Shroomble Rak
Shroomble Rak
Sheet
AC 17 · HP 9 · 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
14 featuresBonus action
- Bardic Inspiration (d6)Level 1
Shroomble can inspire an ally within 60 feet who can hear him. As a bonus action, the ally gains one Bardic Inspiration die, a d6, which can be added to one ability check, attack roll, or saving throw made within the next 10 minutes. Shroomble can use this feature a number of times equal to his Charisma modifier, and regains all expended uses after a long rest.
- Shell DefenseTortleAs an action, Shroomble can withdraw into his shell. Until he emerges, he gains a +4 bonus to AC and advantage on Strength and Constitution saving throws, but his speed becomes 0, he has disadvantage on Dexterity saving throws, he cannot take reactions, and he can only use a bonus action to emerge.
Always on
- Vicious Mockery
When Action
Shroomble makes a spell attack against one creature within range. On a hit, the target takes 1d4 psychic damage and has disadvantage on its next attack roll before the end of its next turn.
- Mage Hand
When Action
Shroomble telekinetically manipulates or opens an unattended object within range. The hand cannot attack, activate magic items, or carry more than 10 pounds.
- Dissonant Whispers
When Action
One creature within range must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from Shroomble. On a successful save, it takes half damage and does not move.
- Healing Word
When Bonus action
A creature Shroomble touches regains 1d4 plus 2 hit points.
- Faerie Fire
When Action
Each creature in a 20-foot cube must make a Dexterity saving throw. Objects and creatures not being worn or carried also shed dim light. Affected creatures have disadvantage on attack rolls, and attacks against them have advantage until the spell ends.
- Tasha's Hideous Laughter
When Action
One creature within range must make a Wisdom saving throw or become incapacitated and unaware of its surroundings until the spell ends, or until it takes damage or someone uses an action to shake it awake.
- SpellcastingLevel 1
Shroomble can cast bard spells using Charisma as his spellcasting ability. He knows two bard cantrips and four 1st-level bard spells.
- Natural ArmorTortleShroomble's shell gives him an AC of 17. He gains no benefit from wearing armor, but can use a shield.
- ClawsTortleShroomble's claws are natural weapons that deal 1d4 slashing damage on a hit.
- Hold BreathTortleShroomble can hold his breath for up to 1 hour.
- Tortle Survival InstinctTortleShroomble has proficiency in the Survival skill.
- By Popular DemandEntertainer
Shroomble can always find a place to perform, usually earning modest food and lodging from tavern owners, innkeepers, or traveling communities who appreciate his music and cheerful presence.
Spells
4 spellsSpellcasting. Shroomble Rak casts with Charisma (spell save DC 12, to hit with spell attacks).
1st level (2 slots): , , ,
Gear
8 itemsWeapons
- RapierA light, elegant blade suitable for defense and dueling.
- DaggerA compact blade kept at Shroomble's belt.
Tools
- LuteA finely maintained stringed instrument used for performances and spellcasting.
- FluteA second musical instrument chosen for variety in tavern performances.
Gear
- Diplomat's packA sturdy travel pack containing practical supplies for the road.
- Entertainer's costumeA colorful costume used for performances and celebrations.
- Disguise kitA small disguise kit for changing appearance during performances or travel.
Purse
- 15×Gold piecesMoney saved from tavern performances and given to him for his journey.
Appearance
Shroomble Rak is a broad-shelled male tortle with moss-green scales, warm amber eyes, and a weathered shell marked by pale spiral patterns. He wears a bright entertainer's sash over practical travel clothes, with small bells tied around one ankle. His lute is carefully repaired and polished, and a faded blue ribbon from his old coastal tavern hangs from its neck.
Mannerisms
Shroomble sways gently as if keeping time with distant waves, taps his claws against his shell when thinking, and hums under his breath whenever he is nervous. He politely addresses nearly everyone as friend, captain, or honored guest.
Personality
Shroomble is patient, warm-hearted, and endlessly curious about the wider world. He treats tavern servers, sailors, nobles, and strangers with the same gentle courtesy. He enjoys listening to other people's stories almost as much as performing his own songs, and he instinctively tries to make tense situations calmer.
Ideals
Harmony. Strength is best used to protect peace, and every person deserves the chance to be heard before judgment is passed.
Bonds
The coastal tavern where Shroomble first performed sheltered his family during a devastating storm. He sends part of every reward home and will defend that community against anyone who threatens it.
Flaws
Shroomble is reluctant to raise his voice in anger, even when firmness is needed. He sometimes gives untrustworthy people too many chances and has a habit of believing that every conflict can be solved with patience, music, and a hot meal.
Quirks
Background
Shroomble Rak grew up in a quiet coastal settlement where the rhythm of the waves was as familiar as the voices of his family. His shell was still small when he first began tapping sea glass against driftwood to imitate the tide. As he grew, he learned songs from sailors, fishermen, and wandering minstrels, eventually becoming a familiar sight in the local taverns. He played lute, flute, and drum, and his peaceful performances were often followed by stories, jokes, and gentle songs that helped tired travelers forget their troubles for a while. For years, Shroomble was content to bring comfort to others from the safety of familiar shores. Then an old adventurer performed at his tavern and told tales of distant ruins, enchanted forests, and people who needed a brave voice in dark places. Shroomble realized that music could do more than fill a room with warmth. It could inspire courage, soothe fear, and bring strangers together. With his lute, travel pack, and a carefully chosen collection of coastal ballads, he set out to seek adventure, determined to help good people wherever his road leads and to return someday with stories worthy of a new song.
“His shell was still small when he first began tapping sea glass against driftwood to imitate the tide.”
- Background
- Entertainer
Connections
Species
Tortle
Media
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