Finneas Geltor
Finneas Geltor
Sheet
AC 12 · HP 21 · 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
15 featuresAction
- Grovel, Cower, and BegKoboldAs an action, Finneas can distract nearby enemies. Until the end of his next turn, his allies gain advantage on attack rolls against enemies within 10 feet of him that can see him. Once he uses this trait, he cannot use it again until he finishes a short or long rest.
Bonus action
- Bardic Inspiration (d6)Level 1
Finneas can inspire others through stirring words or music. As a bonus action, he grants one creature within 60 feet that can hear him a Bardic Inspiration die, a d6. Within the next 10 minutes, the creature can add the die to one ability check, attack roll, or saving throw. He can use this feature a number of times equal to his Charisma modifier, and regains all expended uses after a long rest.
Always on
- Bardic Inspiration
When Bonus action
Finneas gives an ally within 60 feet a d6 that can be added to one ability check, attack roll, or saving throw within the next 10 minutes.
- Cutting WordsLevel 3
When Reaction when a creature within 60 feet makes an attack roll, ability check, or damage roll
Finneas subtracts a Bardic Inspiration die from a creature's attack roll, ability check, or damage roll within 60 feet.
- Jack of All TradesLevel 1
Finneas is proficient with three musical instruments of his choice. His chosen instruments are lute, hand drum, and pan flute.
- Song of Rest (d6)Level 2
Finneas can add half his proficiency bonus, rounded down, to any ability check he makes that does not already include his proficiency bonus.
- ExpertiseLevel 2
During a short rest, Finneas can use soothing music or oration to help companions regain hit points. Any friendly creature who can hear him and spends Hit Dice to regain hit points at the end of the rest regains an extra 1d6 hit points.
- Bard CollegeLevel 3
Finneas gains Expertise in two proficient skills. His chosen skills are Performance and Persuasion, doubling his proficiency bonus for those skills.
- SpellcastingLevel 3
When a creature within 60 feet that Finneas can see makes an attack roll, ability check, or damage roll, he can use his reaction to expend one use of Bardic Inspiration and subtract the result from the creature's roll. He can use this after the roll is made but before the result is known.
- SpellcastingLevel 1
Finneas uses Charisma as his spellcasting ability. He knows two bard cantrips and six bard spells. He can use a musical instrument as a spellcasting focus for his bard spells.
- DarkvisionKoboldFinneas can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot distinguish color in darkness, only shades of gray.
- Pack TacticsKoboldFinneas has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally is not incapacitated.
- Sunlight SensitivityKoboldFinneas has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when he, the target of his attack, or whatever he is trying to perceive is in direct sunlight.
- Kobold Weapon TrainingKoboldFinneas is proficient with the club, dagger, dart, sling, and whip.
- By Popular DemandEntertainer
Finneas can always find a place to perform, often in an inn, tavern, circus, or other entertainment venue. He can earn enough to support himself at a modest level by performing, and he knows how to win food and lodging from appreciative audiences.
Spells
8 spellsSpellcasting. Finneas Geltor casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , ,
2nd level (2 slots): , ,
Gear
9 itemsWeapons
- RapierA finely balanced light blade suitable for stage combat and real danger
- DaggerA small backup blade concealed in his costume
Armor
- Leather ArmorFlexible hardened leather armor fitted for a kobold frame
Tools
- LuteFinneas's mother's battered six-string lute, repaired with copper wire
- Hand DrumA second musical instrument used for comic accompaniment and rhythmic flourishes
- Disguise KitA disguise kit containing cosmetics, wigs, false facial hair, and small prosthetic pieces
Gear
- Diplomat's PackA compact adventurer's pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Entertainer's CostumeA colorful traveler's costume with reinforced seams and hidden pockets
Purse
- 15×Gold PiecesMoney saved from performances and small favors
Appearance
Finneas Geltor is a small, wiry kobold with russet scales, a pale cream muzzle, and a narrow crest of dark scales running from his brow to the base of his neck. He dresses in a carefully patched entertainer's costume of green, copper, and burgundy, with a short leather coat fitted for his compact frame. A bright scarf is tied around his throat, and several tiny brass bells are sewn into his cuffs, though he keeps them quiet when listening. Within a minute of meeting him, people notice that his eyes rarely settle on faces. Instead, they dart to doorways, windows, hands, and ceiling beams, mapping every possible exit and vantage point. Before speaking, he draws a quick breath through his teeth and clears his throat twice, as though preparing to announce himself to an audience.
Mannerisms
Before speaking, Finneas inhales sharply through his teeth and clears his throat twice. He tilts his head toward the nearest exit while listening, taps quiet rhythms against his forearm when thinking, and punctuates especially important claims by raising one claw as if conducting an orchestra.
Personality
Finneas is theatrical, observant, and relentlessly social when he has an audience. He treats every conversation as a performance with a hidden rhythm, quickly identifying who wants flattery, who wants a joke, and who wants to be challenged. Beneath his confidence is a practical survivor who counts exits, watches hands, and prefers to make a smaller enemy underestimate him rather than make a larger enemy angry.
Ideals
Every creature deserves a story in which they are more than a monster, a servant, or a punchline. If the tale is told well enough, even the powerful may be forced to listen.
Bonds
The battered lute he carries belonged to his mother, and he will risk almost anything to recover the traveling theater wagon stolen from his family. He also feels responsible for every performer and outcast who has been mocked, cheated, or driven from a stage.
Flaws
Finneas cannot resist correcting a bad story, even when the storyteller is bigger, armed, or currently in charge. He exaggerates his own importance to strangers, then becomes evasive when anyone asks about his family or the theater wagon. He also has a deep fear of being forgotten, which can make him chase applause long after caution would have been wiser.
Quirks
Background
Finneas was hatched beneath the floorboards of a traveling theater wagon, where his clutch learned early that applause could be as useful as a sharpened spear. His mother played a battered fiddle, his older siblings performed tumbling routines, and Finneas discovered that his true talent was not dancing or singing, but knowing exactly when an audience was ready to laugh, gasp, or listen. He became the troupe's announcer, mimic, heckler, and occasional stage magician, using a bright voice and an instinct for timing to make even a frightened kobold crowd seem larger than it was. The troupe eventually split after a noble patron attempted to claim ownership of their performances and their wagon. Finneas escaped with the troupe's old lute, a handful of costumes, and a list of towns where former performers still owed him favors. He now travels as an adventurer, presenting himself as a professional entertainer while quietly seeking stories powerful enough to make kobolds seem like people worth remembering. His songs turn ambushes into legends, cowardice into survival, and small victories into proof that courage does not require great size. He joined an adventuring party because danger provides the finest material, and because he secretly hopes to build a new troupe from companions who will never sell one another out for a noble's coin.
“The troupe eventually split after a noble patron attempted to claim ownership of their performances and their wagon.”
- Background
- Entertainer
Connections
Species
Kobold
Media
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