originate from his space or the echo's space. He makes this choice for each attack.
      • When a creature that Garpine can see within 5 feet of his echo moves at least 5 feet away ​from it, he can use his reaction to make an opportunity attack against that creature as if he ​were in the echo's space.
    • Also at 3rd level, Garpine can heighten his echo's fury. Whenever he takes the Attack action, he ​can make one additional melee attack from the echo's position.
    • Garpine can use this feature a number of times equal to his Constitution modifier (a minimum of ​once). He regains all expended uses when he finishes a long rest.

Bard |

  • Level 1
    • Garpine knows four 1st-level spells of his choice from the bard spell list.
    • Garpine can use Bardic Inspiration to inspire others through stirring words or music. To do so, he ​uses a bonus action on his turn to choose one creature other than himself within 60 feet of him ​who can hear him. That creature gains one Bardic Inspiration die, a d6.
      • Once within the next 10 minutes, the creature can roll the die and add the number rolled to ​one ability check, attack roll, or saving throw it makes. The creature can wait until after it ​rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM ​says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A ​creature can have only one Bardic Inspiration die at a time.
      • Garpine can use this feature a number of times equal to his Charisma modifier (a minimum of ​once). He regains any expended uses when he finishes a long rest.
      • His Bardic Inspiration die changes when he reaches certain levels in this class. The die ​becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


Bard |

  • Level 1
    • Garpine knows four 1st-level spells of his choice from the bard spell list.
    • Garpine can use Bardic Inspiration to inspire others through stirring words or music. To do so, he ​uses a bonus action on his turn to choose one creature other than himself within 60 feet of him ​who can hear him. That creature gains one Bardic Inspiration die, a d6.
      • Once within the next 10 minutes, the creature can roll the die and add the number rolled to ​one ability check, attack roll, or saving throw it makes. The creature can wait until after it ​rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM ​says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A ​creature can have only one Bardic Inspiration die at a time.
      • Garpine can use this feature a number of times equal to his Charisma modifier (a minimum of ​once). He regains any expended uses when he finishes a long rest.
      • His Bardic Inspiration die changes when he reaches certain levels in this class. The die ​becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.