Bard Β· Human Β· Courtier
Level
3
Hit Points
TBD
Armor Class
TBD
Prof. Bonus
TBD
Speed
30 ft
Hit Die
d8
Saving Throws
DEX Β· CHA
Armor
Light
Subtle magic, not flashy — words are the weapon, influence is the spell.
Core Feature · Level 1
Die
d6
Action
Bonus
Range
60 ft
Uses
CHA mod
Inspire another creature within 60 ft as a Bonus Action. They add the d6 to a failed D20 Test within the next hour. Regain all uses on a Long Rest.
Narrative Uses
This is quiet power.
College of Eloquence · Lvl 3
When you make a Charisma (Persuasion) or Charisma (Deception) check, treat any d20 roll of 9 or lower as a 10.
Passive · Always On
College of Eloquence · Lvl 3
As a Bonus Action, expend one Bardic Inspiration use. Choose a creature within 60 ft — it subtracts the BI die roll from its next saving throw.
Bonus Action · Costs 1 BI Use
At-will · No spell slots required
Vicious Mockery
Psychic damage + Disadvantage — interrogation pressure
Mage Hand
Utility — evidence handling at range
Minor Illusion
Sounds, visual distractions, false clues
Friends
High-risk, high-reward in social scenes
Charm Person
Testimony leverage
Disguise Self
Infiltration, witness testing
Detect Magic
Even in low magic, this matters
Healing Word
Subtle, lifesaving, non-flashy
Suggestion
Devastating in interrogations
Detect Thoughts
Solves mysteries fast (DM dependent)
Enhance Ability
Eagle’s Splendor for CHA scenes
Hold Person
Legal arrest, magical restraint
Social manipulation first, everything else second.
| Skill | Ability | Source | Level |
|---|---|---|---|
| Insight Expertise | WIS | Courtier | 2 |
| Persuasion Expertise | CHA | Courtier | 2 |
| Investigation | INT | Human | 1 |
| Deception | CHA | Bard | 1 |
| Perception | WIS | Bard | 1 |
| History | INT | Bard | 1 |
Investigation alternatives: If Investigation feels redundant for the party, swap it for Perception or Deception (Human racial pick is flexible).
Add half your Proficiency Bonus (rounded down) to any ability check that doesn't already include your Proficiency Bonus. You're never truly bad at anything.
Insight & Persuasion get double Proficiency Bonus. Combined with Silver Tongue, Persuasion/Deception checks can't roll below 10 on the die — making you nearly impossible to refuse.
Innocentio's power is outside combat. Expertise in social skills, Silver Tongue's floor of 10, and Jack of All Trades covering every gap means most encounters can be talked through, investigated, or simply avoided. Optimize for the 70% of the game that isn't initiative rolls.
Choose any 3 skills
Simple weapons
3 Musical Instruments of your choice
Musical Instrument
Masters of oratory who wield a blend of logic and theatrical wordplay, winning over skeptics with well-reasoned arguments and plucking at heartstrings.
When you make a Charisma (Persuasion) or Charisma (Deception) check, treat a d20 roll of 9 or lower as a 10.
Bonus Action. Expend one Bardic Inspiration use, choose one creature you can see within 60 ft. Roll the Bardic Inspiration die β the creature subtracts the number rolled from its next saving throw before the start of your next turn.
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest are.
How Innocentio lives at the table
Previously suspected in a murder — now obsessed with records and verification.
You were once questioned for a murder you did not commit. You had an alibi, but it was remembered differently by different people, and that difference was enough to keep you under suspicion until the investigation simply moved on. No one ever told you that you were cleared—only that you were no longer useful to question.
Since then, you have learned that memory is flexible, certainty is temporary, and innocence without documentation is just another opinion.
“This won't take long—it's just for accuracy.
He finds the habit reassuring, even if everyone else finds it deeply unsettling.
Bard options: (A) Leather Armor, 2 Daggers, Musical Instrument, Entertainer’s Pack, 19 GP; or (B) 90 GP
Innocentio thrives in conversations, negotiations, and interrogations. Lead with Insight and Persuasion (both expertise); pivot to Deception or Investigation when the situation calls for subtlety over honesty.
Your magic is control, insight, and misdirection. Prefer spells that bend perception and shift social dynamics over fireballs. Skills matter more than damage per round.
Always ask NPCs to confirm details in writing. This isn't paranoia—it's procedure. Use Court Functionary to access records, officials, and rumors wherever bureaucracy exists.
With Eloquence's Silver Tongue, a Persuasion or Deception check can never roll below 10. Combined with expertise, Innocentio rarely fails to convince—making every social encounter a home game.
Use the guild artisan tables as the basis for traits and motivations, modifying entries to suit a courtier identity. Bond or ideal should tie to a court organization, sponsor, mentor, or prevailing philosophy.
