Halorin Poorleaf

"The Poorleafs are dancing to a poor tune that I tend to rewrite."

The Poorleaf's for generations have always been apart of the well known Dragon Flight Performers caravan. The caravan would travel south through Impiltur and The Great Dale during the winter months and head north through Narfell and Damara by summer. However, the Poorleaf's are not the performers, they are the laborers, the make-up artists, the stage builder's.

Halorin, the fifth child of this generations Poorleafs, wished to break tradition of travelling with the caravan and head out on his own. He knew he was not meant to follow the laborer path of the Poorleafs and he showed talent in the arts of performance and song. But a long standing contract, foolishly signed by the late Dunkif Poorleaf, prohibited any Poorleaf from performing within the caravan or any place the caravan would be staying for the time being. Dunkif had turned his family into indentured servants to the caravan.

The family was none to pleased of such talk, but Halorin was determined to head out on his own and seek what the caravan would not give him.

One year while the caravan was in the region of Damara, Halorin took his chances and left behind the caravan and his family. Halorin would keep himself to the northern regions when he wanted to practice his craft, for the Dragon Flight Performers spent more time during the fall, winter and early spring in the southern regions of Impiltur and The Great Dale

The first several months were rough for Halorin. Being young and unknown made playing in taverns and inns a very giant task for the little hin, especially one without an instrument to play on.

All was not lost. Halorin meet a drunken monk one night that changed everything. The monk, who called himself Reed; a hin like himself, was a bolsterous and interesting person to be around. Never was there a dull moment when the monk got too drunk and some low life tavern drunkard challenged him. Sometimes it was more than one.

Halorin instantly used these brawls to create exuberant tales of the Hungover Monk. The wild tales became popular among the middle to lower class tavern halls, especially if Halorin could goad a foolish drunkard or two into taking up the challenge to see if the stories were true.

But the fortune and fame was not coming as well as Halorin may have wanted. Between the buying of instruments and the amount of booze he and his new found friend went through, there was little to go on.

Halorin decided it was time to find work that could better hone their skills at. It was at this time when he and the monk found themselves at the Adventure's Rest Inn.

The Dragon Flight Performers

For over 55 years, these perfromers have entertained the northern regions just below the Great Glacier.

They are renown in the arts of song, dance, theatre....and theivery.

They were founded by a former member of the Tightpurses; Glandyous Purseworth.

During some lean years and tight patrols, it turned out that many organizations were having trouble moving their shipments about the regions. It was Glandyous who suggested, "to move such specialty items, it would take an act of great performance."

And so it came to be. Glandyous hired actors, singers, storytellers, rodies, stage handlers; and smugglers alike.

He even conned a starving, down on his luck hin into signing his family and his family's families into a life of servitude for the greater good of the traveling caravan.

For many years and counting, this traveling performing caravan has thrilled many a village, town and city; all the while moving goods and services for the most notorious thieves guilds around.

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Halorin Poorleaf

Ligtfoot Halfling Bard, College of Lore, Neutral Good


  • Armor Class 15
  • Hit Points 44(6d8 + 6)
  • Initiative +3
  • Speed 25ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 8 (-1) 12 (+1) 16 (+3)

  • Saving Throws DEX +6, CHA +6
  • Senses passive Perception 11
  • Languages Common, Hin
  • Proficiency Bonus +3
  • Spell DC 14
  • Skills Acrobatics, Deceptionm, Perception, Performance, Persuasion, Slight of Hand, Stealth

Halfling Nibleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Bardic Inspiration. Can use this feature 3 times. (d8)

Lucky. When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use th new roll.

Brave. You have advantage on saving throws against being frightened.

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5ft., one target. (1d8 + 3) piercing

Short Bow. Range Weapon Attack: +5 to hit, reach 80/320ft., one target. (1d6 + 2) piercing

Spells

Minor Illusion. Cantrip:

Visious Mockery. Cantrip: Rng: 60ft, Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Cure Wounds. 1st Level: A creature you touch regains a number of hit points equal to 1d8 + 3. This spell has no effect on undead or constructs.

Faerie Fire. 1st Level: Rng: 60ft, Each object in a 20-foot cube within range is outlined by blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Dissonant Whispers. 1st Level: Rng: 60ft, The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Spells
Cantrips 1st Level 2nd Level 3rd Level
Dancing Lights Comprehend Languages (R) Invisbility Dispel Magic
Minor Illusion Cure Wounds (D) Silence Haste
Vicious Mockery Detect Magic (R) Phantasmal Force
Eldritch Blast Dissonant Whispers
Faerie Fire

Background: Entertainer

Personality Trait


For every situation I am in, I seem to know a story of just such an event in the past.

Ideal


Creativity: The world is in need of new ideas and bold action, and of course a song or two.

Bond

There are still family members that I miss and sing of.

Flaw

A scandal prevents me from going home again. That kind of trouble seems to follow me around.

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

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Entertainer Routines

Instrumentalistt, Singer, Storyteller

Equiped Items
1 Studded Leather
2 Rapier
3 Dagger
4 Short Bow
5 Arrows (20)
6 Lute
7 Pan Flute
8 Backpack

Backpack Items
1 Rations (5)
2 Entertainer's Outfit
3 Explorer's Outfit
4 Bedroll
5 Candle
6 Flint and Steel
7 Waterskin

Jack of all Trades

Add half proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest

you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bardic Inspiration

Inspire others through stirring words or music. To do so, use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (1). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Font of Inpiration

Beginning at 5th level, you may regain your spent Bardic Inspiration when taking a short or long rest.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20.

You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

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Counter Spell

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start an performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Additional Magical Secrets

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