Tessa was born in the entry chamber of Candlekeep's chapel, as her mother, along with many peasants, seeked refuge inside the building from a massive lightning storm that roared outside. The woman would perish after delivering the child, her name unknown by all. Thus begins the story of Tessa Stormsong of Candlemere.
All through her child years, the tempestuous child would worry the priests as she shirked her duties and ran through the small corridors and secret passages of the library. The hotheaded girl would resist all attempts to sit her down and engage in proper study, until Gorion, a local sage and magician, managed to get her attention by reading out stories from books, using small magic tricks to enhance his performance. He convinced her the written records all contained interesting stories, just waiting to unfold before her mind. After that, the priests had troubles to keep her away from the library. She would often hide in hidden alcoves to read tomes and books deemed unfit for her age, delighting on the feeeling of perusing the forbidden, discovering the unknown and living those stories in her mind's eye.
It was early agreed upon unanimously that Tessa didn't have the talent for quiet contemplation so needed for a proper priest of Oghma or the calm patience of a grimoire-studying wizard. Her passion for stories (specially of other places) was fabled, though, and she might have ended up a sage herself if a passing troubadour hadn't noticed her clear, strong voice. The man, a worshipper of Milil, took it upon himself to hone her talent in song and teach her about the outside world. As Gorion himself protested, he taught her way too much and got kicked out of the temple. But still, the bard had only stoked a fire already existing in the young woman - she yearned for experiencing the open road, the travels, adventures and romances her childhood heroes lived. It was all the old mage could do to keep Tessa safe in Candlekeep for these last few years, promising her that when the right time comes, he will call on her for aid in the field.
That time has finally come, and Tessa couldn't wait another moment. Following Gorion's allies down to the Friendly Arms Inn, she awaits for her mentor to guide her to the adventure of her lifetime.
CG Medium Human Bard 1
AC 15 (11 leather armor, +4 Dexterity)
hp 7 (1d6+1)
Hit Dice 1d6+1
Speed 30 ft.
Melee rapier +5 (1d8+4 piercing) and dagger +5 (1d4)
Ranged thrown dagger +5 (1d4+4)
Proficiency Bonus +1
Weapons Simple weapons, hand crossbows, light crossbows, longswords, rapiers, short swords
Tools Lute, flute, one more instrument
Saving Throws Intelligence, Charisma
Skills Acrobatics, History, Performance, Persuasion, Religion, Search,
Str 12, Dex 19, Con 13, Int 15, Wis 12, Cha 17
Skills Acrobatics (Dex) +5, History (Int) +3, Performance (Cha) +4, Persuasion (Cha) +4, Religion (Int) +3, Search (Int) +3
Background Candlekeep bard
Languages Common, Chondathan, Draconic, Elven, +2
SPECIAL ABILITIES Bardic Knowledge
When you make an Intelligence check, treat a d20 roll of 9 or lower as a 10 if the check involves any of the following skills: Arcana, History, Nature, or Religion.
You are a master at magically manipulating others through oration, music, and other special performances. You start out knowing two such performances: Call to Battle and Inspire Competence.
To use one of these magical performances, you must speak or play an instrument as an action. Maintaining the performance requires concentration, as some spells do (see the rules for magic). You can switch to a different performance by taking another action. The whole effect, whether it is composed of one performance or several, can last no longer than 10 minutes, and it ends early if you are silenced. You can’t use this feature again until you rest for at least 10 minutes.
A creature can be affected by only one of these performances at a time. If two or more bards try to affect the same creature with such performances, the creature is affected by neither.
Call to Battle
While you perform Call to Battle, friendly creatures, including you, are inspired to fight with greater zeal while within 25 feet of you. An affected creature can roll an extra d4 when rolling damage for melee and ranged attacks.
This extra damage die increases in size when your bard level reaches 6 (1d6), 9 (1d8), 13 (1d10), and 17 (1d12).
Your performance of Inspire Competence fills friendly creatures with confidence while they are within 25 feet of you. When you start this performance, choose one of the six abilities. An affected creature can add your proficiency bonus to any check it makes with the chosen ability.
You can use your action to change the chosen ability.
Candlekeep Bard background:
Your thirst for knowledge led you to the massive temple-library of Candlekeep, where you studied for many years under the tutelage of the sage-priests of Oghma. You know much about the history of many lands and the teachings of the gods, and perusing sacred tomes to Milil offered you insights into art and music. The chances are that if you do not know one particular subject, you can point out a sage, tome or library that does.
Trait - Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the universe can require an adventure or even a whole campaign.
Skills: History, Performance, Religion
Languages Three additional languages
Equipment Fine clothes, ink, ink pen, lute, paper (ten sheets), ten candles, tome of spiritual teachings, traveler’s clothes, and 9 sp.
Equipment Leather armor, rapier, dagger (5), musical instrument (lute), adventurer’s kit, bedroll, blanket, bulls-eye lantern, crowbar, fine clothes, fishing tackle, holy symbol (Oghma), hourglass, ink, ink pen, lute, oil (2), paper (ten sheets), scroll case, soap, steel mirror, ten candles, tent, tome of spiritual teachings, traveler’s clothes (3), whetstone, 56 gp, 9 sp, 7 cp.