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 Common, Fierendzi, Elvish
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.
The Fierendzi remain near the Queenswood by Thornbury but a new caravan of nomads appeared in Holdenshire not long after the Autumn Festival. Their de facto leader is a beautiful dancer named Stephanie Rosewynd ( minstrel ) who’s been troubled by prophetic dreams for several weeks, all leading her to Hengistbury. She knows that a dark curse has gripped the countryside in despair (and worse), and is working to protect the unkind citizens of both towns from whatever dark end the future may hold. Stephanie doesn’t immediately trust everyone she meets but after earning her friendship she becomes an inclusive ally that plays a pivotal role in the events to come!
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.