Innocentio Timestamp portrait

Innocentio Timestamp

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

Active Abilities & Magic

Subtle magic, not flashy — words are the weapon, influence is the spell.

Bardic Inspiration

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

  • Support allies during testimony
  • Save allies from failed Insight checks
  • Justify narrative competence — “I coached them beforehand”

This is quiet power.

Silver Tongue

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

Unsettling Words

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

Cantrips

At-will · No spell slots required

Selected

Vicious Mockery

Psychic damage + Disadvantage — interrogation pressure

Selected

Mage Hand

Utility — evidence handling at range

Option

Minor Illusion

Sounds, visual distractions, false clues

Option

Friends

High-risk, high-reward in social scenes

Prepared Spells

Level 1 4 spells prepared

Charm Person

Testimony leverage

Disguise Self

Infiltration, witness testing

Detect Magic

Even in low magic, this matters

Healing Word

Subtle, lifesaving, non-flashy

Level 2 Pick 2 of 4
Picked

Suggestion

Devastating in interrogations

Picked

Detect Thoughts

Solves mysteries fast (DM dependent)

Enhance Ability

Eagle’s Splendor for CHA scenes

Hold Person

Legal arrest, magical restraint

Skills & Checks

Social manipulation first, everything else second.

Ability Score Priority

CHA > DEX > CON > WIS > INT > STR

Proficient Skills

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).

🃏

Jack of All Trades

Level 2

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.

Expertise

Level 2

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.

💡

Skills matter more than DPR

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.

Features & Traits

Class Β· Bard

Primary Ability
Charisma
Hit Die
d8
Saving Throws
DEX Β· CHA
Armor Training
Light armor

Skills

Choose any 3 skills

Weapons

Simple weapons

Tools

3 Musical Instruments of your choice

Spellcasting Focus

Musical Instrument

Subclass Β· College of Eloquence

Masters of oratory who wield a blend of logic and theatrical wordplay, winning over skeptics with well-reasoned arguments and plucking at heartstrings.


Silver Tongue Lvl 3

When you make a Charisma (Persuasion) or Charisma (Deception) check, treat a d20 roll of 9 or lower as a 10.

Unsettling Words Lvl 3

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.

Race Β· Human

TypeHumanoid
SizeMedium or Small
Speed30 ft

  • Resourceful. Gain Heroic Inspiration whenever you finish a Long Rest.
  • Skillful. Gain proficiency in one skill of your choice.
  • Versatile. Gain an Origin feat of your choice.

Background Β· Courtier

Skills
Insight, Persuasion
Languages
Any two of your choice

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 are.

Identity & Roleplay

How Innocentio lives at the table

Low Magic Social Tension Unreliable Testimony Bureaucracy Soft Power

Personal Hook

Previously suspected in a murder — now obsessed with records and verification.

Backstory

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.

Core Belief

  • Memory is flexible
  • Certainty is temporary
  • Innocence without documentation is just another opinion

Habits

  • Keeps careful records of his time at all moments
  • Insists — politely and without exception — that anyone he speaks with confirm in writing that he was present and behaving normally
  • Treats this as a courtesy rather than a precaution

This won't take long—it's just for accuracy.

— Innocentio, already holding out the form

He finds the habit reassuring, even if everyone else finds it deeply unsettling.

Languages

  • Common
  • Dwarvish — guilds, guards, trade officials
  • Infernal — shady contacts, back-channel dealings

Starting Equipment

  • A set of fine clothes
  • A pouch containing 5 gp
  • A leather-bound ledger of timestamps and witness signatures
  • Ink pen and a small bottle of ink

Bard options: (A) Leather Armor, 2 Daggers, Musical Instrument, Entertainer’s Pack, 19 GP; or (B) 90 GP

Roleplay Guidance

Social & Investigative Dominance

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.

Subtle Magic, Not Flashy

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.

The Paper Trail

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.

Silver Tongue

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.

Suggested Characteristics

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.

Reference Material

Bio
**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 clearedβ€”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.

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 longβ€”it's just for accuracy," while already holding out the form. You find the habit
reassuring, even if everyone else finds it deeply unsettling.
Class
# 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.
Race
# 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.
Background
# 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.
Skills
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)
Magic
## 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._