Minstrel
Source: Valda’s Spire of Secrets (2024)
With lute in hand, a minstrel keeps their traveling companions in high spirits and slings vicious taunts at their enemies.
title: Minstrel

*Small or Medium humanoid (Cohort), Neutral*
- **Armor Class** 14
- **Hit Points** 6 plus six times your Captain level (the minstrel has a number of Hit Dice [d8s] equal to your Captain level) (6 plus six times your Captain level (the minstrel has a number of Hit Dice [d8s] equal to your Captain level))
- **Speed** 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 9 (-1)|14 (+2)|12 (+1)| 9 (-1)|10 (+0)|16 (+3)|
- **Proficiency Bonus** +2
- **Saving Throws** 2+PB, 3+PB
- **Skills** [Performance](Mechanics/CLI/rules/skills.md#Performance) +5, [Persuasion](Mechanics/CLI/rules/skills.md#Persuasion) +5
- **Senses** passive Perception 10
- **Gear** four [daggers](Mechanics/CLI/items/dagger-xphb.md), [lute](Mechanics/CLI/items/lute-xphb.md), [studded leather armor](Mechanics/CLI/items/studded-leather-armor-xphb.md)
- **Languages** Common plus one other language
- **Challenge**
## Traits
***Proficiencies.*** Simple weapons; Light armor
***Level 5.*** Martial Excellence. The minstrel has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
***Level 13.*** Dramatic Opening. During the first round of combat, the minstrel has [Advantage](Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on [D20 Tests](Mechanics/CLI/rules/variant-rules/d20-test-xphb.md) and attacks against it have [Disadvantage](Mechanics/CLI/rules/variant-rules/disadvantage-xphb.md).
## Actions
***Dagger.*** *Melee or Ranged Attack Roll:* Bonus equals your Charisma modifier plus your [Proficiency Bonus](Mechanics/CLI/rules/variant-rules/proficiency-xphb.md), reach 5 ft. or range 20/60. *Hit:* `1d4` plus your Charisma modifier Piercing damage.
***Encouraging Tune.*** One creature within 60 feet of the minstrel that can see or hear it has [Advantage](Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on the next attack it makes before the start of the minstrel's next turn.
***Taunt.*** One creature that can hear the minstrel within 60 feet has [Disadvantage](Mechanics/CLI/rules/variant-rules/disadvantage-xphb.md) on its next attack roll before the start of the minstrel's next turn.
***Level 5.*** Multiattack. The minstrel uses Encouraging Tune or Taunt twice in any combination. It can replace one of its uses with a Dagger attack. At Captain level 13, it uses Encouraging Tune or Taunt three times in any combination.
## Bonus Actions
***Level 9.*** Psychic Strike. The minstrel deals an extra `1d8` Psychic damage on a hit.
***Level 17.*** Inspiring Song (1/Day). The minstrel gives [Heroic Inspiration](Mechanics/CLI/rules/variant-rules/heroic-inspiration-xphb.md) to each creature it chooses within a 30-foot [Emanation](Mechanics/CLI/rules/variant-rules/emanation-area-of-effect-xphb.md) originating from it.