Bronn the Climber

Silver-tongued skill monkey


Bronn, the Climber
Brass Dragonborn /~/ Bard 3 Fighter 1 Rogue 1 /~/ Chaotic Good /~/ Urchin

STR* – 9 (-1)
DEX* – 14 (2)
CON* – 10 (~)
INT* – 14 (
WIS – 14 (2)
CHA* – 16 (

  • Advantage

Proficiency: +2
Distinguishing Marks: Thin… almost sickly looking for a dragonborn (if you didn’t know better).
Vision: Darkvision, 60 feet
Speed: 30
Languages: Common, Draconic, Thieves Cant
Personality Traits: Prefers having a wall to his back… and always on the alert.
Ideals: Bronn seeks out wealth before glory…
Bonds: Bronn is a former agent of the R’osh al Krat (*Red Hand Trading House) – a notorious Tiefling cartel.
Flaws: Wanting to be rich is no flaw at all.

Business Skills
Acrobatics*: +4
Animal Handling*: +4
Arcana*: +4
Athletics*: +1
Deception* DB: +5
History*: +4
Insight*: +4
Intimidation*: +5
Investigation*: +4
Medicine*: +4
Nature*: +4
Perception*: +4
Performance*: +5
Persuasion*DB: +7
Religion: +2
Sleight of Hand*: +4
Stealth* T: +6
Survival*: +4

  • Proficient
    DB Brass Dragonborn Trait
    T Expertise


Thieves Tools T : This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Disguise Kit: Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Brass Dragonborn
(+2 Charisma, +1 Wisdom)

Breath Weapon: (variant)
Alternate Traits: Socialite
You were born bearing the metallic dragons’ kindness, compassion, and love of conversation. You gain proficiency with Insight and Persuasion checks. Choose one of these skills; you gain double your proficiency bonus with that skill.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry (Fire).

Background: Urchin

Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Class Skills

Bard (3) Skills
Bardic Inspiration
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. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d 10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th level.
Bard College (Lore)
At 3rd level, you delve into the advanced techniques of a bard college o f your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its
damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Fighter (1) Skills

Fighting Style (Defense)
While you are wearing armor, you gain a +1 bonus to AC.
Second Wind
You have a limited well o f stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Rogue (1) Skills

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Thieves Tools & Stealth)
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set o f secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

~ Bronn in Combat ~

HP: 46 (3d10+2d8) AC: 15 [10 +2 (Studded Leather) +2 (Dex) +1 (Dueling)] Initiative: +2 Inspiration: O

Plan A: Talk Up the Fight!
Inspiration: +1d6 (Target can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.)
Cutting Words: – 1d6 (Bronn can use his reaction to expend one of his uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll.)
Inspiration DicePer Day: O O O

Plan B: Magic!
Spell Save DC: 13 (8 + 2 Prof. + 3 Cha) Spell Attack Bonus: +5 (2 Prof. + 3 Cha)

Cantrips/Day: ∞
Level 1 Spell Slots: O O O O
Level 2 Spell Slots: O O

Plan C: Brave Swords & Bows!
Rapier 4 (2 Prof. + 2 Dex.) 1d82
Dagger 4 (2 Prof. + 2 Dex.) 1d42; 20 ft Range)
Longbow 4 (2 Prof. + 2 Dex.) 1d82

SNEAK ATTACK: +1d6 if advantaged; if ally is within five feet of foe.

~ Bronn’s Special Songbook ~
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Vicious Mockery
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Level One (4):
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f blood)
Duration: Concentration, up to 1 minute
Up to three creatures o f your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Comprehend Languages
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch o f soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and
an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Level Two (2):
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Calm Emotions
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects:
- You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
- Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any o f its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.


