Medium Humanoid
Armor Class 16 (Breastplate)
Hit Points 66 (9d8 + 18)
Speed 40 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
18 (+4)
Saving Throws DEX +8, CHA +8
Damage Resistances Fire
Senses Passive Perception 9
Languages Common, Infernal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Spellcasting. Courage is a 6th-level bard. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Courage has the following bard spells known:
Cantrips (at will): message, minor illusion, vicious mockery
1st level (4 slots): faerie fire, healing word, heroism
2nd level (3 slots): enhance ability, shatter, invisibility
3rd level (3 slots): dispel magic, fear, motivational speech

Sneak Attack. Once per turn, Courage can deal an extra 2d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he doesn't have disadvantage on the attack roll.

Song of Rest. Courage can use soothing music or oration to help revitalize his wounded allies during a short rest. If he or any friendly creatures who can hear his 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.

Magical Inspiration. If a creature has a Bardic Inspiration die from Courage and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Fighting Style: Dueling. When Courage is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Blade Flourish. Whenever Courage takes the Attack action on his turn, his walking speed increases by 10 feet until the end of the turn, and if a weapon attack that he make as part of this action hits a creature, he can use one of the following Blade Flourish options of his choice. He can use only one Blade Flourish option per turn.

  • Defensive Flourish. Courage can expend one use of his Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Slashing Flourish. Courage can expend one use of his Bardic Inspiration to cause the weapon to deal extra damage to the target he hits and to any other creature of his choice that he can see within 5 feet of you. The damage equals the number he rolls on the Bardic Inspiration die.
  • Mobile Flourish. Courage can expend one use of his Bardic Inspiration to cause the weapon to deal extra damage to the target he hits. The damage equals the number he rolls on the Bardic Inspiration die. He can also push the target up to 5 feet away from him, plus a number of feet equal to the number he rolls on that die. He can then immediately use his reaction to move up to his walking speed to an unoccupied space within 5 feet of the target.

Fancy Footwork. During his turn, if Courage makes a melee attack against a creature, that creature can't make opportunity attacks against him for the rest of his turn.

Rakish Audacity. Courage can give himself a bonus to his initiative rolls equal to his Charisma modifier. He also gains an additional way to use his Sneak Attack; he doesn't need advantage on the attack roll to use his Sneak Attack against a creature if he is within 5 feet of it, no other creatures are within 5 feet of him, and he doesn't have disadvantage on the attack roll.

Actions

Multiattack. Courage makes 2 Rapier attacks, his movement speed increases by 10 feet until the end of his turn, and he can choose a Blade Flourish option for one of the attacks.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (1d8 + 6) piercing damage. 

Countercharm. Bard Feature: As an action, Courage can start a performance that lasts until the end of his next turn. During that time, he and any friendly creatures within 30 feet of him have advantage on saving throws against being frightened or charmed. A creature must be able to hear him to gain this benefit. The performance ends early if he is incapacitated or silenced or if he voluntarily ends it (no action required).

Bonus Actions

Bardic Inspiration (d8). Courage can inspire others through stirring words or music. As a bonus action, he can choose one creature other than himself within 60 feet of him who can hear him. That creature gains one Bardic Inspiration die, a d8. 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 DM 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. He can use this feature a number of times equal to your Charisma modifier (a minimum of once). He regains any expended uses when he finishes a short or long rest.

Cunning Action. Courage can take the Dash, Disengage, or Hide action as a bonus action once on each of his turns.

Description

Courage was shaped by a life of desperate poverty, and he tends to be driven by a commitment to the people with whom he shared life on the street. He often sleeps with his back to a wall or tree, with everything he owns wrapped in a bundle in his arms.

Courage believes that the low must be lifted, and the high and mighty must be brought down; to him, change is the nature of all things. He owes his survival to another urchin who taught him to live on the streets: Malypsis. 

Courage knows the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When he is not in combat, he (and companions he leads) can travel between any two locations in the city twice as fast as his speed would normally allow.

drxgoncxke

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