Copper
  1. Characters

Copper

Crow Man, Crow King, Scarecrow, Jack O' Lantern, The Archfey
NPC

Bastard child of Thirza, Copper is a deity much like the Unknown. Considering how he is born not of pure celestial blood, he is deemed to be one of The Horrors. With the strengths and powers of a saint but the ability of free will and no abiding order, Copper is free.

 

After sensing in imbalance in the magical nature of things, Copper came across an individual who would later form Guild of the Lost. With common goals, he agreed to work with them to restore the balance of magical power. Acting as a pure power source for the guild, he assists in keeping most of them alive while investigating matters on his own. He follows a trail leading him to another celestial bastard child. Watching her movements he tries to deduce what her involvements are and what her motives could be. Using his crows and his deals he tries to get eyes everywhere.

Personality

Mannerism
Very calm and nonchalant type of person. Is here for a good time not a long time, but he can easily lock in when the time is right.

Appearance

Copper has two different forms: his deity form and his mortal form. 

In his deity form, he stands at about 9ft tall with thin limbs. His head is a large Jack O' Lantern with glowing orangish yellow eyes. A candle is visible with his grin of his mouth. His limbs take on the appearance of tree branches with thorns. 

In his mortal form, he has a yellowish skin with short shaggy white hair. His mouth has stitches along either corner in a Glasgow smile and his nose is slightly orange tinted. Just like his other form, his yellow eyes give off a bit of a glow. In this form, he appears to bring on a half-elven appearance with small fangs which could speculate that his father was an elf. Like all the horrors, he has the emblem in red on his chest which is visible when he wears his v-neck shirts. While in this form he still retains a wooden tree like right arm while his other arm remains normal. 

In both forms, he wears a dark olive-green trench coat with a dark grey/blue low v-neck shirt. He wears brown pants with an orange/gold waist band and a patched up dark brown farmer's hat. 

The Past

Copper was abandoned by his mother Thirza within the Feywild believing he was a target for extermination by the other Gods. However, he managed to survive after being taken in by a group of crows. He lived on with the crows and allowed his powers to flourish to their full potential. He became a notorious trickster wherever he went, doing whatever he wanted when he wanted. He was often stealing, pranking travelers, and more, using the crows to assist him.

Living mostly on his own, Copper began to feel lonely. With no one to talk to other than the birds he called upon, he wished for companionship. One night he came across a small cat. The cat was timid of him at first, but over time the two became really good friends. The crows and ravens disapproved of the cat, but Copper was excited for something new to be around. As he grew in powers, so did the cat. The cat revealed to have a magical prowess of their own and eventually took on a more humanoid appearance. He was granted the name Kuro, and became Copper's Martyr of Mischief. 

As he began to grow older into the man he is now, he felt a magical influx of energy. This energy sparked his interest which lead to him to investigate powerful beings causing these surges. He sent Kuro where he needed him and ensured that his friend remained hidden while Copper was the face of all of the action. During his travels, he came across the teenaged Kather who had crash landed from a metallic pod from the sky. She explained that she was a runaway from her home, not revealing where she really came from. Copper was reluctant at first to let her tag along, but eventually grew to like her company and take her under his wing. 

A few years later, Copper felt a surge of magical energies. This led him to witness a blast of a variety types of magic coming together into one destroying a building and those inside. However, in the rubble, Copper discovered a protective aura around a small child. That child was Domino Wittenmyer branded with the same mark that was on his own chest. Fearing for what is yet to come, Copper vowed to protect the child and brought him to live with Kather and himself. 

Eventually he came across Dria Voxville who seemed to have shared similar goals. She too was tracking individuals who seemed to have gotten themselves involved with the recent surges of magic. He became an ally to her cause and the Guild of the Lost. There was an unbalance within the realm that was growing and the stronger it was getting the more he didn't like it.

One day a large rock fell from the sky in the shape of a rose. Kather and Domino did not know much about the rock, but Copper was able to sense a lifeform inside. He knew that whoever it was inside there was one of the individuals he was intrigued by. A large source of magical energies surged from the source within. Copper yearned to know more about it and kept it constantly under watch with his birds. While the two would play around it during the day, he would await at night. 

After a year had passed, the stone had finally cracked open during the night. From within was a young elven girl around the same age as Domino awoke. She was weak with barely any mana in her. Copper figured that her magic was being siphoned into the stone and when it finally couldn't handle anymore, it broke whatever curse concealed her. Copper took her in to his home where the Guild had established its headquarters. 

For the longest time, she didn't say anything to anyone. Domino tried his best to coax her, but she was too stubborn. Copper eventually started calling her Luna, naming her after the bright moon that shone on her the day he pulled her out. Eventually Luna warmed up to everyone, keeping her name that was given to her. 

