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Wilwin Wildreach - AI-generated fantasy Character

Wilwin Wildreach

Gnome · Bard (College of Valor) · Level 3 · Sage

Wilwin Wildreach

Patient, precise, and just a little theatrical, Wilwin treats every conversation like a curated interview with the past.
AC13
HP27/27
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 27 · 30 ft.
AlignmentNeutral GoodGenderMaleAge54
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXCHA

Skills

  • ArcanaINT
  • HistoryINT
  • InsightWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property?,
Martial weapons,
Simple weapons,
Weapons usable as a spellcasting focus by College of Valor,
Simple or martial weapons as spellcasting focus for Bard spells?

Tools

Calligrapher's Supplies,
Fiddle,
Lute,
Drum

Languages

Common,
Gnomish,
Elvish

Features

15 features

Bonus action

  • Bardic InspirationLevel 1

    When Bonus Action

    As a Bonus Action, grant a Bardic Inspiration die to a creature within 60 feet that can see or hear you.

Reaction

  • Countercharm

    When Reaction

    After you or an ally fails a saving throw against Charmed or Frightened, use your Reaction to reroll it with Advantage.

Always on

  • SpellcastingLevel 1

    You know how to cast Bard spells. You know two Bard cantrips and you can prepare six level 1 or 2 Bard spells. Charisma is your spellcasting ability.

  • ExpertiseLevel 2

    You have mastered two skills. Choose two skills in which you are proficient, and your proficiency bonus is doubled for ability checks with them.

  • Jack of All TradesLevel 2

    Your broad studies let you apply half your proficiency bonus, rounded down, to any ability check using a skill proficiency you lack, as long as you do not already add your proficiency bonus.

  • College of ValorLevel 3

    You join the College of Valor, a tradition of daring storytellers who preserve the deeds of heroes and inspire others to greatness.

  • Combat InspirationLevel 3

    A creature that has one of your Bardic Inspiration dice can use its Reaction to either add the die to its AC against an attack that hit it, possibly causing the attack to miss, or roll the die immediately after it hits with an attack roll and add the number to the attack's damage.

  • Martial TrainingLevel 3

    You gain proficiency with martial weapons, medium armor, and shields. You can also use a simple or martial weapon as a spellcasting focus for your Bard spells.

  • Creature TypeGnomeHumanoid
  • SizeGnomeSmall
  • SpeedGnome30 feet
  • DarkvisionGnome60 feet
  • Gnomish CunningGnomeAdvantage on Intelligence, Wisdom, and Charisma saving throws
  • Forest GnomeGnomeYou know the Minor Illusion cantrip, and you always have the Speak with Animals spell prepared. You can cast it without expending a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • ResearcherSage

    Wilwin has spent years among libraries, tutors, and private collections, and he can usually determine where useful lore is recorded, who guards it, and what it is likely to cost him in favors, copies, or conversation. In any settlement with a scholarly tradition, he knows how to find the people who trade in facts.

Spells

10 spells

Spellcasting. Wilwin Wildreach casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , , ,

2nd level (2 slots): no spells

Gear

8 items

Weapons

  • 2×
    Dagger
    Balanced blades for close quarters and stage-craft alike.
  • Quarterstaff
    A heavy walking staff used for travel, lectures, and dramatic emphasis.

Armor

  • Leather Armor
    Protective leather armor worn over travel clothes and patched between performances.

Tools

  • Fiddle
    Wilwin's treasured performance instrument, tuned bright and sharp for marching airs and battlefield laments.
  • Calligrapher's Supplies
    Fine inks, spare quills, and notepaper for recording histories, rumors, and song verses.

Gear

  • Entertainer's Pack
    A bedroll, utensils, rations, and other travel essentials for the road.
  • Book of History
    A well-worn book of local history and heroes, annotated in a tiny careful hand.
  • 8×
    Parchment
    Loose parchment sheets for notes, citations, and travel observations.

Appearance

Wilwin Wildreach is a small forest gnome with bright hazel eyes, a neatly waxed chestnut mustache, and a scholar's posture that only partly survives long nights of music. He dresses in practical leather armor beneath a weathered blue coat lined with pockets for chalk, quills, and tuning pegs. His fiddle is always near at hand, polished to a deep amber sheen, and his boots are scuffed from road travel and tavern floors alike.

Mannerisms

Wilwin speaks as if every sentence might be copied into a chronicle, and he cannot finish a tale without tapping time on his fiddle case. When excited, he smooths his mustache with the solemnity of a priest officiating a rite.

Personality

Patient, precise, and just a little theatrical, Wilwin treats every conversation like a curated interview with the past. He is warm to common folk, skeptical of pomp, and delighted by anyone who can teach him a new tune, a lost verse, or a better story.

Ideals

Truth. History matters, and if a hero's deed is worth singing, then its failures and costs are worth singing too. A useful lie may win a night, but only the truth can preserve a legacy.

Bonds

Wilwin keeps a leather ledger of names, deeds, and promises made by the brave and the fallen alike. He will not abandon that book, or the memory of anyone whose story he has sworn to preserve.

Flaws

Wilwin cannot resist correcting exaggerated tales, even at the worst possible moment, and his honesty has cost him allies more than once. He also trusts old records and elegant arguments a little too much, which makes him vulnerable to obvious lies wrapped in proper grammar.

Quirks

He labels his notes with tiny colored tabs and insists on filing battle songs by key, battlefield, and emotional honesty.
He practices three different bows for three different kinds of applause.
He polishes his mustache before any important conversation, as if preparing a ceremonial instrument.
He hums marching tunes under his breath when thinking.

Background

Wilwin Wildreach was born in a hillside burrow where the elders prized memory almost as much as gold. As a gnome, he learned early that stories were tools, maps were spells of their own kind, and the smallest hand could still turn the page that changed a kingdom. He proved an insatiable student, first in root-cellars full of copied histories, then in the great reading rooms of human cities, where he discovered that the loudest heroes were often the least accurate historians. He began annotating everything, songs, battle reports, weather signs, and noble genealogies, until even his own notes became a kind of performance. The mustache came later, cultivated with absurd care because Wilwin believed a proper scholar should look as memorable as his footnotes. His life took a sharper turn when a caravan of retired soldiers hired him to preserve their camp songs and battlefield boasts. Wilwin traded ink for a fiddle, and found that the cadence of marching feet, the thrum of steel, and the timing of a perfectly delivered chorus could steady frightened hearts better than any lecture. He took to valorous ballads with relish, shaping his bardic magic into a style that honored courage without pretending war was beautiful. Now he travels from ruin to ruin and hall to hall, chasing the true accounts of forgotten deeds. He wants to compose the definitive chronicle of heroism, one that is honest about both glory and cost, and he intends to survive long enough to finish the final verse.

“He began annotating everything, songs, battle reports, weather signs, and noble genealogies, until even his own notes became a kind of performance.”
From their backstory
Background
Sage

Connections

Species

Gnome

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