Whistler
Whistler
Sheet
AC 13 · HP 57 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresAction
- Naturally StealthyHalflingWhistler can take the Hide action while obscured by a creature at least one size larger than him.
Bonus action
- Bardic InspirationLevel 1
Whistler can use a bonus action to inspire a creature within range that can hear him. The creature gains a Bardic Inspiration die, a d8, which it can use for qualifying ability checks, attack rolls, or saving throws. He has four uses, regained on a long rest, and Font of Inspiration allows him to regain uses through spell slots or a short rest.
- Font of InspirationLevel 5
Whistler can regain expended Bardic Inspiration uses after a Short or Long Rest. He can also expend a spell slot as a bonus action to regain one expended use, with the number of uses determined by the slot's level.
Reaction
- CountercharmLevel 7
Whistler can use a reaction to prevent a creature within range from becoming Charmed or Frightened. If the creature is already Charmed or Frightened, he can suppress that condition for one minute.
Always on
- Rapier or Dagger Attack
When When Whistler takes the Attack action
Whistler makes a weapon attack using his rapier or dagger.
- Bardic Inspiration or Cutting Words
When When an ally makes a qualifying roll or an enemy succeeds on a visible qualifying roll
Whistler spends a Bardic Inspiration use to empower an ally or hinder an enemy through his music and cutting remarks.
- SpellcastingLevel 1
Whistler is a full spellcaster using Charisma as his spellcasting ability. He can cast bard spells using spell slots and can use a musical instrument as a spellcasting focus.
- ExpertiseLevel 2
Whistler has Expertise in Deception and Performance, doubling his proficiency bonus for those skills.
- Jack of All TradesLevel 2
Whistler adds half his proficiency bonus to ability checks that do not already include his proficiency bonus.
- Bard CollegeLevel 3
Whistler chooses the College of Lore, gaining additional skill proficiencies and the ability to undermine enemies with cutting remarks.
- Cutting WordsLevel 3
Whistler can use his reaction when a creature he can see within range succeeds on an attack roll, ability check, or damage roll. He expends a Bardic Inspiration die and subtracts the result from the roll, potentially turning success into failure.
- Ability Score ImprovementLevel 4
Whistler gains an Ability Score Improvement or an eligible feat. His final ability scores reflect his completed ability score choices.
- Bonus ProficienciesLevel 3
Whistler gains proficiency in three additional skills of his choice. These are Investigation, Persuasion, and Sleight of Hand, though Sleight of Hand proficiency is already supplied by his background and is counted only once.
- Magical DiscoveriesLevel 6
Whistler learns two spells from any class's spell list. These spells count as bard spells for him and can be replaced when he gains a Bard level.
- Ability Score ImprovementLevel 8
Whistler gains another Ability Score Improvement or an eligible feat. His final ability scores reflect his completed ability score choices.
- ExpertiseLevel 9
Whistler gains Expertise in two additional proficient skills, doubling his proficiency bonus for those skills. He has chosen Sleight of Hand and Stealth.
- 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.
- Creature TypeHalflingHumanoid.
- SizeHalflingSmall.
- SpeedHalfling30 feet.
- Criminal ContactCriminal
Whistler has a reliable criminal contact who can provide information, introduce him to underworld figures, or pass along messages. His criminal past also gives him familiarity with secrecy, coded communication, and the habits of guards and thieves.
Spells
20 spellsSpellcasting. 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
9 itemsWeapons
- RapierA rapier with a narrow, well-balanced blade, carried beneath his coat.
- DaggerA practical dagger used as a backup weapon and everyday tool.
Armor
- Leather ArmorA set of light leather armor worn beneath his traveling coat.
Tools
- LuteA well-maintained lute bearing painted marks from towns Whistler has visited.
- Thieves' ToolsA set of thieves' tools, including picks, tension wrenches, files, and small probes.
- Gaming SetA marked deck of cards used for gambling, cheating, and reading a table's mood.
- FluteA silvered flute given to Whistler by his first musical mentor.
Gear
- Burglar's PackA compact burglar's pack containing a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, and rations.
Purse
- 25×Gold PiecesA small pouch containing the standard monetary allotment from his adventuring equipment.
Appearance
Whistler is a compact, quick-footed halfling with sun-browned skin, bright hazel eyes, and a crooked smile that rarely leaves his face. His sandy-brown hair is worn shoulder-length and tied with bits of colored thread collected from the roads he travels. He dresses in a weather-stained green coat over a cream shirt, soft leather boots, and a rapier belt hidden beneath his cloak. A polished wooden flute rests at his hip, while a worn lute is strapped across his back. His fingers are nimble, his clothes practical, and his expression suggests that he is always listening for the next good story.
Mannerisms
Whistler whistles fragments of unfinished melodies whenever he is thinking. He drums his fingers in rhythm against tables, counts exits without appearing to look, and answers uncomfortable questions with a joke or a line from an old song.
Personality
Whistler is warm, irreverent, and endlessly curious. He collects people's stories with the same enthusiasm he once reserved for stolen trinkets, and he has a gift for making frightened strangers laugh at exactly the right moment. Beneath the easy charm is a sharp observer who notices locked doors, nervous hands, and lies hidden inside polite conversation.
Ideals
Freedom. Every person deserves the chance to choose their own path, and tyrants, criminals, and respectable authorities are equally suspicious when they try to take that choice away.
Bonds
The traveling musician who taught him to play is the closest thing Whistler has ever had to a parent. He will risk almost anything to protect that mentor's reputation and find out what happened after they vanished from the road.
Flaws
Whistler cannot resist proving that he is the cleverest person in the room, especially when someone doubts him. He sometimes treats serious danger like an amusing performance, and his old habit of stealing useful objects can create problems long after the original theft is forgotten.
Quirks
Background
Whistler learned to steal before he learned to read. As a child in a crowded riverside town, he survived by slipping purses, lifting keys, and disappearing into spaces too small for larger folk to follow. His luck was uncanny, but it was his talent for mimicry that truly made him dangerous. He could reproduce a guard captain's whistle, imitate a merchant's cough, or distract an entire tavern with a tune while his companions worked. For a time, he was known only as a nimble little thief with a silver tongue and quicker fingers. Everything changed when he stole a battered flute from a traveling musician. Instead of reporting him, the musician taught Whistler how to play. Music gave him a new kind of freedom, and soon his performances became more famous than his burglaries. He learned to turn rumors into ballads, grief into courage, and a roomful of strangers into allies. Now he roams from town to town in search of new stories and adventures, using his music, charm, and old criminal skills to help people who cannot protect themselves. He still steals from the cruel when the opportunity arises, but he prefers to leave behind a song that makes the truth impossible to ignore.
“His luck was uncanny, but it was his talent for mimicry that truly made him dangerous.”
- Background
- Criminal
Connections
Species
Halfling
Media
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