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Bróvik - AI-generated fantasy Character

Bróvik

Tortle · Bard (College of Lore) · Level 5 · Charlatan

Bróvik

Bróvik is a patient observer with a scholar's memory and a con artist's instinct for timing.
AC17
HP33/33
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 33 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeAdult, 47 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Shields

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Forgery kit,
Flute,
Hand drum,
Lute,
Viol

Languages

Common,
Aquan,
Dwarvish,
Elvish

Features

18 features

Bonus action

  • Shell Defense

    When Bonus action

    Enter a defensive shell, gaining +4 AC and advantage on Strength and Constitution saving throws. You become prone, your speed becomes 0, and you cannot take reactions. You can emerge as a bonus action.

  • Shell DefenseTortleAs an action, you can withdraw into your shell, gaining +4 AC and advantage on Strength and Constitution saving throws. While withdrawn, you are prone, your speed is 0, you have disadvantage on Dexterity saving throws, and you cannot take reactions. You can emerge as a bonus action.

Reaction

  • Cutting WordsLevel 3

    When A creature within 60 feet makes an attack roll, ability check, or damage roll

    Spend a reaction and one Bardic Inspiration die to reduce a creature's attack roll, ability check, or damage roll by 1d8 when it is within 60 feet and you can see or hear it.

Always on

  • Bardic InspirationLevel 1

    When Bonus action, ally within 60 feet can hear you

    Spend one use of Bardic Inspiration to encourage an ally within 60 feet that can hear you. The ally gains a d8 for a later ability check, attack roll, or saving throw.

  • SpellcastingLevel 1

    You can cast bard spells using Charisma as your spellcasting ability. You know two cantrips and eight bard spells at 5th level. You can use a musical instrument as a spellcasting focus.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

  • Song of RestLevel 2

    You can use music or oration to soothe wounds. During a short rest, friendly creatures who hear your performance regain extra hit points equal to one roll of your Bardic Inspiration die when they spend Hit Dice.

  • Bonus ProficienciesLevel 3

    You gain proficiency with three additional skills: Arcana, History, and Investigation.

  • College of LoreLevel 3

    You gain proficiency with three musical instruments: flute, hand drum, and viol.

  • ExpertiseLevel 3

    You can choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either chosen proficiency. Expertise applies to Deception and Arcana.

  • Ability Score ImprovementLevel 4

    You can improve two ability scores by 2 each, or one score by 2 and another by 1, to a maximum of 20. This character uses the option to improve Intelligence by 2, raising it from 14 to 16 after species bonuses and the level 4 increase.

  • Font of InspirationLevel 5

    You regain all expended uses of Bardic Inspiration when you finish a short or long rest.

  • Natural ArmorTortleYour shell provides a base AC of 17. You gain no benefit from wearing armor, but you can use a shield.
  • ClawsTortleYour claws are natural weapons that deal 1d4 slashing damage on a hit.
  • Hold BreathTortleYou can hold your breath for up to 1 hour.
  • Survival ProficiencyTortleYou have proficiency in the Survival skill.
  • Ability Score IncreaseTortleYour Strength score increases by 2 and your Wisdom score increases by 1.
  • False IdentityCharlatan

    Mannerisms, speech, and a convincing prop allow Bróvik to pass himself off as a minor official, traveling scholar, messenger, or other harmless person. He can create false identities and forge documents when he has the necessary materials.

Spells

9 spells

Spellcasting. Bróvik casts with Charisma (spell save DC 9, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , , ,

2nd level (3 slots): ,

3rd level (2 slots):

Gear

10 items

Weapons

  • Rapier
    A light finesse melee weapon with a silvered pommel and a grip wrapped in blue cord.
  • Dagger
    A simple blade concealed in a sleeve sheath.

Armor

  • Leather armor
    A mundane set of light armor, usually worn only when natural armor is inconvenient or when maintaining a disguise.

Tools

  • Lute
    A portable lute used as a spellcasting focus and prop in Bróvik's performances.
  • Hand drum
    A second instrument chosen from the bard's starting equipment. Bróvik uses it for comic interludes and coded signals.
  • Forgery kit
    A kit used to create false documents, seals, signatures, and official-looking correspondence.
  • Disguise kit
    Cosmetics, wigs, facial hair, clothing pieces, and small props for adopting false identities.

Gear

  • Entertainer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and hempen rope.
  • Fine clothes
    A set of fine but travel-worn clothes suitable for impersonating a minor official or educated traveler.

Purse

  • 15×
    Gold pieces
    Emergency spending money and bribery funds.

Appearance

A broad-shelled tortle with moss-green scales, a chipped amber beak, and one milky eye clouded by age or an old theatrical accident. His shell is painted with faded geometric patterns, false heraldic devices, and tiny handwritten notes in several inks. He wears a weathered burgundy waistcoat, a blue scarf tied around his neck, and a collection of pouches containing pigments, forged seals, strings, and scraps of overheard conversation. His lute has been built into a sturdy traveling case reinforced with shell fragments.

Mannerisms

Bróvik pauses before answering any question, as though selecting a role from an invisible list. He taps two claws against his shell when thinking and unconsciously bows after delivering even ordinary information. When lying, he becomes more precise and uses the full names of objects.

Personality

Bróvik is a patient observer with a scholar's memory and a con artist's instinct for timing. He prefers careful questions to grand speeches, but once someone has earned his trust he becomes unexpectedly warm, dryly funny, and fiercely protective. He has a talent for making complicated matters sound simple, though his explanations frequently wander into obscure historical footnotes.

Ideals

Truth is too important to leave in the hands of people who can afford to publish it. Knowledge should travel freely, especially when powerful people would rather bury it.

Bonds

He carries a cracked brass signet taken from the first identity he ever forged, a false persona that belonged to a kindly scholar who disappeared after exposing a smuggling ring. Bróvik intends to learn what happened to that scholar and return the signet to the scholar's family.

Flaws

He cannot resist correcting inaccurate historical details, even when doing so would endanger the entire deception. Bróvik also assumes that every compliment conceals a request, and his suspicion often makes him insult people who were genuinely trying to help.

Quirks

Names every disguise after a real person he once met, then forgets which name he is currently using.
Collects broken seals, wax stamps, and unusual buttons as evidence of places he has visited.
Refuses to sleep with his shell facing an open door.
Claims his flat singing voice is an advanced tortle mourning style.
Writes important truths on scraps of paper and hides them inside his shell markings.

Background

Bróvik was hatched in a coastal tortle village where stories were treated as a form of navigation. His grandmother taught him that a traveler who knows the right tale can find shelter almost anywhere, while his uncle taught him how to read currents, weather, and people. Bróvik discovered that people listened more closely when he sang, so he became the village storyteller, then its unofficial interpreter whenever merchants, sailors, or suspicious tax collectors arrived. His memory for old inscriptions and local customs was exceptional, although his singing voice was so painfully flat that even the gulls seemed to complain.

Background
Charlatan

Connections

Species

Tortle

Media

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