Sources
CR
Type
Size
Alignment
Movement

Edgin Darvis

Medium Humanoid (bard), Chaotic Good

Armor Class 14 (leather armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.
STR
14
+2
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
16
+3
CHA
18
+4
Saving Throws DEX +6, CHA +7
Skills Deception +7, Performance +10, Persuasion +10, Sleight of Hand +6
Senses passive Perception 13
Languages Common
Challenge 5 (1,800 XP)

Spellcasting

Spellcasting. Edgin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At will: friends, message

1/day: suggestion

3/day each: charm person, disguise self

Actions

Multiattack. Edgin makes two Reinforced Lute or Shortsword attacks.

Reinforced Lute. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) bludgeoning damage plus 11 (2d10) thunder damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage plus 11 (2d10) thunder damage.

Disorienting Words. Edgin magically taunts up to three creatures he can see within 60 feet of himself. Each creature must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the start of Edgin's next turn.

Reactions

Inspiring Words (3/Day). When a creature Edgin can see within 60 feet of himself fails an ability check, an attack roll, or a saving throw, Edgin grants the creature magical encouragement. The creature can roll a d8 and add the number rolled to the total, potentially turning the failure into a success.

Lore

Edgin Darvis has a talent for improvisation and strategy. He's a musician and tale-teller who relies on charisma first—rather than magic or muscle—to escape trouble. Once a member of the Harpers, a spy organization dedicated to protecting Faerûn's common folk, Edgin has forsworn his oath and turned to thievery to support his family. Edgin's strong moral compass compels him to steal only from people he believes deserve to lose both coin and face.