Orcish Wildling Minstrel
Medium Humanoid
- Armor Class: 15
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie, page 484
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Dex +5, Cha +5
- Skills: deception +5, performance +5, persuasion +5, history +3, nature +3, survival +3
- Senses: passive Perception 11
- Languages: any three
Special Abilities
- Legend lore: Once every 30 days, the orcish wilding minstrel can innately cast legend lore with no material component.
- 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 minstrels 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.
- Many orc tribes use song to preserve a communal memory of history: Minstrels are the keepers of the tribes wisdom and identity.
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