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Merrick Finch - AI-generated fantasy Character

Merrick Finch

Human · Bard (College of Lore) · Level 7 · Criminal

Merrick Finch

Merrick is charming, observant, and unfailingly polite when politeness serves him.
AC14
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 45 · 30 ft.
AlignmentNeutral EvilGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Lute,
Flute,
Viol

Languages

Common,
Infernal

Features

20 features

Action

  • Weapon Attack

    When On his turn

    Merrick makes a weapon attack with his rapier or dagger.

  • CountercharmLevel 6

    You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance lasting until the end of your next turn. During it, you and friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed. A creature already frightened or charmed can repeat its saving throw with advantage.

Bonus action

  • Bardic Inspiration

    When On his turn

    Merrick uses a bonus action to inspire a creature within 60 feet that can hear him, granting one Bardic Inspiration d8.

Reaction

  • Cutting WordsLevel 3

    When A creature within 60 feet makes an attack roll, ability check, or damage roll

    Merrick uses a reaction and expends Bardic Inspiration to subtract a d8 from a creature's attack roll, ability check, or damage roll within 60 feet.

Always on

  • Bardic Inspiration, d8Level 1

    You can inspire others through stirring words or music. A creature within 60 feet that can hear you gains one Bardic Inspiration die, a d8, usable within 10 minutes to add the die to one ability check, attack roll, or saving throw. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a long rest.

  • SpellcastingLevel 1

    You can use a musical instrument or an arcane focus as a spellcasting focus. Charisma is your spellcasting ability. You know four cantrips and ten bard spells, and can change one known bard spell whenever you gain a bard level.

  • Jack of All TradesLevel 2

    You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

  • Song of Rest, d6Level 2

    If you or a friendly creature can hear your performance, you can restore hit points to that creature at the end of a short rest by expending one or more Hit Dice. Each creature regains an extra 1d6 hit points.

  • ExpertiseLevel 3

    Choose two skill proficiencies. Your proficiency bonus is doubled for any ability check using either chosen proficiency. Merrick has Expertise in Deception and Stealth.

  • College of LoreLevel 3

    You join the College of Lore and gain proficiency with three skills of your choice. Merrick gains proficiency in Insight, Investigation, and Persuasion.

  • Ability Score ImprovementLevel 4

    Increase one ability score by 2, or two ability scores by 1. Merrick increases his Charisma by 2, raising it to 18.

  • Font of InspirationLevel 5

    You regain all expended uses of Bardic Inspiration when you finish a short or long rest.

  • Additional Magical SecretsLevel 6

    You gain access to two spells from any class. These spells count as bard spells for you and do not count against your number of bard spells known. Merrick knows Counterspell and Pass without Trace through Additional Magical Secrets.

  • Bardic Spellcasting ProgressionLevel 7

    Bardic Inspiration improves to a d8 at this level, and Merrick knows four bard cantrips and ten bard spells.

  • Ability Score IncreaseHumanAll ability scores increase by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language, Infernal.
  • Human versatilityHumanThe classic human gains a +1 bonus to every ability score.
  • Criminal ContactCriminal

    Merrick has a reliable contact among criminals who can provide information, introductions, warnings, or assistance, though such favors are not guaranteed and may carry a price.

Spells

14 spells

Spellcasting. Merrick Finch 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 (1 slot): no spells

Gear

11 items

Weapons

  • Rapier
    A finely balanced one-handed blade favored by duelists and performers.
  • Dagger
    A simple blade kept in an inner sleeve for emergencies and close work.

Armor

  • Leather armor
    Light protective armor worn beneath Merrick's coat.

Tools

  • Lute
    A lute with a false-bottomed case and several concealed compartments.
  • Crowbar
    A sturdy iron bar useful for forcing doors, windows, and stubborn chests.
  • Thieves' tools
    A compact set of picks, tension tools, and probes for opening locks and disabling traps.
  • Disguise kit
    A small kit containing cosmetics, wigs, false facial hair, and spirit gum.

Gear

  • Entertainer's pack
    A pack containing bedroll, rope, rations, flint, lantern, and other travel necessities.
  • Dark common clothes with hood
    A set of common clothes altered with an oversized hood and reversible lining.
  • Silver signet ring
    A small silver signet ring bearing a design associated with Merrick's former criminal employers.

Purse

  • 15×
    Gold pieces
    Coins saved from performances, scams, and carefully negotiated criminal work.

Appearance

Merrick is a lean human man of average height who carries himself as though every room belongs to him. His dark brown hair is neatly combed back, though one lock repeatedly falls across his forehead and is brushed aside whenever he lies. He dresses in a well-maintained charcoal coat over a burgundy waistcoat, with polished boots, a silver signet ring, and a lute whose case is disguised as a battered instrument merchant's box. His smile is warm enough to invite trust and practiced enough to make it dangerous.

Mannerisms

Merrick adjusts his silver signet ring whenever he is deciding whether to tell the truth. He leans too close during private conversations, lowers his voice as if sharing a confidence, and smiles a moment before delivering an insult disguised as praise.

Personality

Merrick is charming, observant, and unfailingly polite when politeness serves him. He remembers names, preferences, debts, and embarrassments with unsettling accuracy. He treats conversation as a game of positioning, rarely answers a question directly, and prefers to make people feel that his schemes were their own idea. He is generous with compliments but keeps a mental price attached to every favor.

Ideals

Control. Freedom belongs to the person holding the secrets, the money, and the better story.

Bonds

He still possesses a coded ledger taken from his former criminal organization, and several influential people would kill to recover it. Merrick intends to use it to purchase his own criminal empire.

Flaws

Merrick cannot resist proving that he is the cleverest person in the room. He will risk a safe escape, a profitable alliance, or even a companion's trust if he believes he can win through a more elegant deception.

Quirks

He gives every new acquaintance a private nickname based on their shoes, posture, or voice.
He hums the final note of a song whenever he has successfully lied.
He keeps written records of favors owed to him, even when the favor was supposedly a gift.
He can identify most common poisons by smell but pretends not to notice them.

Background

Merrick Finch was born to a respectable human family that ran a small riverside countinghouse. He learned early that people trusted a pleasant voice more readily than a locked door, and he became skilled at turning overheard conversations into leverage. As a young man, he joined a smuggling ring disguised as a traveling musical troupe. Merrick played the lute, sang sentimental ballads, and memorized the private troubles of everyone who applauded. The troupe's performances were cover for forged documents, stolen cargo, and carefully arranged blackmail. When the ring's leader attempted to sacrifice Merrick to the city watch, Merrick responded by selling the entire organization to a rival syndicate, keeping only the names and secrets most valuable to him. He escaped with a lute, a set of thieves' tools, and a talent for making betrayal sound like self-preservation. Since then, he has worked as an adventurer because dangerous companions are often more profitable than honest employers. He prefers manipulation to violence, but he has no moral objection to either when the return is worthwhile. His greatest ambition is to become indispensable to a powerful patron, then quietly acquire enough secrets to make himself impossible to discard.

“As a young man, he joined a smuggling ring disguised as a traveling musical troupe.”
From their backstory
Background
Criminal

Connections

Species

Human

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