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Decca the Deku Bard[edit]

Small humanoid (deku), chaotic neutral

Armor Class 18 (natural armor, shield)
Hit Points 9 (1d8 + 1)
Speed 25 ft.

8 (-1) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Dex +5, Cha +5
Skills Deception +5, Investigation +2, Insight +3, Perception +3, Persuasion +5, Stealth +5
Tools horn, flute, lute, playing cards, disguise kit
Carrying Capacity 120 lb.
Running Jump high jump 2 ft., long jump 8 ft.
Damage Vulnerabilities fire (while using natural armor)
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin, Sylvan
Challenge 1 (35 XP)

Deku Flight. You know the petal glide spell, and can cast at its lowest level. Once you cast this spell with this trait, you cannot do so again until you finish a long rest. You can ritual cast this spell even if you cannot otherwise ritual cast spells, and doing so does not require you to finish a long rest before casting it again.

Forest Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in forests, woodlands, or other terrain of abundant foliage.

Tough Negotiator. You have advantage on saving throws against being charmed.

Water Hop. When you use the Dash action while your speed is not reduced, you can traverse over the surface of water or similar liquids until the end of your turn. If your turn ends while you are over a liquid, you will submerge into it as normal.

Bardic Inspiration (3/Day). You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. 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.

Spellcasting. Decca casts spells as a 1st-level bard. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following spells:

Cantrips: minor illusion, vicious mockery
1st-level (2 slots): cure wounds, faerie fire, speak with animals, unseen servant


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

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Seed Shot. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.


Decca is a female deku scrub in her mid 30s, standing at a height of 3'6" and weighing about 40 pounds. Like almost anyone of her race, her body appears to be wooden, she has a tubular mouth, and her forlorn eyes faintly glow yellow-orange. Her scalp is adorned with green-and-orange leaves in a shape resembling a ponytail. Her unremarkable unisex clothing was probably made for a male gnome, and includes matching brown gloves and boots. Most gear is carried in her backpack, and she typically rides a cheap dusty-looking mule to get around. Always strapped to her left arm is an iron shield etched in with a symbol of her homeland.


Decca is a former spy of a certain Deku Kingdom. Most of her youth was spent mastering the social trade: bartering, entertaining, persuading, and deceiving. Few would think much of a poor deku girl who was just trying to make a living, after all, which made it particularly easy for her to overhear vital information or otherwise obtain assets. She spent her young adulthood being decent at this profession.

In her early 30s, months ago now, she was starting to realize she had sacrificed the best years of her life for a kingdom that had given little in return. Modest coin and nothing else. It was around this time she caught wind of a plot to overthrow the kingdom—and with her aid, it was a plot that would surely succeed. Flinging her loyalty aside, Decca sided with the rebels at the chance of riches and power. It would have been a life beyond what she ever thought possible, had the entire scheme not fallen flat on its face at the last moment. The rebellion was nipped in the bud, and Decca's involvement exposed to her superiors. Rather than face imprisonment or a death sentence, she was able to flee—and vowed never to return. There was no doubt she had at least some kind of bounty on her head. Hundreds of miles and several months separate then from now, but still her thoughts return often to the kingdom in which she spent her entire life.

Freedom. Captivity is worse than death. Needlessly restricting a man's will is a punishable sin.
I betrayed the crown to which I swore fealty. My days are numbered.
When things look bad, I turn tail and flee.


Equipment was acquired with 125 gp (5d4 x 10 gp), which is the average starting gp for a bard.

traveler's clothes 2 gp
arrowhead amulet? worn around her neck
5 gp and 8 sp hidden in her boots
component pouch 25 gp
shield 10 gp
rapier 25 gp
musical instrument: horn 3 gp
backpack w/ waterskin 2.2 gp
bedroll 1 gp
x 6 rations 3 gp
x 10 chalk 0.1 gp
x 4 signal whistle 0.2 gp
disguise kit 25 gp
playing card set 0.5 gp
bag of caltrops 1 gp
bag of ball bearings 1 gp
block and tackle 1 gp
fishing tackle 1 gp
grappling hook 2 gp
silver chain w/semiprecious gems?
mastiff mule 8 gp
riding saddle 10 gp
50 feet of hemp rope 1 gp

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