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jorp - AI-generated fantasy Character

jorp

Tiefling · Bard (College of Lore) · Level 8 · Noble

jorp

Jorp is charming, observant, and professionally pleasant.
AC13
HP67/67
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 67 · 30 ft.
AlignmentTrue NeutralGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Lute,
Flute,
Viol,
Gaming set

Languages

Common,
Infernal,
Draconic

Features

20 features

Bonus 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 spells

Spellcasting. 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 items

Weapons

  • Rapier
    A finely balanced one-handed blade suitable for both dueling and formal occasions.
  • Dagger
    A small blade concealed in a boot or sleeve.

Armor

  • Leather armor
    Light protective armor worn beneath his courtly coat.

Tools

  • Lute
    A finely crafted lute bearing House Veyr's crest.
  • Flute
    A silver-trimmed flute used for quiet performances and coded signals.
  • Viol
    A polished viol inherited from his family household.
  • Gaming set
    A set of engraved bone dice used to maintain social connections in gaming halls.

Gear

  • Diplomat's pack
    A compact traveling kit containing maps, writing materials, ink, paper, sealing wax, and basic necessities.
  • Fine clothes
    Elegant clothing appropriate for court appearances, negotiations, and public performances.
  • Signet ring
    The engraved signet of House Veyr, recognized by certain noble families.

Purse

  • 40×
    Gold pieces
    A 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

He gives every important object a title, including his lute, which he calls Her Grace.
He quietly hums funeral music whenever someone mentions an inheritance.
He compliments people's jewelry before asking them difficult questions.
He eats apples from the bottom upward, stem last.
He refers to dangerous plans as invitations.

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.”
From their backstory
Background
Noble

Connections

Species

Tiefling

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