rick
rick
Sheet
AC 10 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Bardic Inspiration, d6Level 1
Rick can inspire others through stirring words or music. As a bonus action, he grants one creature within 60 feet a d6 Bardic Inspiration die, which the creature can add to one ability check, attack roll, or saving throw made within the next 10 minutes. Rick can use this feature three times per long rest.
Always on
- Vicious Mockery
When When a creature Rick can see within 60 feet makes a move Rick wants to punish with ridicule.
Rick delivers an insult disguised as a razor-sharp joke. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage.
- SpellcastingLevel 1
Rick is a 1st-level spellcaster. His spellcasting ability is Charisma, and he can use a musical instrument as a spellcasting focus for bard spells. He knows two bard cantrips and four 1st-level bard spells.
- Jack of All TradesLevel 1
Rick can add half his proficiency bonus, rounded down, to any ability check he makes that does not already include his proficiency bonus. This applies to initiative checks and other relevant checks.
- TraitHalf-ElfDarkvision, Rick can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, Rick has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitHalf-ElfSkill Versatility, Rick is proficient in two additional skills, Deception and Insight.
- TraitHalf-ElfRick can speak, read, and write Common, Elvish, and one additional language, Infernal.
- False IdentityCharlatan
Rick has created a second identity, complete with appropriate documentation, acquaintances, and a convincing personal history. He can adopt this identity to pass himself off as a different person, provided he has the necessary time and materials.
Spells
6 spellsSpellcasting. rick casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- RapierA finely balanced one-handed sword suitable for both dueling and theatrical flourishes.
- DaggerA simple backup blade concealed beneath his coat.
Armor
- Leather armorA fitted leather coat reinforced at the shoulders and ribs.
Tools
- LuteA polished lute with a replaced bridge and several strings of uneven age.
- Disguise kitA kit containing cosmetics, wigs, facial hair, costume pieces, and other materials used to alter his appearance.
- Forgery kitInk, parchment, sealing wax, styluses, and imitation seals used to produce convincing documents.
Gear
- Entertainer's PackA compact traveling pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and other adventuring necessities.
- Fine clothesA set of fine but adaptable clothing designed to suggest modest prosperity without identifying a specific profession.
Purse
- 15×Gold piecesLoose starting currency concealed in several separate pockets.
Appearance
Rick is a lean, quick-moving half-elf with a narrow face, dark auburn hair worn in a deliberately untidy sweep, and an expressive mouth that seems permanently halfway to a grin. He dresses in a well-cut burgundy coat over a cream shirt, with a blue silk sash and polished boots that are slightly too fine for honest work. He moves with a restless sideways sway, always favoring his left foot as though he is ready to step into a different conversation or flee through a different door. Within moments of meeting someone, his attention drifts from their face to their hands, belt, pockets, and footwear, quietly cataloging what they value and what they might be hiding.
Mannerisms
Rick speaks as though he is addressing an audience even when alone with one person. He punctuates important statements with a tiny flourish of his fingers, keeps one hand near his lute or dagger, and often answers a question with a question while studying the other person's shoes.
Personality
Rick is charming, observant, and almost aggressively adaptable. He treats every room as a stage and every conversation as a negotiation, but he is more attentive to the frightened and overlooked than he pretends to be. He enjoys winning arguments he does not believe in, collecting aliases he no longer uses, and making solemn promises in absurdly theatrical voices.
Ideals
Freedom. No authority deserves obedience merely because it has a title, a uniform, or a large building. People should be judged by what they do, not by the role they claim to hold.
Bonds
He still protects the small theater troupe that first taught him how to turn a lie into a performance. He sends them a portion of every profitable score and will risk himself to keep their theater from falling into the hands of criminals or creditors.
Flaws
Rick cannot resist improving a lie once it is already working. He also assumes that anyone who claims to dislike manipulation is merely less skilled at it than he is. When cornered emotionally, he changes the subject, changes his name, or changes the entire story.
Quirks
Background
Rick was raised between two worlds and never felt entirely claimed by either. His human relatives valued practicality and suspicion, while his elven parent taught him music, careful observation, and the art of letting silence make other people reveal themselves. He learned early that strangers treated him differently depending on which half of his heritage they noticed first, so he began experimenting with names, accents, clothing, and stories. By adolescence, he could become a minor noble's bored nephew, a traveling minstrel, or a harmless clerk before breakfast. His most successful deception involved a fraudulent inheritance claim that earned him a comfortable season of food, lodging, and applause, but also left several dangerous people convinced he had stolen something far more valuable than money. Rick escaped with a lute, a forged set of papers, and a growing belief that the truth is simply the least interesting version of any story. He now travels as a bard, taking coin for songs, favors, and carefully timed lies. Beneath his easy humor, he is searching for the one identity that feels like his own, though he would deny this if asked directly.
“By adolescence, he could become a minor noble's bored nephew, a traveling minstrel, or a harmless clerk before breakfast.”
- Background
- Charlatan
Connections
Species
Half-Elf
Media
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