Medium Asarlai (human, Bard/Lore 5, Neutral
Born as a human touched by magic, Tenibrous has spent his entire life with fingertips that persistently glow with a soft blue aura. The aura isn't enough to provide light beyond a few inches of space, but is immediately noticeable to anyone who looks his way. Therefore, the Asarlai (which is what humans touched by such magic are called) almost always wears dark-colored gloves covering his hands. The rest of his clothing speaks of a semi-well-off academic not accustomed to the rigors of travel. He wears long, elaborate, white robes with gold and purple embroidery and carries several scroll cases and small messenger bags slung over his shoulders. Tenibrous is friendly and sociable, though not overly outgoing. He will quite willingly socialize with others and share that he is an academic traveling the world to record all of the wonders that are in it. Any who are willing to sit and listen to him will hear a number of interesting tidbits told about various parts of the world and the plants and creatures within it. Khatu is his bodyguard and traveling companion.
Logic. Emotions must not cloud our logical thinking.
My life’s work is a series of tomes related to cataloging all of the plants and creatures of the world.
Most people flee from danger. I stop and take notes.
Cantrips: Light, Mending, Message 1st Level Spells: (4/day) Detect Magic, Identify, Speak with Animals 2nd Level Spells: (3/day) Hold Person, Lesser Restoration, See Invisibility 3rd Level Spells: (2/day) Leomund's Tiny Hut, Tongues
Bardic Inspiration As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Jack of all Trades You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it. Song of Rest If you or any friendly creatures who can hear your 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.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage