jorp
jorp
Sheet
AC 13 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Bardic Inspiration
When Bonus action
Jorp uses a bonus action to inspire one creature within 60 feet that can hear him, granting one Bardic Inspiration die, a d8, for an ability check, attack roll, or saving throw before the creature's next long rest.
- Bardic Inspiration, d8Level 1
As a bonus action, Jorp can inspire one creature within 60 feet that can hear him. Before the creature's next long rest, it can add 1d8 to one ability check, attack roll, or saving throw. Jorp can use this feature five times per long rest, restored after a long rest.
- Font of InspirationLevel 5
Jorp can use a bonus action to regain expended Bardic Inspiration when he has no uses remaining. After doing so, he must finish a short or long rest before using this feature again.
Always on
- Cutting WordsLevel 3
When A creature within 60 feet makes an attack roll, ability check, or damage roll
Jorp uses his reaction to subtract a Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.
- CountercharmLevel 6
When Jorp or nearby allies need protection from fear or charm
Jorp uses his reaction to grant himself and friendly creatures within 30 feet advantage on saving throws against being frightened or charmed until the end of his next turn.
- SpellcastingLevel 1
Jorp can use musical instruments as a spellcasting focus. He knows three cantrips and has access to bard spells using Charisma as his spellcasting ability.
- Jack of All TradesLevel 2
Jorp can choose three skills to become proficient in. He gains proficiency in Deception, Insight, and Perception.
- Song of Rest, d6Level 2
Jorp can add half his proficiency bonus, rounded down, to any ability check that does not already include his proficiency bonus.
- Song of RestLevel 2
After a short or long rest, Jorp can remove one level of exhaustion from himself or an ally who spent Hit Dice during the rest, provided he played music during the rest.
- ExpertiseLevel 3
Jorp gains expertise in Persuasion and Deception, doubling his proficiency bonus for those skills.
- College of LoreLevel 3
Jorp joins the College of Lore. He gains proficiency in three additional skills, Arcana, History, and Investigation.
- Ability Score ImprovementLevel 4
Jorp increases his Charisma score by 2, raising it from 16 to 18.
- Song of Rest, d8Level 5
Jorp's Song of Rest die increases to d8.
- Additional Magical SecretsLevel 6
Jorp learns two spells from any class. These spells count as bard spells for him and are included among his known spells.
- Ability Score ImprovementLevel 8
Jorp increases his Charisma score by 2, raising it from 16 to 18.
- TraitTieflingDarkvision, 60 feet
- TraitTieflingHellish Resistance, resistance to fire damage
- TraitTieflingInfernal Legacy, thaumaturgy cantrip; hellish rebuke once per long rest as a 2nd-level spell at character level 3 or higher; darkness once per long rest at character level 5 or higher
- LanguagesTieflingCommon and Infernal
- Position of PrivilegeNoble
Jorp can secure an audience with local nobles, officials, guild leaders, or other influential people. Common folk generally treat him with respect because of his station, although his tiefling heritage complicates that respect.
Spells
19 spellsSpellcasting. jorp 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 (2 slots): ,
Gear
11 itemsWeapons
- RapierA finely balanced one-handed blade suitable for both dueling and formal occasions.
- DaggerA small blade concealed in a boot or sleeve.
Armor
- Leather armorLight protective armor worn beneath his courtly coat.
Tools
- LuteA finely crafted lute bearing House Veyr's crest.
- FluteA silver-trimmed flute used for quiet performances and coded signals.
- ViolA polished viol inherited from his family household.
- Gaming setA set of engraved bone dice used to maintain social connections in gaming halls.
Gear
- Diplomat's packA compact traveling kit containing maps, writing materials, ink, paper, sealing wax, and basic necessities.
- Fine clothesElegant clothing appropriate for court appearances, negotiations, and public performances.
- Signet ringThe engraved signet of House Veyr, recognized by certain noble families.
Purse
- 40×Gold piecesA small purse containing starting funds and emergency bribes.
Appearance
Jorp is a broad-shouldered tiefling with deep burgundy skin, swept-back black horns, and a long tail that curls around chair legs when he sits. His formal posture and expensive-looking clothes suggest nobility, but his most immediately noticeable feature is his mouth. He has prominent lower canines and a wide, toothy grin that appears whenever he is amused, which is often. He wears a dark plum velvet coat trimmed in gold, a cream shirt, polished boots, and a rapier at his hip. His lute is decorated with the crest of a disgraced noble house.
Mannerisms
Jorp occupies more space than necessary, leaning back in chairs and spreading his elbows as though every room were a private salon. He rolls his signet ring across his knuckles while thinking, and he punctuates important statements with a quiet tap against the body of his lute.
Personality
Jorp is charming, observant, and professionally pleasant. He remembers names, family connections, preferred drinks, and embarrassing details after hearing them once. He enjoys being underestimated, particularly when others mistake his theatrical manners for softness. Beneath the polished wit is a practical man who dislikes cruelty, despises waste, and prefers solutions that leave everyone with a reason to cooperate.
Ideals
Balance. Nobles, merchants, priests, and criminals all deserve the same thing from him, a fair price and a fair warning. He refuses to let loyalty blind him to what is useful or true.
Bonds
The Veyr signet ring is the last proof that his family ever mattered, and Jorp will risk much to restore the house's name or discover who truly betrayed it.
Flaws
Jorp treats sincere affection as a negotiation tactic until proven otherwise. He is also incapable of leaving an insult unanswered, especially when the insult is accurate.
Quirks
Background
Jorp was born into House Veyr, a minor noble family whose fortune came from arranging marriages, settling inheritance disputes, and ensuring that every public celebration had the proper music. His family expected him to become a courtier, but Jorp discovered that a well-timed song could accomplish what a dozen legal arguments could not. He learned the lute, flute, and viol, then began composing flattering verses for powerful people who were far too vain to notice the insults hidden inside them. His comfortable life ended when House Veyr was blamed for a political scandal that had actually been engineered by one of its allies. Jorp escaped with the family signet, a few instruments, and a talent for making himself useful wherever he went. He now travels as a performer, negotiator, and occasional fixer, trading music and secrets for protection. He does not seek revenge against the people who ruined his house. He simply intends to become valuable enough that no one will ever be able to ruin him again.
“His family expected him to become a courtier, but Jorp discovered that a well-timed song could accomplish what a dozen legal arguments could not.”
- Background
- Noble
Connections
Species
Tiefling
Media
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