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Inge Six Fingers

Inge Six Fingers is an elderly bard and the Dean of Lute at the Bards College in Solitude. When class is dismissed and most of the teachers and bards head for the local tavern, Inge instead heads straight down to her quarters and goes to bed.    As a teacher she is strict and to the point, a behavior reflected in her greetings:
"I'm Dean of Lute at the Bards College, and no, I don't give private lessons."
"It takes two things to be a good teacher. The first is patience. The second is a firm wooden stick for rapping knuckles."
"Only reason I'm so good with a lute is because I'm old. It takes a lifetime to master."   If you haven't joined the college yet, she will also tell you not to bother:
"You here to apply at the Bards College? Well don't bother - you're too damned old. Start past four, and it's all wasted effort."   Her goodbyes:
"We're done then? Good."
"Glad that distraction's over..."
She wears a set of farmers clothes and a pair of boots. She carries the key to the college and a selection of upper-class items and gold.
Children

Bard

Medium Any race, Entertainer, Any

Armor Class 13 (Hide Armour)
Hit Points 22 (3d8+9) 3d8+9
Speed: 30 ft

STR

11
( +0 )

DEX

14
( +2 )

CON

12
( +1 )

INT

10
( +0 )

WIS

13
( +1 )

CHA

14
( +2 )

Saving Throws Dexterity +5, Charisma +5
Skills Acrobatics +5, Perception +4, Performance +5, History +3
Senses passive Perception 14
Languages Common, one other language
Challenge Rating 2
Proficiency Bonus +3

The bard is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following bard spells prepared:  

Cantrips

Vicious Mockery, Friends  

1st-level Spells (4 Slots)

Calm, Hideous Laughter, Dissonant Whispers, Fast Healing  

2nd-level Spells (2 Slots)

Mischief, Phychic Jaunt

At will:
Song of Rest.
The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

1/day: Bardic Inspiration. The Bard inspires others through stirring words or music. Using thier bonus action on thier turn to choose one creature other than themself within 60 feet, who can hear them. That creature gains one Bardic Inspiration die, a d8. The creature can then roll the die and add the number rolled to the next ability check, attack roll, or saving throw it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

2/day: Taunt. The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.


Jack of all Trades. +1 to any ability check they make that doesn’t already include their proficiency bonus.

Actions

Iron Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.   Hunting Bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft, one: target. Hit: 5 (1d6+2) piercing damage.


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