Rhyse
Rhyse
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresBonus action
- Bardic Inspiration (d6)Level 1
Rhyse can inspire another creature through stirring words or music. As a bonus action, one creature within 60 feet that can hear Rhyse gains one Bardic Inspiration die, a d6, which can be added to one ability check, attack roll, or saving throw within the next 10 minutes. Rhyse can use this feature a number of times equal to their Charisma modifier, and regains all expended uses after a long rest.
Always on
- SpellcastingLevel 1
Rhyse is a 1st-level spellcaster. Their spellcasting ability is Charisma. They can use a musical instrument as a spellcasting focus and know two bard cantrips and four 1st-level bard spells.
- DarkvisionTieflingRhyse can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They cannot discern color in darkness, only shades of gray.
- Hellish ResistanceTieflingRhyse has resistance to fire damage.
- Infernal LegacyTieflingRhyse knows the thaumaturgy cantrip. At 3rd level, they can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, they can cast darkness once per long rest.
- LanguagesTieflingRhyse can speak, read, and write Common and Infernal.
- Rustic HospitalityFolk Hero
Rhyse can find a place to hide, rest, or recuperate among common folk, unless they have shown themselves to be a danger to them. Commoners will shield Rhyse from the law or anyone searching for them, though they will not risk their lives.
Spells
6 spellsSpellcasting. Rhyse casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
10 itemsWeapons
- RapierA finely balanced one-handed sword, chosen as Rhyse's backup when music fails to settle an argument.
- DaggerA light martial weapon with a narrow blade.
Armor
- Leather armorStudded leather or hardened leather protection suitable for a traveling performer. Rhyse chooses leather armor.
Tools
- LuteA battered lute decorated with brass bells, used as Rhyse's spellcasting focus.
- Woodcarver's toolsA set of tools used to carve, repair, and decorate wooden objects, including instruments and wagon parts.
Gear
- Diplomat's packA pack containing a bedroll, two mess kits, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
- ShovelUseful for digging, prying, or making an improvised barricade.
- Iron potA simple iron cooking pot large enough to prepare a meal for several people.
- Common clothesPlain clothing worn beneath Rhyse's colorful traveling coat.
Purse
- Pouch with 10 gpA small pouch containing ten gold pieces.
Appearance
Rhyse is a slender, sharp-featured tiefling with deep crimson skin, swept-back black hair, and short, polished horns that curve slightly upward. Their amber eyes gleam with restless confidence, and their thin tail is constantly in motion. They wear scuffed leather armor beneath a bright blue traveling coat stitched with scraps of old festival banners. A battered lute hangs across their back, decorated with tiny brass bells and a painted image of a rising sun.
Mannerisms
Rhyse speaks with sweeping gestures, taps rhythms against nearby surfaces, and punctuates serious statements with theatrical flourishes. They often lean far too close when listening, then abruptly turn away as though distracted by an invisible audience.
Personality
Thinking is for other people. I prefer action. If someone is in trouble, I am always ready to lend help, especially if there is an audience or a dramatic entrance available.
Ideals
Freedom. No tyrant, tradition, or cautious adviser gets to decide what someone must become. Everyone deserves the chance to choose their own path.
Bonds
I will find my missing family, no matter how far I must travel or how dangerous the road becomes.
Flaws
I am so certain that I am destined for greatness that I mistake reckless impulse for divine guidance, and I refuse to recognize my own shortcomings until they cause a crisis.
Quirks
Background
Rhyse was born in a roadside settlement where their family earned a living repairing carts, tending stubborn draft animals, and playing music at harvest feasts. Their tiefling heritage made them a familiar target for suspicion, but Rhyse answered every insult with a grin, a song, or an impulsive challenge. They never cared much for careful plans. When a corrupt magistrate tried to seize the village grain stores, Rhyse rallied the farmers, distracted the guards with a wildly improvised performance, and led the villagers in reclaiming their food. By sunrise, the magistrate had fled, the grain was safe, and Rhyse had become a folk hero without quite understanding how. The celebration ended abruptly when Rhyse returned home to discover that their family had vanished. There were no bodies, no ransom note, and no clear trail, only a broken wagon wheel marked with a symbol Rhyse did not recognize. Convinced that the disappearance is part of a grand destiny, Rhyse set out with their lute, their old family tools, and far more confidence than practical sense. They now wander from town to town, helping people in trouble, collecting rumors about their family, and turning every danger into another song. Rhyse believes fate is preparing them for greatness. They have not yet considered that fate may require patience, caution, or admitting when they are wrong.
“Their tiefling heritage made them a familiar target for suspicion, but Rhyse answered every insult with a grin, a song, or an impulsive challenge.”
- Background
- Folk Hero
Connections
Species
Tiefling
Media
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