Trover Shurp


Who Am I...

A human warlock from a charlatan background

Romantic Interests

Women of no particular species

Relationship Status


My Story Is...

Trover was born one of two twins in a cave outside of Tethyrian, a place whose people were wide-spread over the entire Sword Coast at the Western edge of Faerun. He had an older sibling, his twin sister, and a younger brother, all of whom are alive and well. He never knew his parents and ended up as a ward of an orphanage along with his siblings due to their father being killed and their mother being made a slave. While he took the path of a warlock and Charlatan, his siblings took very different paths altogether. His younger became a cleric and a farmer, his twin sister, a sorcerer that works as a hermit/refugee, and his older sister, a barbarian who works as an artisan.

Growing up, their guardian, Erevan Dalanthan, a lawful good Elf bard, raised them. He was a criminal among other things and their relationship was relatively friendly albeit a little dull. They were poor, the orphanage in a run-down apartment that barely held the four of them together as a family while the Elf did what they could. Being rather friendly, at a young age, he found it easy to make friends with the children nearest him which were usually the poor families who took up refuge in what they could.


At the age of nine or so, he found a magical door that led to a confidence artist who taught him his path. When he was 20, he began his journey as an adventurer with the goal of saving his mother from her slavers whom he had no leads on.

Being young, he quickly made an enemy of another adventurer at fault of his own named Emmeline Myerscough, a human monk who worked as a hunter. The two quietly patched things up and their relationship bled into friendly territory until they fought a battle together that they both came out on top within.

As a result of that battle, he unfortunately began to have nightmares in which he relieved the experience and that led to the two disengaging as companions, leaving him alone to face the world. He did, however, come out of it with a sizable fortune and a treasure map which he still hasn’t used.

My Appearance

Trover is 5’8 and weighs about 134 lbs. He has a medium build with brown hair, fair skin, and blue eyes. He can lift a little above his own weight but push and pull over twice that amount.


Leather armor, Two daggers, Light crossbow and 20 bolts, disguise kit (cosmetics, hair dye, props, etc.), belt pouch, set of fine clothes, tools of forgery, 10 stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, and a signant ring of an imaginary duke, 10 gold pieces, 61 silver pieces, 66 copper pieces, and 2 gems.

My Secrets Are...

His goal is to save his mother from the hands of her slavers and bring her back home so she can reconnect with her other children. While each of them have no father due to all three men being killed, his siblings have expressed their desires to have their mother back.


Arcana, Deception, Nature, Sleight of Hand.





– Eldritch Blast

— Ranged spell attack +5 to hit target one creature within 120 ft. range. To hit, 1d10 force damage with 1 beam(s). If more than one beam, blast can be used as multiple beams of 1d10, each with separate attack roll to hit as one attack action.

– True Strike



– Charm Person

– Hex

– Faerie Fire


Class Skills:

Warlock Class Features

– Otherworldly Patron (The Archqueen of Highsummer Court)

– Pact Magic (All spells cast as 1st level, regain spell slots after short or long rest)

— Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is m ore than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra dimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. (Dagger wrapped in leafy vines)

– Fey Presence (cause charm or fear) – Starting at 1st level, your patron bestow s 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.