Orsino Valcera
Orsino Valcera
Sheet
AC 13 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Bardic InspirationLevel 1
You can use a musical performance, stirring speech, or clever taunt to inspire one creature within 60 feet that can hear you. As a bonus action, the creature gains one Bardic Inspiration die, a d6, which it can add to one ability check, attack roll, or saving throw made within the next 10 minutes. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.
Always on
- Vicious Mockery
When As an action, when a creature within 60 feet that can hear him is a valid target.
A cutting insult laced with supernatural force targets one creature within 60 feet that can hear him. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.
- Minor Illusion
When As an action, when he needs a brief sound or image within 30 feet.
He creates a sound or image within 30 feet that lasts for up to 1 minute and appears real until physically examined. The illusion collapses under investigation, but it is excellent for fake footsteps, phantom applause, or a sudden imaginary troop of cavalry.
- SpellcastingLevel 1
You can cast bard spells using Charisma as your spellcasting ability. You know two cantrips and four 1st-level bard spells. You can use a musical instrument as a spellcasting focus.
- Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language.
- False IdentityCharlatan
A trusted false identity and carefully constructed persona allow him to pass himself off as a veteran adventurer, minor noble, celebrated duelist, or traveling historian. He can produce forged papers and adopt convincing disguises when the situation demands it.
Spells
6 spellsSpellcasting. Orsino Valcera casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
9 itemsWeapons
- RapierA finely balanced blade with a decorative basket hilt, more often used by Orsino to point dramatically at witnesses than to duel them.
- DaggerA narrow backup blade kept in an inside boot sheath.
Armor
- Leather ArmorSupple leather armor reinforced at the shoulders and dyed a reddish brown.
Tools
- LuteA battered wooden lute with painted scenes of fictitious victories. It has been repaired so many times that Orsino claims it has survived three shipwrecks.
- Disguise KitA kit containing wigs, false facial hair, cosmetics, prosthetic scars, accent aids, and costume pieces.
- Forgery KitA set of papers, seals, inks, and templates used to create plausible but fraudulent documents.
Gear
- Diplomat's PackA compact travel pack containing provisions, messware, flint, and other necessities for an itinerant performer.
- Fine ClothesA deliberately elegant outfit intended to support his claims of noble ancestry and military distinction.
Purse
- 15×Gold PiecesCoin kept from his last successful performance, though he describes it as prize money from a gladiatorial victory.
Appearance
A lean, weathered human man with sun-browned skin, bright hazel eyes, and shoulder-length chestnut hair tied with a faded red cord. His crooked smile suggests he is always halfway through a lie, though his battered nose and numerous small scars hint that some of his stories contain a grain of truth. He wears a well-maintained but conspicuously patched leather coat, a crimson waistcoat, polished boots, and a lute decorated with painted scenes of battles that clearly never happened.
Mannerisms
He pauses before every important claim to adjust one crooked cufflink, then delivers the statement with solemn eye contact. When nervous, he narrates his own movements in the third person, usually with unnecessary praise.
Personality
Orsino is theatrical, warm-hearted, and almost pathologically incapable of giving a short answer. He treats strangers as an audience until they prove themselves friends, then treats friends as co-conspirators in an ongoing legend. He is quick to laugh at himself in private, but in public he would rather be thought a fool than be seen as afraid.
Ideals
Courage is not the absence of fear or failure. It is telling the story again, then standing around long enough to make the next part come true.
Bonds
He owes his life to a nameless tavern keeper who once hid him from an angry crowd and gave him his mother's old lute. He will defend that keeper's establishment, reputation, and family, even when doing so is wildly impractical.
Flaws
When challenged, he automatically adds another impossible detail to the lie instead of admitting he was wrong. He cannot resist correcting someone else's version of an event, even when his own account is entirely fabricated.
Quirks
Background
Orsino Valcera was raised in a river town where every tavern had a different version of the truth and every dockworker knew how to improve a story before the second cup. His mother sang old marching songs for supper money, while his father sold dubious miracle tonics from a painted handcart. Orsino inherited both talents. He learned early that a confident voice could turn a spilled drink into an assassination attempt, a broken chair into a siege engine, and a bruised eyebrow into the scar of a legendary ogre duel. He left home after one particularly ambitious tale convinced a local gang that he had stolen a jeweled war banner from a duke. The banner was actually a tablecloth, and the duke was a tavern owner with a bad temper. Orsino escaped by singing until the mob laughed, then spent the next year drifting from inn to inn under the invented name of Captain Valcera, Hero of Seven Campaigns. In reality, most of his battles have been arguments over unpaid tabs, contests involving thrown tankards, or brief encounters with men considerably stronger than him. He usually lost, but he remembers every defeat in heroic detail. Beneath the boasting, he genuinely wants to become the person his stories claim he already is, especially when someone weaker needs an advocate.
“His mother sang old marching songs for supper money, while his father sold dubious miracle tonics from a painted handcart.”
- Background
- Charlatan
Connections
Species
Human
Media
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