Sahadin (Jeremy)

Appearance
Sahadin is a middle eastern man from the dessert lands of the Old World. His dabble in the invocations of                                                                Warlock powers has drastically changed him to look more pale, with barnacle like growths in his Skin. He also has dark shark like eyes and shares many commodities of sea dwellers; such as gills and fins for underwater travel.

Personality
My language is as foul as an Otyugh nest.

Sahadin will say anything to avoid having to do extra work. But will willingly sacrifice or lie to anyone so he could obtain what he wants.

Racial
Variant Human

Background
Sailor. Arrange free passage on a ship for your party

Class
Tentacles of the Deeps. Proficiency/day recharge after long rest. Summon a tentacle within 60 feet that has a 10 foot reach. deals 1d8 cold damage on a spell attack  that slows  those hit 10 feet for a round. When you reach 10th level in this class, the damage increases to 2d8. You can move the tentacle 30 feet and have it attack using a bonus action.

GIFT OF THE SEA. You gain a swimming speed of 40 feet, and you can breathe underwater.

INVOCATIONS...

Agonizing Blast: Prerequisite: eldritch blast cantrip W hen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

TOMB of Cocytus Prerequisite: 5th level. As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.

DEEP SIGHT. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

GIFT OF THE PROTECTORS A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to O hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.

Minions o f  the Deep Prerequisite: 9th level You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.

BOOK OF ANCIENT SECRETS. Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Polymorph spell

Extend Cantrip. eldritch blast plus 300 range

Pact of the Tome. Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book o f Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

OCEANIC SOUL. You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

GUARDIAN COIL. Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by ld8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

BLACK TENTACLES. You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

TEMPESTUOUS MAGIC. Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

MYSTIC ARCANUM. At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Fathomless Plunge. When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. Once you use this feature, you can't use it again until you finish a short or long rest.

Trinkets
lucky charm (silver piece)

bullseye lantern

gaming set (cards)

2 giant crab egg

Mundane
"The Golden Kraken" A sloop gained from exchanging cursed gold with the Vampire Noble of Necropita.

The Sloop has a semi-fixed Ballista that can rotate 180 degrees, a Captain's quarters, and several crew quarters.

"The Dutchmann" a warship upgraded from the Golden Kraken. It is now under the watchful command of the Undead Warlock Dread Captain Davy Jones.

ceremonial sahuagin dagger

sahuagin trident

Erinyes sword

4 merogon halberds

Unicorn horn (ingredient for rod of the pact keeper)

3 treant branches

1 Shambling roots

1 stone giant heart dreamwalker

Cat Mellow Mask- - Smells of marshmallows. To wear outside Bright Mountain.

Magical
arcane Focus, sea shell earing

studded leather armor of lightning resistance

Cloak of Billowing (Common Magic Item) used as flag

2 pieces of poison berry (DC25)

Staff of healing

Helm of the Gods

Deck of Illusions

Sending stone for Necropita Vampire Noble

Sending stone from the Kraken Priest

Stone of good luck (Cursed) -2  to ability checks and saving throws.

ROPE OF CLIMBING

TRIDENT +1

ROD OF THE PACT KEEPER +1

CHEST OF PRESERVING

POTION OF AQUEOUS FORM

BAG OF HOLDING

DECANTER OF ENDLESS WATER

DUST OF DRYNESS

OIL OF SLIPPERINESS

PERIAPT OF WOUND CLOSURE

ALCHEMY JUG

STUDDED LEATHER ARMOR-Lightning Resistance

RING OF MELINOE (Ring of Protection)

Relationships
Four officers: a first mate (Jack), a bosun(the 4 remaining Vidalken engineers), a quartermaster, and a cook (nobles) Thirteen sailors (commoners) Twenty-eight soldiers (guards) Eight siege engineers (guards) One priest (the ship's surgeon) 6 hobgoblins, 4 hobgoblin shadows 12 zombies, 4 dark wizards, 5 trolls 5 Onis, 8 Sahuagins 2 Barrons.

Many of the crew were brought in due to a magical enchantment done by Sahadin and then later Ceremonized as part of his crew in service to his patron.

Cyrus - killed but brought back to life as an undead due to a deal made with Sahadin.

Yoda - his mindless undead body under the service of the Dutchmann.

Scruffy - turned into a powerful undead under the service of the Dutchmann.

Pet Giant Shark - Orfin was tamed during an adventure out at sea

Significant Events
Tier 1-2: Sahadin comes back changed physically, mentally, and far more powerful than before. He spent 100 days under the deep one's ocean realm. Sahadin may have lost some of his sanity in that realm.

Mentorship of Fara & Orphelin: Through the knowledge of his patron Sahadin took the 2 adventurers so they may find a spirit patron in shadow fell. The training was a success but there are implications that the deep one may have come into a deal with the raven queen.

Epic Campaign "The Fall of Baghala": The spider queen is defeated. RENOWN 1

Storm Sorcerer Mentorship: Used the Portal of the Planes to summon an air elemental and subdue him.

Tier 2-3 Warlock - Sahadin finally sees the identity of his Patron, the Evil Princess of the planes of Water Olhydra. Of all the Princes of Elemental Evil, she was the most interested in mortals. She recognized pirates and seafaring raiders as her agents, whether they knew it or not because they reddened the water with blood and occasionally dropped treasure into her clutches. She sometimes spared the worst of them, knowing they would deliver others to her. By understanding the Patron, only then Sahadin proceeded in power.

Epilogue

In the Final Days of Eden, Sahadin worked the settlement into rebuilding the "Golden Kraken" into a Mobile Bastion Warship. He would not die in such a place and will need every protection to cross the Maelstrom of the New World. As the Hobgoblin Army neared, the warship was built and ready to sail. He brought in his followers and invited any of the surviving Edenians to sail with him, away from the war. Before sailing away he took the "Heart Shard" from Kierra and vowed to protect it in his care. He was successful in sailing out of the New World and directly went to the nation of Death "Necropita", as he was familiar with the Noble Vampire living there. He bargained to make himself and his crew into the undead so that the Heart Shard will be protected by an undying force. In the years to follow Sahadin Al Sahir had changed his name into that of "Dread Captain, Davy Jones ", and his warship "The Dutchmann". He become a powerful undead Warlock who set sailed once again into the New World. His goal, to find the other heart shards for his own unknown purposes.

Backstory
Born in the lower caste of society, Sahadin is a sailor by trade but one of unscrupulous nature. He is usually a shipmate for the more illegal forms of business, Pirating, slave trading, and the sorts. Unbeknown to Sahadin such a life would lead him to the greatest opportunity of his existence.

His ship met a disastrous end from a Naval Battle against the old world factions, Sahadin would survive and become adrift in the ocean. After days of hunger and thirst, he hears the words of the deep, a creature of the depths. he offers Sahadin "LIFE and POWER" in exchange for service. He takes the deal and finds himself changed, with strange magic coursing through him. He is transformed and is far more attuned with the sea.

Now in search of new beginnings, he sets out amongst many others into the new lands of unexplored danger and riches. But always close by his patron watches and waits for the time to come...