Pip Quillwhistle
Pip Quillwhistle
Sheet
AC 13 · HP 17 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- HistoryINT
- InsightWIS
- PerformanceCHA
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
12 featuresAlways on
- Bardic InspirationLevel 1
When Bonus Action
Grant a creature within 60 feet a Bardic Inspiration die, which it can add to a failed D20 Test within 1 hour.
- SpellcastingLevel 1
You have learned to cast spells through your bardic arts. You know two Bard cantrips and prepare four level 1 Bard spells. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.
- ExpertiseLevel 2
You gain Expertise in two skill proficiencies of your choice. Your proficiency bonus is doubled for any ability check you make with those skills.
- Jack of All TradesLevel 2
You can add half your Proficiency Bonus, rounded down, to any ability check you make that uses a skill proficiency that lacks your proficiency bonus. This also applies to initiative, death saves, and any other d20 test that does not already add your proficiency bonus.
- Creature TypeGnomeHumanoid
- SizeGnomeSmall
- SpeedGnome30 feet
- DarkvisionGnomeYou have Darkvision with a range of 60 feet.
- Gnomish CunningGnomeYou have Advantage on Intelligence, Wisdom, and Charisma saving throws.
- Rock GnomeGnomeYou know the Mending and Prestidigitation cantrips.
- Tinkerer's TouchGnomeYou can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device with a chosen prestidigitation effect, up to three such devices at a time.
- MusicianEntertainer
When you arrive in a settlement where performances are appreciated, you can usually find a stage, a patron, or a temporary audience willing to hear you out. Your reputation as a performer opens doors, gathers crowds, and turns attention into opportunity.
Spells
7 spellsSpellcasting. Pip Quillwhistle casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , ,
Gear
10 itemsWeapons
- RapierA slender dueling blade kept polished for both self-defense and theatrical flourish.
- DaggerA well-balanced backup blade for close quarters and prop work alike.
- DaggerA second backup blade with a carved bone grip and a tiny bell tied to the pommel.
Armor
- Leather ArmorA studded, performance-ready coat of light armor lined for agility and stage movement.
Tools
- LutePip's favored lute, used as both instrument and spellcasting focus.
Gear
- 2×Costume SetA collection of juggling caps, painted canes, and spare costume pieces stitched for quick changes.
- MirrorA small hand mirror useful for makeup, signal checks, and checking whether an audience is truly impressed.
- PerfumeA vial of rosewater perfume that Pip uses to mark entrances, exits, and lies.
- Traveler's ClothesA set of plain travel clothes for the road between performances.
Purse
- 11×Gold PiecesCoin saved from a lifetime of odd jobs, tips, and stage wages.
Appearance
A small rock gnome with a shock of silver hair, ink-stained fingers, bright amber eyes, and a patched stage coat lined with hidden pockets. Their lute is decorated with brass gears, painted stars, and a tiny bell that rings whenever they bow. Even at rest, they look like they are listening for a cue only they can hear.
Mannerisms
Pip speaks in bright, clipped phrases and punctuates serious statements with theatrical bows, finger snaps, or a quick chord on the lute. When thinking, they unconsciously tap rhythms on nearby surfaces, as if the world itself needs a beat to stay in order.
Personality
Cheerful, quick-witted, and observant, Pip is the sort of performer who can turn a disaster into an opening number. They collect details about people the way other folk collect coins, and they remember the little things that make an audience human.
Ideals
Expression. Art should make people feel something true, even when the truth is uncomfortable. If a song can move a crowd, it can also move a kingdom.
Bonds
Pip keeps a stitched scrap of the first stage curtain they ever performed behind, and they will risk almost anything to protect the old traveling troupe that raised them. They also owe a life debt to a retired acrobat who taught them how to survive a fall, onstage and off.
Flaws
Pip cannot resist improving a tense moment with a joke, even when silence would be wiser. They also take criticism of their art as a personal challenge and may keep performing long after a wiser person would have fled.
Quirks
Background
Pip Quillwhistle was born beneath a traveling canvas tent on the edge of a lantern-lit fair, where music, greasepaint, and applause were the only weather that ever mattered. As a rock gnome, Pip was too small to be noticed and too curious to stay unnoticed, so they learned to become unforgettable instead. They began as the person who tuned instruments, mended props, and kept the costumes from collapsing, but one night they improvised a verse to cover for a broken act and discovered that a crowd could be shaped as surely as any gear. From then on, Pip treated performance like invention, a thing built from timing, wit, and a little audacity. The road taught Pip that every audience has a mood, every room has a secret, and every secret can be coaxed loose with the right song. Their first real patron was an exhausted magistrate who paid in rumpled coins and rumors, and Pip realized that music could do more than amuse. It could protect. It could distract a guard, calm a frightened child, or turn a dangerous silence into an opening. Now Pip travels as a bard not to chase fame alone, but to gather stories worth singing and to make sure the powerful never get to decide who deserves a spotlight.
“As a rock gnome, Pip was too small to be noticed and too curious to stay unnoticed, so they learned to become unforgettable instead.”
- Background
- Entertainer
Connections
Species
Gnome
Media
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