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Minstrel

Challenge
Tags
str
10
dex
16
con
14
int
12
wis
12
cha
16

AC 15 (leather)

HP 32 (5d8 + 10; bloodied 16)

Speed 30 ft.


Proficiency +2; Maneuver DC 13

Saving Throws Dex +5, Cha +5

Skills Deception +5, Performance +5 (+1d4), Persuasion +5

Senses passive Perception 11

Languages any three


Spellcasting. The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They have the following bard spells prepared:

Cantrips (at will): light , mage hand , minor illusion , vicious mockery

1st-level (4 slots): charm person , disguise self , healing word

2nd-level (3 slots): enthrall , invisibility , shatter

3rd-level (2 slots): hypnotic pattern , major image


ACTIONS

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Vicious Mockery (Cantrip; V). A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw . On a failure, it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.

Invisibility (2nd-Level; V, S, M, Concentration). The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.

Shatter (2nd-Level; V, S, M). An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw , taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage. 

Hypnotic Pattern (3rd-Level; S, M, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw . On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.


BONUS ACTIONS

Martial Encouragement. Until the beginning of the minstrel’s next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage.

Healing Word (1st-Level; V). The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can’t cast this spell and a 1st-level or higher spell on the same turn.

Description

Minstrels are musicians who weave magic into their performances. Minstrels make themselves welcome wherever they go with a mix of entertainment, storytelling, and when necessary, magical charm.

Encounters

CR 0–2 minstrel ; orcish wildling minstrel

Treasure 30 gp,  50 sp, silver earrings (25 gp), rare songbook (50 gp), dust of disappearance

CR 3–4 minstrel with 1d4 nobles or commoners ; minstrel or orcish wildling minstrel with druid, faerie dragon , pixie , or satyr

Treasure 80 gp, masterwork lute (250 gp), pipes of the sewers

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.