Harper
Forgotten Realms: Heroes of Faerûn p. 31
- Proficiencies
- Performance, Sleight of Hand
Traits
Description
You accepted an invitation to join the Harpers, pledging an oath to uphold the Harper code and act in service to the common good. Like all Harpers, you understand the value of teamwork as well as when it's best to go it alone. Harper veterans have taught you the order's secrets—magical melodies, special watchwords, and legerdemain—and have entrusted you to use such knowledge to surveil and undermine the forces of evil.
Ability Scores: Dexterity, Intelligence, Charisma
A background lists three of your character's ability scores. Increase one by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.
Feat: Harper Agent
You gain the following benefits.
Thieves' Cant. You know Thieves' Cant.
Instrument Training. You gain proficiency with a Musical Instrument of your choice.
Distracting Melody. When you take the Help action to assist an ally's attack roll, the enemy you're distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you.
Tool Proficiency: Disguise Kit
Each background gives a character proficiency with one tool—either a specific tool or one chosen from the Artisan's Tools category.
Equipment
Choose A or B: (A) Disguise Kit, Bedroll, Costume, Grappling Hook, Rope, Traveler's Clothes, 14 GP; or (B) 50 GP