Bronn’s Tale
Bronn the Climber is notoriously well-liked… and well-liked for his notoriousness. Slight of build for most dragonborn, many might even mistake him for sickly if basing their judgement off of appearances alone – Bronn is a cunning opponent. Other dragonborn in particular seem to scorn Bronn for his slight build – moreso, some, for his lowly “Brass” lineage. Bronn’s inability to breathe fire is a carelessly guarded secret – if confronted about it, Bronn will respond that it has encouraged him to pursue other talents…

What Bronn lacks in great physical prowess he makes up for with sheer gift of glib. Rising from the slums of Askambul, Bronn began life as a slave, “squiring” for a Ratsnack (a small time thug and fighting-pit boss) as a fight-caller, potboy, sparring-butt, and herald. After many years of cruel treatment, Bronn’s intellect and cunning soon led him to expand and then run the show for the drunken Ratsnack. After the cruel Ratsnack’s mysterious disappearance from Askambul, Bronn freed the fighters… He maintained the fighting pits, however, offering shares of gambled-for winnings with the newly liberated (and now enthusiastic) gladiators. Operations expanded quickly, enhanced by Bronn’s sensationally called (and scientifically rigged) fights. The fighting pit expanded to include a sizeable inn, complete with tavern, brothel, and gambling parlor… becoming known as The Brass Claw. Bronn’s skill with word-weaving, deception, and negotiation made him a carefully considered – feared and admired – business partner. The business prospered for some years, as Bronn extended his contacts in the Askambulli underworld, building an alliance with the Rosh al K’rat, a prominent magic and vice cartel held together by a Tiefling-Dragonborn alliance. Many illicit goods and persons passed through the door’s of Bronn’s Brass Claw, and Bronn’s wealth and influence increased in the Askambuli slums. But the Brass Claw – though Bronn understood it to be paid off with the local authorities – was raided late one night by a heavily armed city watch, overseen by a human Askambuli, Ser Gentrose. Bronn’s guards were overwhelmed and Bronn was escorted at sword-and-spell-point to the district magistrates, charged with a litany of crimes. Bronn’s charms evaded him under the stern ruling of Justicar Hrenn, chief of the district’s magisterial council. Bronn was sentenced to a lifetime of hard labor in the black cells of Askambul’s floating prison above the sea, The Stone…

Bronn was suddenly released this morning with no pretense – the only apparent explanation being an edict issued directly from the offices of Askambul’s high council – superior in both word and weal to Justicar Hrenn. An agent of the council, Hand Yalia, saw to his release, and advised Bronn to report to her offices in the Garden District within the ten-day…

Bronn has two chief allies, Ajax and Harlah; though The Brass Claw has been shut down, they were not arrested with Bronn, and may be running another operation in the slums…
Ajax is a child-hood friend of Bronn, another dragonborn (black), and was his right-hand enforcer at The Brass Claw (Ajax, Ftr4Rg2, CN). He is greedy and impetuous, but loyal to Bronn; known for flamboyant (tacky) displays of wealth and impulsive decisions.

Harlah, a human Askambuli, managed day-to-day operations at The Brass Claw and has many contacts in Tiefling and Underdark circles alike (Harlah, Ftr2Rg4, LN). Harlah is proud and dour, a highly capable administrator; her reserved and practical nature has gained her much respect among Askambul’s thieves and merchants alike.

Bronn has two chief foes in the slums, Ser Gentrose and Justicar Hrenn.
Ser Gentrose is the constable who arrested Bronn (Ser Gentrose, Pal6, LG). He is a “man of the people” – the order of law is paramount – and Ser Gentrose seeks out vice and corruption in Askambul (a somewhat thankless task). He is particularly keen on dismantling the Tiefling-Dragonborn cartels, which he sees as the root of many small evils.

Justicar Hrenn ordered the shuttering of the Brass Claw and Bronn’s arrest (Justicar Hrenn, Ftr3Clr8, LE). Though publicly Justicar Hrenn supports Gentrose’s crusade, the Justicar has been carefully accepting bribes from Underdark agents for years – his patrons chief competitors in drugs, slaves, and illicit goods is the R’osh al Krat. He wears an obsidian earring, which shields him from “Detect Good/Evil.” In spite of slow-growing rumors of his “other” ventures, Justicar Hrenn maintains a publicly loved persona.

Bronn has recently met Hand Yalia.
Hand Yalia claims to be an agent of Askambul’s high council (Hand Yalia, Rog2Sor5, NG). She is the agent who recently released Bronn from prison. Bronn knows little of her.

Bronn the Climber

Aksambul: The Queen Widow robknapp87