Pip
Pip
Sheet
AC 13 · HP 109 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- CountercharmLevel 6
When Pip or an ally needs protection from charm or fear
As an action, Pip begins a performance that gives creatures within 30 feet disadvantage on saving throws against being frightened or charmed until the end of his next turn.
Bonus action
- Bardic Inspiration
When A creature within 60 feet can hear Pip
As a bonus action, Pip inspires one creature within 60 feet that can hear him. The creature gains a d10 Bardic Inspiration die for one ability check, attack roll, or saving throw made within the next 10 minutes.
Reaction
- Bard College FeatureLevel 6
When Pip or a friendly creature within 30 feet succeeds on a saving throw against being frightened or charmed, or ends its turn affected by either condition, Pip can use a reaction to inspire the creature, granting temporary hit points equal to his Charisma modifier.
Always on
- SpellcastingLevel 1
When Pip has a known spell available to cast
Pip casts a bard spell using an available spell slot or a spellcasting feature.
- Bardic Inspiration, d10Level 1
Pip can inspire an ally within 60 feet who can hear him. The ally can add 1d10 to one ability check, attack roll, or saving throw within the next 10 minutes. He can use this feature four times per long rest.
- Jack of All TradesLevel 2
Pip adds half his proficiency bonus, rounded down, to ability checks he makes that do not already include his proficiency bonus.
- Font of InspirationLevel 5
Pip can regain all expended uses of Bardic Inspiration when he finishes a short or long rest.
- ExpertiseLevel 3
Pip gains expertise in Deception and Sleight of Hand, doubling his proficiency bonus for those skills.
- ExpertiseLevel 10
Pip gains expertise in Performance and Persuasion, doubling his proficiency bonus for those skills.
- Ability Score ImprovementLevel 4
Pip gains an Ability Score Improvement or feat.
- Ability Score ImprovementLevel 8
Pip gains an Ability Score Improvement or feat.
- Ability Score ImprovementLevel 12
Pip gains an Ability Score Improvement or feat.
- Magical SecretsLevel 10
Pip can learn two spells from any class. The chosen spells count as bard spells for him and must be of a level he can cast, or cantrips.
- Ability Score IncreaseHumanAll ability scores increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment. Pip is Chaotic Good.
- SizeHumanPip is Medium.
- SpeedHumanPip has a walking speed of 30 feet.
- LanguagesHumanPip can speak, read, and write Common and one additional language.
- False IdentityCharlatan
Pip can create false identities and documents, and he can establish himself as a trusted person in a community through his deceptive schemes, provided he does not reveal his true identity.
Spells
18 spellsSpellcasting. Pip 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 (2 slots): ,
6th level (1 slot): ,
Gear
13 itemsWeapons
- RapierA light one-handed sword used for defense and theatrical flourishes.
- Hand crossbowA compact ranged weapon with ammunition stored in a hidden case.
Armor
- Leather armorProtective but flexible armor concealed beneath Pip's clothing.
Tools
- LuteA lute used as Pip's spellcasting focus and favored performance instrument.
- ViolA second musical instrument chosen for noisy tavern performances.
- FluteA small flute used for signaling and quiet performances.
- Disguise kitA disguise kit for creating false appearances.
- Forgery kitA forgery kit containing papers, inks, seals, and writing tools.
- Gaming setA marked deck of cards used for games, tricks, and occasional misdirection.
Gear
- 20×Crossbow boltsBolts for the hand crossbow.
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, and 10 days of rations.
- Fine clothesA finely made set of entertainer's clothing for appearing prosperous and trustworthy.
Purse
- 15×Gold piecesA pouch containing starting coin.
Appearance
Pip is a slight, quick-handed human man with sandy brown hair, bright hazel eyes, and a narrow face animated by an irrepressible grin. His colorful traveling clothes are carefully patched but artfully arranged, topped with a plum-colored waistcoat and a weathered blue cloak. He wears several cheap-looking rings that conceal clever mechanisms, carries a polished lute at his back, and keeps a collection of false badges, seals, and calling cards tucked into hidden pockets.
Mannerisms
Pip constantly adjusts his cuffs, taps rhythms against nearby surfaces, and addresses strangers by invented titles until he learns their real names. When lying, he becomes unusually precise. When telling the truth, he tends to ramble.
Personality
Pip is warm, theatrical, and relentlessly curious. He treats every conversation as a performance, but his affection for ordinary people is genuine. He loves impossible plans, dramatic entrances, and giving bullies exactly the humiliation they deserve.
Ideals
Freedom. Nobody should be trapped by a name, a debt, a law, or a story someone else wrote for them. If a lie can break a chain without hurting the innocent, it is more honest than obedience.
Bonds
Pip once forged documents to free a group of debt prisoners, but the scheme went wrong and one of them was recaptured. He is determined to find that person and make the rescue permanent. He also keeps his mother's old lute, believing every honest song he plays is a small repayment for the lies that built his career.
Flaws
Pip cannot resist improving a good lie, even when the original version would have been safer. He is vain about his cleverness and secretly terrified that, without his disguises and stories, nobody would choose to stay beside him.
Quirks
Background
Pip was born in a crowded human river town where names changed hands more often than coins. His mother taught him songs, his older brother taught him card tricks, and a traveling confidence artist taught him the rest. Pip discovered that a well-timed story could open a locked door, calm an angry guard, or convince a miser that generosity was his own idea. He began as a harmless performer, selling miracle tonics that were mostly flavored water, but his talent for impersonation soon drew him into more dangerous work.
“His mother taught him songs, his older brother taught him card tricks, and a traveling confidence artist taught him the rest.”
- Background
- Charlatan
Connections
Species
Human
Media
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