Merrick Finch
Merrick Finch
Sheet
AC 14 · HP 45 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- CountercharmLevel 6
When Merrick uses an action while allies who can hear him are within 30 feet.
Merrick performs for one minute to grant nearby allies advantage against being frightened or charmed.
Bonus action
- Bardic Inspiration
When A creature within 60 feet that can hear Merrick makes an ability check, attack roll, or saving throw.
Merrick grants one creature within 60 feet a 1d8 bonus to an ability check, attack roll, or saving throw.
Reaction
- Cutting WordsLevel 3
When A creature within 60 feet makes an attack roll, ability check, or damage roll.
Merrick subtracts 1d8 from a creature's attack roll, ability check, or damage roll within 60 feet as a reaction.
Always on
- Bardic Inspiration d8Level 1
Merrick can inspire an ally within 60 feet who can hear him. The ally can add 1d8 to one ability check, attack roll, or saving throw made within the next 10 minutes. He can use this feature four times per long rest.
- SpellcastingLevel 1
Merrick can cast bard spells using Charisma as his spellcasting ability. He knows three cantrips and ten bard spells.
- Musical Instrument ProficienciesLevel 1
Merrick is proficient with three musical instruments of his choice, the lute, viol, and flute.
- Jack of All TradesLevel 2
Merrick can add half his proficiency bonus, rounded down, to any ability check that does not already include his proficiency bonus.
- Song of RestLevel 2
Merrick can regain spell slots during a short rest by playing music. After a short rest, he can recover spell slots with a combined level equal to half his bard level, rounded up, and no recovered slot can be 3rd level or higher.
- Bonus ProficienciesLevel 3
Merrick chooses three additional skill proficiencies: Investigation, Perception, and Sleight of Hand.
- ExpertiseLevel 3
Merrick gains expertise in Deception and Stealth, doubling his proficiency bonus for those skills.
- Ability Score ImprovementLevel 4
Merrick increases his Charisma score by 2, from 14 to 16.
- Additional Magical SecretsLevel 6
Merrick learns two spells from any class. These spells count as bard spells for him and are included in his spell list as Counterspell and Haste.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one extra language.
- VersatileHumanThe classic human receives a +1 bonus to every ability score.
- Criminal ContactCriminal
Merrick has a reliable and trustworthy contact who acts as his liaison to a network of other criminals. He knows how to communicate with this contact through coded phrases, gestures, and dead drops.
Spells
15 spellsSpellcasting. Merrick Finch casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , ,
2nd level (3 slots): ,
3rd level (3 slots): , , ,
4th level (1 slot):
Gear
9 itemsWeapons
- RapierA finely balanced one-handed blade suitable for both dueling and theatrical flourish.
- DaggerA small blade kept in a concealed sheath inside his coat.
Armor
- Leather armorLight armor worn beneath his coat and tailored to avoid restricting movement.
Tools
- LuteA lute with a plain exterior and a brass raven worked into the bridge.
- CrowbarUseful for prying open crates, doors, and stubborn floorboards.
Gear
- Diplomat's packA pack containing clothing, writing supplies, and provisions suitable for formal travel.
- Dark common clothes with hoodA set of dark common clothes with a hood, suitable for blending into alleys and crowded streets.
- Belt pouchMoney concealed in several separate pockets rather than carried in one obvious purse.
Purse
- 15×Gold piecesStarting funds from the criminal background.
Appearance
Merrick is a lean, sharp-featured human man with olive skin, dark brown hair worn just long enough to tuck behind his ears, and watchful gray eyes. He dresses like a respectable traveling musician at first glance, in a wine-colored coat, polished boots, and a cream shirt, but the quality of his clothing is carefully chosen to hide wear and conceal pockets. He smells faintly of clove oil, lamp smoke, and old leather. Within minutes of meeting someone, he will notice and adjust any loose button, cord, or buckle within reach, often without interrupting his conversation. His lute bears no maker's mark, only a small brass raven worked into the bridge.
Mannerisms
Merrick speaks softly and rarely repeats himself. While listening, he adjusts a cufflink, checks a button, or straightens a nearby object. He smiles most broadly when someone has just revealed something they intended to keep hidden. When playing his lute, he taps the body of the instrument twice before beginning, as if knocking on a door.
Personality
Merrick is charming, observant, and unfailingly polite when politeness serves him. He treats every conversation as a negotiation and every silence as an opportunity to learn. He enjoys making people underestimate him, especially when they mistake his theatricality for frivolousness. He is patient with useful people, generous with information that has already lost its value, and casually cruel toward anyone who threatens his autonomy.
Ideals
Control. Trust is a story people tell when they lack the means to protect themselves. Real security comes from owning the information everyone else needs.
Bonds
He is determined to find the former patron who framed him and force that person to surrender every secret, fortune, and alliance they possess.
Flaws
Merrick cannot resist exploiting a weakness once he discovers it, even when restraint would be safer. He assumes generosity is a disguised transaction, and he would rather ruin a useful relationship than allow someone else to believe they possess power over him.
Quirks
Background
Merrick Finch grew up in a crowded human quarter where information was worth more than bread and a pleasant voice could open doors that lockpicks could not. His mother worked as a laundress for wealthy households, and Merrick learned early that servants heard everything while nobles assumed they heard nothing. He began carrying messages for a gang, then forging signatures, then performing in taverns where his songs made strangers laugh long enough to forget who had entered or left the room. The lute became his cover, his tool, and eventually his weapon of choice in every social contest. When a burglary went wrong, Merrick took the blame for a crime arranged by a former patron who promised to protect him. The patron vanished, leaving Merrick imprisoned and permanently indebted to the gang that had abandoned him. He escaped by turning two guards against each other with nothing but a song, a forged order, and a very convincing lie. Now he travels as a bard, gathering secrets, selling selectively chosen truths, and hunting the former patron who betrayed him. Merrick does not seek justice. He wants leverage, and he intends to make certain that no one will ever again possess enough power to discard him.
“The lute became his cover, his tool, and eventually his weapon of choice in every social contest.”
- Background
- Criminal
Connections
Species
Human
Media
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