jorp
jorp
Sheet
AC 13 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- CountercharmLevel 6
When Action
As an action, begin a performance that protects friendly creatures within 30 feet from being charmed or frightened.
Bonus action
- Bardic Inspiration
When Bonus action
As a bonus action, grant a creature within 60 feet that can hear you a d8 Bardic Inspiration die for an ability check, attack roll, or saving throw.
- Bardic Inspiration (d8)Level 1
You can inspire others through stirring words or music. As a bonus action, a creature within 60 feet that can hear you gains one Bardic Inspiration die, a d8, to add to one ability check, attack roll, or saving throw within the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and regain all uses after a long rest.
Reaction
- Cutting WordsLevel 3
When A creature within 60 feet makes an attack roll, ability check, or damage roll
As a reaction, subtract one Bardic Inspiration die from an attack roll, ability check, or damage roll made by a creature within 60 feet that you can see.
Always on
- 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 Rest (d6)Level 2
You can perform during a short rest. Friendly creatures who hear you regain extra hit points when spending Hit Dice, equal to your Charisma modifier.
- Bonus ProficienciesLevel 3
You gain proficiency in three additional skills of your choice: Deception, Insight, and Performance.
- ExpertiseLevel 3
You gain expertise in two proficient skills, doubling your proficiency bonus for those skills. Jorp has expertise in Persuasion and Performance.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Jorp increases Charisma by 2, raising it to 16.
- SpellcastingLevel 1
You can use a musical instrument or your voice as a spellcasting focus for your bard spells.
- Font of InspirationLevel 5
Your Bardic Inspiration uses now recharge after a short or long rest.
- Additional Magical SecretsLevel 6
You gain two spells from any class. These spells count as bard spells for you and are included among your known spells: Counterspell and Fireball.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement. Jorp increases Charisma by 2, raising it to 18.
- College of Lore ExpertiseLevel 3
You can add your proficiency bonus to Persuasion and Performance checks, doubling it because of expertise.
- TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitTieflingHellish Resistance, you have resistance to fire damage.
- TraitTieflingInfernal Legacy, you know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per long rest as a 2nd-level spell. At 5th level, you can cast Darkness once per long rest. Charisma is your spellcasting ability for these spells.
- Position of PrivilegeNoble
Jorp can secure an audience with local nobles, aristocrats, and other high-born figures. Common people may also treat him as a person of importance because of his lineage and bearing.
Spells
11 spellsSpellcasting. jorp 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 (2 slots): no spells
Gear
10 itemsWeapons
- RapierA finely balanced one-handed sword suitable for dueling and ceremonial occasions.
- DaggerA narrow backup blade kept in an inside sleeve.
Armor
- Leather armorLight protective armor concealed beneath his nobleman's coat.
Tools
- LuteJorp's favored lute, its body repaired several times and its tuning pegs replaced with mismatched ivory and brass pieces.
- Gaming setA favored gaming set used for social maneuvering, wagers, and reading opponents.
Gear
- Diplomat's PackA compact pack containing maps, writing materials, travel utensils, and other diplomatic necessities.
- Fine clothesWell-made clothing from a declining noble household, maintained with conspicuous care.
- Signet ringA silver signet ring bearing the crest of House Jorp.
- Scroll of pedigreeA carefully rolled family genealogy and legal record of Jorp's title.
Purse
- 25×Gold piecesA purse containing the standard noble starting wealth.
Appearance
Jorp is a broad-shouldered tiefling with deep umber-red skin, swept-back black horns, and long dark hair usually tied with a faded green ribbon. He dresses in once-expensive noble clothing that no longer fits quite correctly, a velvet waistcoat repaired with careful gold thread, polished boots with mismatched buckles, and a weathered cloak clasped by an old family signet. His hands are especially noticeable, with callused fingertips from years of lute playing and ink permanently settled around his nails from copying contracts, genealogies, and scandalous letters. His tail is often looped around the leg of his chair when he is seated.
Mannerisms
Jorp taps the rhythm of nearby conversations against his lute case, adjusts his cuffs before telling a lie, and addresses hostile people with increasingly formal titles. When thinking, he silently mouths the last word of each sentence he hears.
Personality
Jorp is courteous, observant, and dryly entertaining. He remembers titles, family connections, preferred drinks, and the small insecurities people try to hide. He enjoys being underestimated, but dislikes being ignored. In danger, his polished manners become sharper rather than disappearing, and he responds to threats with the tone of someone correcting a minor breach of etiquette.
Ideals
Balance. Every throne, fortune, and reputation eventually changes hands. Jorp believes the wise person should preserve options, avoid needless cruelty, and never mistake temporary power for permanent truth.
Bonds
Jorp carries his family's signet ring and believes the house can be restored without sacrificing the few people who still depend on it. He is quietly devoted to the old household steward who taught him letters, etiquette, and the practical value of knowing when to stay silent.
Flaws
Jorp treats nearly every conversation as a negotiation and cannot resist improving a story with one unnecessary embellishment. He is proud of surviving on charm and intellect, which makes him slow to admit when brute force, sincere vulnerability, or someone else's expertise would serve better.
Quirks
Background
Jorp was born into a minor tiefling noble house whose title was older than its fortune. His family maintained an elegant estate, a respected name, and a library full of treaties, ancestral boasts, and carefully edited scandals. Jorp was expected to become a court functionary, but he preferred the servants' stairwells, the musicians' gallery, and the late-night conversations where people revealed what they truly wanted. He learned that a well-timed song could open doors more reliably than a family seal, and that a flattering lie could be more useful than an honest insult.
“His family maintained an elegant estate, a respected name, and a library full of treaties, ancestral boasts, and carefully edited scandals.”
- Background
- Noble
Connections
Species
Tiefling
Media
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