**Tone:** Low magic, social tension, unreliable testimony, bureaucracy, soft power **Personal hook:** Previously suspected in a murder β obsession with records and verification - Social + investigative dominance - Subtle magic (control, insight, misdirection), not flashy - Skills matter more than DPR You were once questioned for a murder you did not commit. You had an alibi, but it was remembered differently by different people, and that difference was enough to keep you under suspicion until the investigation simply moved on. No one ever told you that you were clearedβonly that you were no longer useful to question. Since then, you have learned that memory is flexible, certainty is temporary, and innocence without documentation is just another opinion. Now you keep careful records of your time and insist, politely and without exception, that anyone you speak with confirm in writing that you were present and behaving normally. You treat this as a courtesy rather than a precaution, often adding, "This won't take longβit's just for accuracy," while already holding out the form. You find the habit reassuring, even if everyone else finds it deeply unsettling.
# Bard ## Core Traits **Primary Ability:** Charisma **Hit Point Die:** D8 per Bard level **Hit Points at Level 1:** 8 + Con. modifier **Hit Points per additional Bard Level:** D8 + your Con. modifier, or, 5 + your Con. modifier **Saving Throw Proficiencies:** Dexterity, Charisma **Skill Proficiencies:** Choose any 3 skills (see chapter 1). **Weapon Proficiencies:** Simple weapons **Tool Proficiencies:** Choose three Musical Instruments **Armor Training:** Light armor **Starting Equipment:** Choose A or B: (A) Leather Armor, 2 Dagger, Musical Instrument of your choice, Entertainer's Pack, 19 GP; or (B) 90 GP ## Level 1: Barbaric Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. **Using Bardic Inspiration.** As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time. > Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add > the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended > when > it's rolled. **Number of Uses.** You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. ## Level 1: Spellcasting You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class's description. **Cantrips.** You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list. When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table. **Spell Slots.** The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. **Prepared Spells of Level 1+.** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended. The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination. If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you. **Changing Your Prepared Spells.** Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots. **Spellcasting Ability.** Charisma is your spellcasting ability for your Bard spells. **Spellcasting Focus.** You can use a Musical Instrument as a Spellcasting Focus for your Bard spells. ## Level 2: Expertise You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them. ## Level 2: Jack of all trades You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus. For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check. ## Level 3: Bard Subclass You gain a Bard subclass of your choice. A subclass is a specialization that grants you features at certain Bard levels. For the rest of your career, you gain each of your subclass's features that are of your Bard level or lower. ### College of Eloquence (TCE) Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences. #### Level 3: Silver Tongue You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma ( Deception) check, you can treat a d20 roll of 9 or lower as a 10. #### Level 3: Unsettling Words You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
# Human **Creature Type:** Humanoid **Size:** Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species **Speed:** 30 feet **Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest. **Skillful.** You gain proficiency in one skill of your choice. **Versatile.** You gain an Origin feat of your choice.
# Courtier **Skill Proficiencies:** Insight, Persuasion **Languages:** Any two of your choice **Equipment:** A set of fine clothes and a pouch containing 5 gp ## Feature: Court Functionary Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. ## Suggested Characteristics Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier. The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
Primary stat: Charisma
Secondary: Dexterity, Constitution
Score Priority:
1. CHA
2. DEX
3. CON
4. WIS
5. INT
6. STR
Features:
- [Courtier] Court Functionary (access to records, officials, rumors)
- [Eloquence] Silver Tongue (treat a d20 roll of 9 or lower as a 10 on Persuasion, Deception)
- [Eloquence] Unsettling Words
- You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you
can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the
Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before
the start of your next turn.
Skills:
- [Human] Investigation (Alternatives: Perception or Deception)
- ([lvl2] expertise)[Courtier] Insight
- ([lvl2] expertise)[Courtier] Persuasion
- [Bard] Deception
- [Bard] Perception
- [Bard] History
Languages:
- [Courtier] Dwarvish (guilds, guards etc)
- [Courtier] Infernal (shady contacts)
## Cantrips:
- [X] Vicious Mockery (Subtle psychic damage, Disadvantage = interrogation pressure)
- [X] Mage Hand (utility, evidence handling)
- [ ] Minor Illusion (create sounds, visual distractions, false clues)
- [ ] Friends (high-risk, high-reward in social scenes)
## Spells:
### Level 1 Spells
- Charm Person β testimony leverage
- Disguise Self β infiltration, witness testing
- Detect Magic β even in low magic, this matters
- Healing Word β subtle, lifesaving, non-flashy
### Level 2 Spells (Pick 2)
- [X] Suggestion β devastating in interrogations
- [X] Detect Thoughts (if allowed) β solves mysteries fast (DM dependent)
- [ ] Enhance Ability (Eagle's Splendor for CHA scenes)
- [ ] Hold Person (legal arrest, magical restraint)
## Extra
### Bardic Inspiration Usage (Narrative Tool)
**You have:**
CHA mod uses per Long Rest
Bonus Action, 60 ft
**Use it to:**
Support allies during testimony
Save allies from failed Insight checks
Justify narrative competence ("I coached them beforehand")
_This is quiet power._