Copper had sent Domino and Luna away to school, ensuring that he kept a raven near the two at all times while Kather began leaving the nest on her own, with her new goals and dreams. That left Copper to be able to make moves with the guild. 

The Forgotten Dragons

He wanted to find out more, but it appeared that what he was looking for came to him. The leader he was helping was being targeted by someone connected to this unbalance by the name of Comedina. Individuals fell to her experiments and were known as a Runner. He tracked down this lead that was targeting the leader and was interrupted by a group of individuals. He decided to simply not interfere as best as he could and laid low within the shadows, taking on the appearance of a lowly beggar. He helped this group and guided them to where he last saw the runners attacking the leader. There he found one of the runners dead with a Frecia Academy of Magic pin. The group was ambushed, and he fled the scene to watch things unfold. Realizing that he could use them to his advantage, he stepped in to prevent guards from interfering and from the citizens from seeing the carnage. 

Copper was intrigued with the group as they appeared to be stronger than he originally thought taking down the others. Fearing that they would succumb to the wrong side, he warned them to stay away from his business as best as they could. He made his way to the Academy where he took on the guise of a student and tried to continue his investigation. 

The following day, he saw Jo'Han Dough, one of the individuals he saw in the alley, in the mess hall of the academy. Knowing that they appeared to be following the same lead, his curiosity with the group grew more. He made his way out into the courtyard where he began to feel a strong sense of magic occurring. Here is where he saw through Comedina's guise as Cecil. Knowing that she was one of the heads to the hydra he was trying to find, he took a position on top of a fountain. The group he encountered the other day came forth into the courtyard alongside some friends of his. The group had Domino Wittenmyer, Luna Eventide, and Malady Visus. Students he had befriended with the thanks of the people he was partnered with. This further his interest with the group even more.

A fight began and the runners he saw the other day were exposed alongside Comedina. This time Copper stepped into the fight to take Comedina for himself. However, they were able to get away from him before he could do much. However, in doing so, Copper was able to detect a different sense of familiarity. This was a different lead that he wanted to check in on. Before doing so he confronted the group that had been moving alongside him. If they were to continue down the same path as him, he wanted to make sure that they knew what side they were fighting for. He offered to give them more information but they needed to head to Kather's Mystics and Wares to do so. In the process he also developed a pact with Chef. Chef piqued his interest the most due to the similar mask he wore to the one Comedina wears.

The Hunt

Copper found himself tracking down one of the Horrors, which brought him to a farm ran by Alarus in Greckas. He decided to station himself there to oversee the area and observe without Alarus knowing. In doing, so he came across a group of individuals from The Hunter's Guild known as the IT Squad. His cover was blown, and he fled the scene. He was later discovered in the town's tavern not hiding from them and preparing to encounter them. After a brief discussion with the squad members, his suspicions were solidified and true after one the members Mimi showed him a bell that they had found. A bell was a huge indicator and one of the ways, he was tracking down the individual. He let the team continue their own investigation as he went back to report to the Guild of the Lost. 

Later, Copper had concerns that the person he was tracking was going to cause harm to the farm and prevent a supply chain from flourishing. He started a partnership with Alarus and granted him the necessary powers to fend for himself on the farm. This created a pact between the two them.

The Great Sages

In his travels, he came across an abandoned fey Caroline Spitfire. The two made a pact with one another, she would keep her eyes on the The Watchers of the Midnight Eye from her end in exchange for fey magic from him.

Copper had also sent out Kuro when Luna had made the decision to return to her real home in the efforts to confront her brother. He wanted Kuro to investigate from the shadows along with his raven to stay by her side. He didn't want to interfere with her affairs, but wanted to ensure that she would be safe. 

Trivia

  • Copper likes collecting various types of feathers and keeps them in his coat
  • He smells like a pumpkin spiced latte.
  • As a deity, Copper has three main forms; a mortal form, a hybrid form, and a full form. In his hybrid form he takes on a dryad like state where his skin turns to bark and large pumpkin appears on his head. In his full form, Copper grows in size and wears a large cloak of crow feathers. Large crow wings form from his back as he stands tall like as a scarecrow

  • Copper's Inspiration Board
  • Copper's Playlist

Title
Crow Man, Crow King, Scarecrow, Jack O' Lantern, The Archfey

Type
NPC

Race
Scarecrow

Race
Child of Thirza

Gender
Male

Pronouns
He/Him

Mannerism
Very calm and nonchalant type of person. Is here for a good time not a long time, but he can easily lock in when the time is right.

Feats

Arcane Recovery - Feat

Regain spell slots totaling 5 levels after short rest once per day

Legendary Actions - Feat

You can take 3 legendary actions, choosing from any standard action listed in your character sheet. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.

Observant - Feat

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Rogue

Arcane Trickster - Subclass

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Trickster Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

Warlock

The Archfey - Subclass

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell List

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Archfey Expanded Spells

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.