CREW FILE · HS-MVN
Marvin Character Information
Reference Sheets and Basic Information about Marvin
CREW FILE · HS-MVN
Reference Sheets and Basic Information about Marvin
PROFILE
In Dungeon & Dragons, Marvin takes on the identity of Marthew — a Dragonborn sorcerer discovering a magic that isn't supposed to run in his family.
BACKSTORY
Marthew was born under a rare celestial convergence, a night when three moons aligned perfectly overhead and a meteor shower rained silently across the sky. Others said it was an omen, but his family didn't care.
He grew up in a mid-sized trading town where craftsmen are kept busy but people know each other by name. He is a descendant of a family of artisans, specializing in woodworking and instrument-making. However, his family dabbled in pretty much anything if you have enough gold for it. Marthew grew up on the workshop floor, learning the tools of the trade. He loved the problem-solving part of it — the satisfaction of fixing a joint or a mechanism to be functional again.
One night, Marthew and a few of his friends made a bet to climb the old abandoned watchtower at the edge of town. He took on that bet and climbed all the way to the top, shouting down triumphantly to his friends. But as he made his way down, he slipped. Instead of falling forty feet to the ground, he slowly... floated? Not gracefully, nor with any elegance whatsoever — he tumbled and flailed all around as he glided down. His friends screamed in shock and ran to get the townspeople.
After extensive examination, the scholars determined that his bloodline carries a small fragment of a long-forgotten ancestor with ties to a being of the upper heavens. This magic was only ever brought to light through him, and him alone. It manifests as a cold, white light, with an affinity for spells involving movement and momentum.
His craftsman background shaped how he considers his magic. Unlike other sorcerers who treat their power as mystical and ineffable, he approaches his powers like a tool, using a system with rules, tolerances, and failure points. He runs experiments on his power and documents it thoroughly — how it works, and how it fails.
SPECIES TRAITS
Draconic Ancestry
Descended from a White Dragon; his magic and breath weapon deal Cold damage.
Breath Weapon (Cold)
As part of the Attack action, exhales a 15-ft. cone or 30-ft. line. Each creature in the area makes a DC 11 Dexterity save, taking 1d10 Cold damage on a failure or half as much on a success. Usable 2/Long Rest.
Damage Resistance
Resistance to Cold damage.
Darkvision
Can see in the dark up to 60 ft. as if it were dim light.
Draconic Flight
Once per Long Rest, sprouts wings as a Bonus Action to gain a Fly Speed equal to his Speed for 10 minutes.