Corchea
Corchea
Sheet
AC 13 · HP 33 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Bardic Inspiration (d8)Level 1
As a bonus action, you can give a d8 to a creature within 60 ft. They can add it to an ability check, attack roll, or saving throw.
Reaction
- Cutting WordsLevel 3
As a reaction when a creature you can see within 60 feet makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration and subtract the number rolled from the creature's roll.
- CountercharmLevel 6
As a reaction when a creature within 30 feet fails a save against being Charmed or Frightened, you can grant them a reroll.
Always on
- ExpertiseLevel 2
Double proficiency bonus for Deception and Persuasion.
- Jack of All TradesLevel 2
Add half proficiency bonus (1) to any ability check you are not proficient in.
- Font of InspirationLevel 5
You regain all uses of Bardic Inspiration when you finish a short or long rest.
- Magical DiscoveriesLevel 6
You learn two spells from any class's spell list (Fireball, Revivify).
- TraitElfDarkvision (60 ft.)
- Fey Ancestry (Advantage on saves vsElfCharmed, cannot be put to sleep by magic)
- TraitElfKeen Senses (Proficiency in Perception)
- TraitElfTrance (4 hours long)
- Elf LineageElfHigh Elf (Mage Hand cantrip, Detect Magic at lvl 3, Misty Step at lvl 5)
- AlertCriminal
You gain a bonus to initiative equal to your proficiency bonus. At the start of combat, you can swap your initiative with a willing ally.
Spells
13 spellsSpellcasting. Corchea casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots): , , ,
Gear
5 itemsWeapons
- 2×DaggerFinesse, light weapon. 1d4 piercing.
Armor
- Leather ArmorLight armor made of toughened leather.
Tools
- LuteA musical instrument and spellcasting focus.
- Thieves' ToolsUsed for picking locks and disarming traps.
Gear
- Entertainer's PackBackpack, bedroll, 2 costumes, 5 candles, 5 days of rations, water skin, and a disguise kit.
Appearance
Corchea is an elegant Elf with silver-white hair tied back in a neat tail. He wears a well-maintained set of leather armor under a navy blue traveler's cloak. He carries a beautifully carved darkwood lute and always keeps his boots polished. His silver eyes are sharp, constantly observing the movements of those around him with analytical precision.
Mannerisms
He tilts his head to the side when listening to people, as if analyzing the frequency of their voice for lies. He uses high-register vocabulary and avoids using slang or contractions.
Personality
Meticulous and polite, Corchea operates with the discipline of a soldier and the grace of a performer. He believes that order is the only thing standing between civilization and the void. He speaks in carefully measured sentences and finds great satisfaction in a plan that executes without a single deviation from the original timeline.
Ideals
Integrity. Every person, from the king to the cutpurse, must adhere to a personal code to maintain the balance of society.
Bonds
I carry a golden whistle given to me by a city watch captain who spared my life, I owe it to his memory to stay on the righteous path.
Flaws
I am so obsessed with procedure and predictability that I often struggle to adapt when chaos inevitably erupts, often freezing for a moment to recalculate.
Quirks
Background
Corchea was raised within a syndicate of elven burglars known as the Silent Chords. While his kin prioritized the thrill of the heist, Corchea was more interested in the mathematics of the getaway and the internal codes that governed the thieves. He realized early on that even a life of crime requires structure. This belief led to a rift when his guild attempted to frame an innocent guard for a botched job. Corchea sabotaged the heist and turned the guild leadership over to the authorities, not out of malice, but because they had violated their own established rules of conduct. He now travels as a freelance investigator and bard, using his criminal knowledge to ensure that society's gears turn smoothly and fairly. He views every town he enters as a complex mechanism that sometimes requires a gentle song or a sharp word to keep running true. He remains Lawful Good not because he loves the law of the land, but because he believes in the inherent goodness of a predictable and just social contract.
“He realized early on that even a life of crime requires structure.”
- Background
- Criminal
Connections
Species
Elf
Media
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