Tack
Tack
Sheet
AC 13 · HP 50 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- CountercharmLevel 6
When Tack uses an action while allies who can hear him are within 30 feet.
Tack begins a performance that protects allies against fear and charm.
- Grovel, Cower, and BegKoboldAs an action, Tack can distract nearby foes. Until the end of his next turn, allies gain advantage on attack rolls against enemies within 10 feet who can see him.
Bonus action
- Bardic Inspiration
When An ally within 60 feet makes an ability check, attack roll, or saving throw and can hear Tack.
Tack adds a Bardic Inspiration d8 to an ally's ability check, attack roll, or saving throw after the roll is made but before the result is known.
Reaction
- Cutting WordsLevel 3
When A creature within 60 feet makes an attack roll, ability check, or damage roll.
Tack uses a reaction and expends Bardic Inspiration to subtract 1d8 from a creature's attack roll, ability check, or damage roll within 60 feet.
Always on
- SpellcastingLevel 1
When As required by the spell.
Tack casts a bard spell using Charisma and can use a musical instrument as his spellcasting focus.
- Bardic Inspiration, d8Level 1
Tack can inspire an ally who can hear him within 60 feet. The ally gains one Bardic Inspiration die, a d8, usable within 10 minutes to add the die to an ability check, attack roll, or saving throw. He can use this feature a number of times equal to his Charisma modifier, and regains all expended uses after a long rest.
- Jack of All TradesLevel 2
Tack can add half his proficiency bonus, rounded down, to any ability check that does not already include his proficiency bonus.
- Song of Rest, d6Level 2
Tack can use music or oration during a short rest to help allies regain hit points. Each ally who hears him and spends Hit Dice at the end of the rest regains an extra 1d6 hit points.
- Bonus ProficienciesLevel 3
Tack gains proficiency with three skills of his choice. He has chosen Investigation, Stealth, and Deception.
- ExpertiseLevel 3
Tack chooses two proficient skills for Expertise. His expertise is in Performance and Persuasion, doubling his proficiency bonus for checks with those skills.
- Bard College, College of LoreLevel 3
Tack joins the College of Lore and gains the Cutting Words feature.
- Ability Score ImprovementLevel 4
Tack gains two ability score increases. He has increased his Charisma by 2, raising it to 16, and increased his Dexterity by 2, raising it to 16.
- Font of InspirationLevel 5
Tack regains all expended uses of Bardic Inspiration when he finishes a short or long rest.
- TraitKoboldDarkvision, 60 feet.
- Pack TacticsKoboldTack has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldTack has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while he, the target of his attack, or whatever he is trying to perceive is in direct sunlight.
- TraitKoboldKobolds reach adulthood at age 6 and can live up to 120 years.
- Guild MembershipGuild Artisan
Tack is a member of a guild of artisans and can secure lodging, food, and basic assistance from fellow guild members. He knows how to gain an audience with influential guild figures and can request professional support when needed, subject to the guild's resources and goodwill.
Spells
12 spellsSpellcasting. Tack casts with Charisma (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , ,
2nd level (3 slots): , ,
3rd level (3 slots):
Gear
9 itemsWeapons
- RapierA narrow-bladed weapon sized for Tack's small hands.
- CrossbowA light crossbow suitable for ranged attacks.
Armor
- Leather armorA sturdy leather coat reinforced with stitched hide panels.
Tools
- LuteA compact instrument with metal strings and a reinforced neck.
Gear
- 20×Crossbow boltsBolts for the crossbow.
- Diplomat's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other basic adventuring gear.
- Fine clothesA set of fine but repeatedly repaired clothes for guild meetings and performances.
- Guild letter of introductionA guild membership letter of introduction and proof of standing.
Purse
- 25×Gold piecesA small purse containing starting coin.
Appearance
Tack is a wiry, copper-scaled kobold with a narrow muzzle, bright amber eyes, and a small crest of dark red scales running from his brow to the back of his skull. He wears a patched leather coat decorated with brass buttons, colored thread, and tiny guild seals. A blue scarf is wrapped several times around his neck, and he keeps one claw hooked around its loose end whenever he is nervous. His voice is unexpectedly rich but begins with a soft intake of breath, followed by a quick throat-clear before nearly every sentence. His lute is child-sized by human standards but heavily reinforced, with metal strings and a dragon-shaped sound hole.
Mannerisms
Within a minute of meeting someone, Tack will clear his throat, inhale sharply before speaking, and check that his blue scarf is still tied correctly. When listening, he silently plucks imaginary strings against his thumb. When he lies, he becomes extremely formal and addresses everyone by an elaborate professional title.
Personality
Tack is enthusiastic, observant, and relentlessly practical beneath his theatrical exterior. He treats every conversation like a negotiation and every silence like an unfinished song. He is generous with praise when someone shows genuine skill, but he has a sharp ear for fraud, laziness, and bad joinery. He wants people to underestimate him just long enough for him to surprise them.
Ideals
Craftsmanship. Anything worth doing deserves patience, precision, and a chance to be improved. A person, like an instrument, should never be judged by the roughness of their first shape.
Bonds
The old luthier and her workshop are Tack's true family. He will risk almost anything to protect the guild's reputation and to ensure that no apprentice is rejected merely for being strange, small, or inconvenient.
Flaws
Tack cannot resist correcting a poorly made instrument, even when doing so is tactically disastrous. He is also terrified that the guild's acceptance is conditional, so he overpromises, exaggerates his connections, and becomes defensive whenever someone calls him a mascot instead of a professional.
Quirks
Background
Tack was hatched beneath the floorboards of a traveling instrument maker's workshop, where his clutch spent its early years collecting dropped nails, broken strings, and scraps of polished wood. The old luthier discovered that Tack could imitate any sound he heard, from a kettle beginning to boil to the exact creak of a shop door. Rather than driving him away, she taught him the craft of instrument repair and let him sleep in a basket of unfinished violins. Tack eventually became the workshop's unofficial tester, apprentice, and loudest salesman. When the guild refused to recognize a kobold artisan as a full member, Tack responded by entering every local performance contest and repairing the instruments of anyone willing to listen. His songs made fun of pompous guild officials, but his work was too good to dismiss. He earned his guild badge after exposing a dishonest master who had been selling fragile instruments under the guild's seal. Now Tack travels as a performer, negotiator, and collector of stories, determined to prove that craftsmanship is measured by care rather than size or ancestry. He also quietly sends part of every payment back to the workshop that gave him a name.
“The old luthier discovered that Tack could imitate any sound he heard, from a kettle beginning to boil to the exact creak of a shop door.”
- Background
- Guild Artisan
Connections
Species
Kobold
Media
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