Quirino
Quirino
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Bardic Inspiration (d6)Level 1
Quirino can inspire another creature within 60 feet that can hear him. As a bonus action, the creature gains one Bardic Inspiration die, a d6, usable within the next 10 minutes to add the die to one ability check, attack roll, or saving throw. He can use this feature 5 times per long rest.
Always on
- Vicious Mockery
When A creature Quirino can see within 60 feet that can hear him
The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.
- Mage Hand
When An unoccupied point within 30 feet
Quirino can manipulate or interact with a small object at range, open an unlocked door or container, retrieve or stow an item, or create harmless sensory effects.
- Charm Person
When One humanoid Quirino can see within 30 feet
The target must succeed on a Wisdom saving throw or be charmed by Quirino for 1 hour. The spell ends if Quirino or his companions harm the target.
- Dissonant Whispers
When One creature Quirino can see within 60 feet
The target takes 3d6 psychic damage on a failed Wisdom saving throw, or half as much on a success. On a failed save, it must immediately use its reaction to move as far as its speed allows away from Quirino.
- Healing Word
When A creature Quirino can see within 60 feet
The target regains 1d4 hit points plus Quirino's spellcasting ability modifier.
- Faerie Fire
When A point within 60 feet
Each object in a 20-foot cube outlines nearby creatures and objects in colored light. Affected creatures shed dim light and attacks against them have advantage if the attacker can see them.
- SpellcastingLevel 1
Quirino can cast bard spells using Charisma as his spellcasting ability. He knows two cantrips and four 1st-level bard spells, and he uses a musical instrument as a spellcasting focus.
- Ability Score IncreaseHumanEach of Quirino's ability scores increases by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment, and Quirino is Chaotic Good.
- SizeHumanMedium.
- SpeedHumanQuirino's walking speed is 30 feet.
- LanguagesHumanCommon and one additional language, Dwarvish.
- Guild MembershipGuild Artisan
Quirino can find lodging, food, and basic assistance from fellow guild members, and he can secure an audience with influential people through the guild. He also knows how to use the guild's network to gather information and secure commissions.
Spells
6 spellsSpellcasting. Quirino casts with Charisma (spell save DC 15, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- RapierA finely balanced blade with a basket hilt, maintained more carefully than Quirino's boots.
- DaggerA small blade useful for emergencies, cutting cord, and opening stubborn packages.
Armor
- Leather armorFlexible leather armor, slightly oversized and adjusted with several repaired straps.
Tools
- LuteA compact lute with a polished rosewood body and a case reinforced with scraps of bookbinding leather.
- Calligrapher's suppliesTools for repairing and decorating books, including needles, thread, paste, bone folders, awls, and fine pigments.
Gear
- Diplomat's packA satchel containing blankets, a mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
- Letter of introductionA formal letter identifying Quirino as a guild member and requesting reasonable assistance from allied guilds.
- Traveler's clothesWell-used but respectable clothing suitable for guild meetings, performances, and travel.
Purse
- PurseA leather purse containing his remaining starting funds.
Appearance
Quirino is a lean human man with warm brown skin, an expressive mouth, and a quick, crooked grin that reveals one noticeably silver-capped molar when he laughs. His dark curls are tied with brightly colored thread, and his carefully maintained leather armor is visibly too large at the shoulders, cinched with layers of repaired belts. His blue traveling cloak is patched in three different fabrics, but his rosewood lute is polished obsessively and protected in a case lined with old guild invoices. He favors vivid scarves, soft gloves with worn fingertips, and clothing that makes him look like a traveling performer who refuses to surrender his artisan's pride.
Mannerisms
Quirino taps rhythms on every available surface, adjusts his cuffs before telling a lie, and addresses tools as though they are temperamental colleagues. When thinking, he silently mouths alternate rhymes. When amused, he tilts his head so the silver cap in his molar catches the light.
Personality
Quirino is warm, theatrical, and relentlessly curious. He treats strangers as unfinished stories and can usually find a shared interest before a conversation has lasted a minute. He is generous with praise, especially toward skilled laborers, but his friendliness becomes sharp and brightly performative when he recognizes bullying, exploitation, or dishonest authority.
Ideals
Freedom. No guild, noble, temple, or merchant should own a person's future. Craft is meaningful only when it helps people live with dignity.
Bonds
He carries the damaged guild ledger that first revealed the merchant's crimes, and he intends to return it to his old guild once the people named in it are safe. He also considers every honest craftsperson he meets part of his extended family.
Flaws
He cannot resist turning a private grievance into a public performance, even when discretion would serve him better. Quirino also has a habit of promising help before asking whether he can actually afford the time, danger, or cost.
Quirks
Background
Quirino was born into a family of practical craftsmen in a crowded human river town, where every household object was expected to last longer than its maker. He apprenticed as a bookbinder and illuminator, learning to repair ledgers, wedding contracts, maps, and songbooks with equal patience. He was good with his hands, but even better at keeping a workshop awake through long nights. His jokes became performances, his work songs became arrangements, and eventually he was carrying his lute from bench to bench while the guild artisans argued over prices and politics. A dispute over a powerful merchant's fraudulent contracts changed the course of his life. Quirino discovered that several documents he had been asked to restore concealed evidence of debt bondage, and he used a carefully staged tavern performance to expose the scheme before the guild elders could bury it. The merchant lost his influence, but Quirino gained enemies, unpaid debts, and a reputation for making dangerous truths entertaining. Now he travels as a bard, repairing books and instruments when coin runs thin, collecting stories from every guildhall he visits, and using music, charm, and pointed mockery to protect ordinary people from those who believe wealth makes them untouchable.
“He apprenticed as a bookbinder and illuminator, learning to repair ledgers, wedding contracts, maps, and songbooks with equal patience.”
- Background
- Guild Artisan
Connections
Species
Human
Media
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