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Whistler

Halfling · Bard (College of Lore) · Level 9 · Criminal

Whistler

Whistler is warm, quick-witted, and impossible to keep quiet for long.
AC13
HP57/57
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 57 · 30 ft.
AlignmentChaotic GoodGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
One gaming set,
Three musical instruments

Languages

Common,
Halfling

Features

18 features

Action

  • Rapier Strike

    When A creature is within melee reach

    Whistler uses his rapier to make a finesse melee weapon attack, dealing 1d8 plus 3 piercing damage on a hit.

  • Bard Spellcasting

    When Varies by spell

    Whistler casts a prepared spell using Charisma as his spellcasting ability.

  • Naturally StealthyHalflingWhistler can take the Hide action even when obscured only by a creature that is at least one size larger than him, provided he is not in that creature's space.

Bonus action

  • Bardic InspirationLevel 1

    When Bonus Action, a creature within 60 feet can hear Whistler

    Whistler grants a creature within 60 feet that can hear him a d8 it can add to a failed D20 Test. The die lasts until used or until Whistler finishes a Long Rest.

  • Font of InspirationLevel 5

    Whistler can regain expended uses of Bardic Inspiration by expending a spell slot as a Bonus Action. In addition, whenever he rolls Initiative, he regains expended uses until he has one use remaining.

Reaction

  • Cutting WordsLevel 3

    When Reaction, a creature within 60 feet makes a roll

    Whistler subtracts his Bardic Inspiration die from an attack roll, ability check, or damage roll made by a creature within 60 feet that he can see.

  • CountercharmLevel 5

    Whistler can use a Reaction to subtract his Bardic Inspiration die from an attack roll, ability check, or damage roll made by a creature within 60 feet that he can see. He can use this after the roll but before the outcome is determined.

Always on

  • SpellcastingLevel 1

    Whistler can cast bard spells using Charisma as his spellcasting ability. He can use a musical instrument as a spellcasting focus and has prepared bard spells according to his level.

  • ExpertiseLevel 2

    Whistler has expertise in Sleight of Hand and Performance. His proficiency bonus is doubled for ability checks using either skill.

  • Jack of All TradesLevel 2

    Whistler adds half his proficiency bonus, rounded down, to any ability check using a skill in which he lacks proficiency, and to initiative rolls.

  • Bonus ProficienciesLevel 3

    Whistler gains proficiency with three additional skills of his choice: Deception, Investigation, and Insight.

  • Magical DiscoveriesLevel 6

    Whistler learns two spells of level 3 or lower from any class's spell list. These spells count as bard spells for him and are always prepared. He has chosen Shield and Find Familiar.

  • Ability Score ImprovementLevel 4

    Whistler can replace one spell he knows whenever he gains a Bard level, following the normal rules for changing his prepared bard spells.

  • Ability Score ImprovementLevel 8

    Whistler can replace one spell he knows whenever he gains a Bard level, following the normal rules for changing his prepared bard spells.

  • BraveHalflingWhistler has Advantage on saving throws to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingWhistler can move through the space of any creature that is a size larger than him, but cannot stop there.
  • LuckHalflingWhen Whistler rolls a 1 on a D20 Test, he can reroll the die and must use the new roll.
  • Criminal ContactCriminal

    Whistler has a reliable contact network among thieves, smugglers, fences, and other underworld figures. He knows how to send and receive messages through coded phrases, gestures, and dead drops, and can often secure information or limited assistance from criminal associates.

Spells

19 spells

Spellcasting. Whistler 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): , ,

4th level (3 slots): ,

5th level (1 slot):

Gear

10 items

Weapons

  • Rapier
    A finely balanced one-handed blade, decorated with musical notes along the guard.
  • Dagger
    A simple backup blade concealed in his boot.

Armor

  • Leather armor
    Light armor made from supple cured leather, worn beneath his coat.

Tools

  • Lute
    A well-used lute with a warm, resonant tone and several repaired cracks.
  • Thieves' tools
    A set of picks, tension tools, and delicate probes used to open locks and disarm traps.
  • Gaming set
    A compact gaming set used to build rapport, gamble, and pass coded messages.

Gear

  • Entertainer's pack
    A pack containing bedroll, rope, tinderbox, rations, waterskin, and other traveling necessities.
  • Crowbar
    A small metal crowbar useful for forcing doors, crates, and stubborn shutters.
  • Hooded lantern
    A hooded lantern with a small reserve of oil.

Purse

  • 15×
    Gold pieces
    Loose coin from performances, small jobs, and carefully chosen thefts.

Appearance

Whistler is a compact, quick-footed halfling with warm brown skin, bright hazel eyes, and a narrow face framed by unruly chestnut hair. He keeps a neatly trimmed mustache and wears a weather-stained blue coat over a supple leather cuirass, with colorful ribbons tied around one sleeve. A silver whistle hangs at his throat, while a rapier, dagger, lute, and thieves' tools are always close at hand. His smile is charming, but his eyes constantly measure exits, hiding places, and the pockets of anyone nearby.

Mannerisms

Whistler taps rhythms against his thumb whenever he is thinking. He whistles quietly before opening a lock, bows theatrically after making a joke, and refers to dangerous situations as if they were scenes in a play. When nervous, he begins arranging nearby objects into neat little patterns.

Personality

Whistler is warm, quick-witted, and impossible to keep quiet for long. He treats strangers as potential friends, enemies as audiences waiting to be won over, and every journey as a chance to collect a story worth retelling. Beneath the theatrical charm is a deeply practical survivor who notices who is hungry, who is frightened, and who is being ignored.

Ideals

Freedom. No tyrant, guildmaster, noble, or law should own another person's choices. Whistler uses his talents to loosen chains, expose corruption, and give ordinary people a chance to choose their own stories.

Bonds

Whistler still carries the silver whistle given to him by Mara Venn, the street musician who taught him that a good story can open more doors than a stolen key. He sends part of every reward to the children of his old neighborhood and hopes to return someday with enough influence to make sure they never need to steal to survive.

Flaws

Whistler cannot resist proving that he is the cleverest person in the room. He sometimes turns a simple job into an elaborate performance, and his instinct to steal something small from powerful or arrogant people has landed him in more danger than once. He also hides genuine fear behind jokes, songs, and reckless confidence.

Quirks

He gives every important lock a nickname.
He collects rumors but refuses to write down a story until he has heard three different versions.
He leaves a single copper coin behind after a successful theft.
He can imitate the whistle of nearly any common bird.
He improvises rhyming insults when frightened.

Background

Whistler learned the difference between hunger and opportunity before he learned his letters. As a child in a crowded river town, he survived by lifting purses, slipping through half-latched windows, and listening from rooftops while adults discussed crimes they assumed no halfling could understand. His luck was uncanny, and his feet were quicker than most hands, but what truly saved him was a battered flute he found in an abandoned theater. He discovered that people looked away when music moved them. Before long, he was stealing less and performing more, using songs to earn meals, gather secrets, and make himself welcome in places that would never have tolerated a common thief.

“His luck was uncanny, and his feet were quicker than most hands, but what truly saved him was a battered flute he found in an abandoned theater.”
From their backstory
Background
Criminal

Connections

Species

Halfling

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