D&D character art of Jorvick Tinkerdash, a male Gnome Paladin

Jorvick Tinkerdash

Created By Dylan

The gnome pirate cook is a stout, spry figure with curly auburn hair that escapes in wild tufts from beneath a salt-crusted tricorn hat. His skin is tanned from years at sea, and his round cheeks are smudged with perpetual flecks of flour and grease. A jagged scar runs across his left eyebrow, giving him a perpetual quizzical arch—only adding to his mischievous air. He wears a patched, grease-stained apron over a loose white shirt with sleeves rolled up to reveal wiry, nimble arms. His deep-blue breeches are held up by a belt strung with all manner of cooking implements—cleavers, ladles, and a well-worn pepper grinder. Around his neck hangs a small silver spoon he calls his "lucky stirrer," and a pair of brass goggles sit perched on his forehead—always fogged from the kitchen’s heat. His most distinctive feature is his mechanical left hand, a self-made contraption built after an unfortunate accident with a boiling lobster pot. It clicks softly as he moves and can switch between a knife attachment, a corkscrew, and a whisk—perfect for both battle and dinner service.

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Maerwyn Vale

Medium Humanoid, Chaotic Neutral

AC 12

Initiative +1 (11)

HP 40 (9d8)

Speed 30 ft.

ModSave
Str9-1-1
Int14+2+4
ModSave
Dex13+1+1
Wis16+3+5
ModSave
Con11+0+0
Cha13+1+1

Skills Arcana +4, Nature +4, Medicine +5

Gear Sickle, Herb Pouch

Senses Passive Perception 13

Languages Common, Sylvan

CR 2 (XP 450; PB +2)

Traits

Coven Hex. When a creature Maerwyn can see within 30 feet of her hits her with an attack roll, that creature has Disadvantage on its next attack roll before the end of its next turn.

Actions

Thornwhip. Melee Attack Roll: +3, reach 15 ft. Hit: 5 (1d8 + 1) Piercing damage, and Maerwyn pulls the target up to 10 feet straight toward herself.

Brew of Slumber (Recharge 5–6). Maerwyn hurls a clay flask that shatters at a point she can see within 30 feet. Each creature in a 10-foot-radius Sphere centered on that point makes a DC 13 Constitution saving throw. On a failed save, a creature has the Poisoned condition and falls Unconscious for 1 minute. The effect ends for a creature if it takes damage or another creature takes an action to shake it awake.

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