Talthor
Talthor
Sheet
AC 13 · HP 45 · 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
12 featuresBonus action
- Bardic InspirationLevel 1
Bonus action to grant d8 to a creature within 60ft. 5 uses per short/long rest.
Always on
- Jack of All TradesLevel 2
Add half proficiency bonus (1) to any ability check that doesn't already include it.
- Song of RestLevel 2
Perform during a short rest to allow allies to regain an extra 1d8 HP.
- ExpertiseLevel 3
Doubled proficiency bonus for Deception and Persuasion.
- Cutting WordsLevel 3
Use reaction and inspiration die to subtract from an enemy's attack, check, or damage roll.
- Font of InspirationLevel 5
Regain all Bardic Inspiration uses on a short or long rest.
- CountercharmLevel 6
Action to give allies advantage on saves against being frightened or charmed.
- Additional Magical SecretsLevel 6
Learned Counterspell and Fireball from other class spell lists.
- TraitTieflingDarkvision (60 ft.)
- TraitTieflingHellish Resistance (Resistance to fire damage)
- TraitTieflingInfernal Legacy (Thaumaturgy cantrip, Hellish Rebuke at 3rd, Darkness at 5th)
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.
Spells
16 spellsSpellcasting. Talthor casts with Charisma (spell save DC 16, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , ,
2nd level (3 slots): , , , ,
3rd level (3 slots): , ,
4th level (1 slot):
Gear
7 itemsWeapons
- Rapier1d8 piercing, finesse.
- Dagger1d4 piercing, finesse, light, thrown.
Armor
- Leather ArmorAC 11 plus Dex mod.
Tools
- LuteMusical instrument and spellcasting focus.
- Thieves' ToolsUsed to pick locks or disarm traps.
- CrowbarGrants advantage on Strength checks to pry open things.
Gear
- Entertainer's PackIncludes a backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Appearance
Talthor has deep crimson skin and a pair of thick, black horns that spiral backward. Her solid gold eyes lack pupils, giving her an intense and unreadable gaze. She prefers to wear expensive, dark leathers adorned with silver buttons and hidden pockets, often draping a travel-worn cloak over her shoulders. A long, slender tail tipped with a spade flickers restlessly behind her.
Mannerisms
She speaks in a rhythmic, almost musical cadence and often winks when telling a blatant lie.
Personality
Mischievous and daring, Talthor finds humor in the most dangerous situations. She has little respect for authority but a deep sense of loyalty to the outcasts of society. She believes that a well-placed lie is often more merciful than the truth, and a beautiful song is worth more than a pouch of gold.
Ideals
Freedom. No one should be allowed to chain another person, whether through laws or iron bars.
Bonds
I still send half of my earnings to the orphanage where I spent my first few years.
Flaws
I cannot pass up a challenge to steal something from someone who thinks they are untouchable.
Quirks
Background
Born into the squalor of a subterranean crime syndicate, Talthor learned early that a quick tongue and a silent foot were her best tools for survival. She spent her youth as a 'distractor', using her natural tiefling charms and a stolen flute to occupy city guards while her gang emptied the vaults of corrupt nobles. However, her conscience began to stir after witnessing the brutality of her syndicate leaders against the very poor they claimed to represent. Talthor orchestrated a grand heist against her own boss, disappearing into the night with his most prized lute and a mountain of evidence that led to the gang's downfall. Now, she wanders the surface world as a bard. She uses her criminal expertise to dismantle tyrants from the inside, often leaving behind a trail of confusing rumors and inspired peasants. She views her magic as an extension of her stagecraft, turning every battle into a performance where the villains unknowingly play the fools.
“However, her conscience began to stir after witnessing the brutality of her syndicate leaders against the very poor they claimed to represent.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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