Non-player characters of bardic talent may play a vital part in an adventure- whether as dudes in distress, hirelings, unwilling tag-alongs, or even villains in their own right. Here are three NPC stat blocks you can use to populate your world.
Minstrels are inexpert but talented musicians, whose performance can stir hearts. MINSTREL Medium humanoid (any race), any alignment Armour Class 11 Hit Points 4 (1d8) Speed 30ft. Str 10 (+0); Dex 12 (+1); Con 10 (+0); Int 10 (+0); Wis 10 (+0); Cha 14 (+2) Skills Performance +4 Proficiency bonus +2 (proficient with any 2 musical instruments) Senses passive Perception 10 Languages Common and one other Challenge 1/8 (25 XP) Inspiring (recharge after a long rest). By performing for 1 minute, a minstrel can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. ACTIONS Dagger. Melee weapon attack: +3 to hit reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage. Performers are professional musicians, whose talents can soothe wounds and set hearts ablaze. They sometimes carry armour and weapons if setting out on the road or prepared for trouble. If unarmed, their AC is 12. PERFORMER Medium humanoid (any race), any alignment Armour Class 15 (studded leather) Hit Points 36 (8d8) Speed 30ft. Str 11 (+0); Dex 14 (+2); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 15 (+2) Skills Perception +2, Performance +6 Proficiency bonus +2 (expertise with any three musical instruments) Senses passive Perception 12 Languages Common and two others Challenge 2 (450 XP) Expertise. A performer's proficiency bonus is doubled for Performance checks and for any three musical instruments of their choice. Inspiring (recharge after a long rest). By performing for 1 minute, a performer can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Song of Rest. A performer can use soothing music to help revitalize wounded allies during a short rest. Any friendly creatures that can hear the performer within 30 feet that regain hit points during the short rest, regain an extra d6 hit points. ACTIONS Jibe (2/day). The performer casts Vicious mockery on a target within 60 feet. If the target can hear it, they must succeed on a Wisdom saving throw (DC 12) or take 5 (2d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Rapier. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage. Shortbow. Ranged weapon attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. A Maestra (or maestro) is an expert performer, one whose shows have been appreciated far and wide. Their fame has reached the ears of many patrons, and their craft has been honed to incredible precision. Their roadside days are far behind them, although when they do expect trouble, they have access to fine protection. MAESTRA Medium humanoid (any race), any alignment Armour Class 15 (chain shirt) Hit Points 45 (10d8) Speed 30ft. Str 10 (+0); Dex 16 (+3); Con 11 (+0); Int 14 (+2); Wis 12 (+1); Cha 18 (+4) Skills Intimidation +6, Perception +3, Performance +10 Proficiency bonus: +2 (proficient with all musical instruments) Senses passive Perception 13 Languages Common and any three other languages Challenge 3 (700 XP) Expertise. A maestra's proficiency bonus is tripled for Performance checks and for any musical instruments of their choice. Inspiring (recharge after a long rest). By performing for 1 minute, a maestra can choose one creature other than itself within 60 feet that can hear it. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Song of Rest. A maestra can use soothing music to help revitalize wounded allies during a short rest. Any friendly creatures that can hear the maestra within 30 feet that regain hit points during the short rest, regain an extra d6 hit points. ACTIONS Jibe (2/day). The performer casts Vicious mockery on a target within 60 feet. If the target can hear it, they must succeed on a Wisdom saving throw (DC 12) or take 8 (3d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Rapier. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage. Shortbow. Ranged weapon attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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