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Bertram Wilberforce “Bertie” Wooster

Medium humanoid (human), neutral good

Armor Class 12

Hit Points 9 (2d8)

Speed 30′

Str 10/+0; Dex 14/+2; Con 10/+0; Int 14/+2; Wis 7/-2; Cha 15/+2

Skills Athletics +2, History +4, Performance +4, Persuasion +4, Religion +4

Proficiencies Automobile, Banjolele, Golf Clubs, Piano, Playing Cards, Trombone

Senses passive Perception 8

Languages English, French, Latin

Challenge 1/8 (25 XP)

Noblesse Oblige. Bertie has high social status and a substantial fortune inherited from his Uncle George.

Prompt Action Through Proper Channels. Bertie has advantage on ability checks and saving throws made to avoid or escape grapples.

Shimmy. Bertie has advantage on Athletics checks made to climb up or down drainpipes, knotted sheets, or other improvised climbing tools, or up onto furniture.

The Work of a Moment. Bertie may act on his initiative even when surprised, but only to move and take Dash or Disengage actions.


Distraction. Bertie attempts to befuddle a creature within 15′ that can comprehend a language he speaks. The creature must make a DC 14 Intelligence save. Success: The creature is unaffected. Failure: The creature becomes Stunned until the beginning of its next turn.


Reginald Jeeves

Medium humanoid (human), lawful good

Armor Class 10

Hit Points 28 (5d8+5)

Speed 30′

Str 12/+1; Dex 10/+0; Con 12/+1; Int 18/+4; Wis 16/+3; Cha 10/+0

Skills Deception +4, History +8, Insight +7, Intimidation +4, Investigation +8, Perception +7, Sleight of Hand +4, Stealth +4

Proficiencies Automobile, Darts, Fishing Tackle, Serving Tray, Sewing Tools

Senses passive Perception 17

Languages English, French, Latin

Challenge 1 (200 XP)

Concoction. Jeeves can brew up to three potions of vitality at will. Jeeves must have a long rest before he can use this ability again.

Discretion. Jeeves can escape notice at will. He may use the Hide action even when in plain sight as long as there is some form of distraction, and has advantage on Sleight of Hand or Stealth checks against members of the upper classes.

The Psychology of the Individual. Jeeves has advantage on a Deception, Insight, or Intimidation check made against a creature who is not a stranger to him. Jeeves must have a long rest before he can use this ability again.

Tact and Resource. By spending 10 minutes to study a problem, Jeeves gains advantage on an Insight, Investigation, or Perception check regarding it. Jeeves must have a long rest before he can use this ability again.


Kosh. Melee Weapon Attack: +5 to hit, reach 5′, one creature. Hit: 4 (1d4+1) damage, +18 (5d6) sneak attack damage if applicable, and the target must make a Constitution save with a DC equal to the damage dealt. Failure: The target is Stunned until the end of its next turn. If the target is reduced to 0 hit points by the attack, they are knocked unconscious, rather than killed.

Baffling Snare. Melee Weapon Attack: +5 to hit, reach 5′, one creature. Hit: The creature is blinded by being wrapped in a coat or other object around its head until the beginning of its next turn and must make a DC 12 Dexterity save. Failure: The creature is blinded and restrained until it succeeds at this saving throw. It can make a new attempt at the end of each of its turns.

-The Gneech



( 5 comments — Leave a comment )
Mar. 16th, 2016 02:22 pm (UTC)
I reckon Bertie would have Latin too. All part of a good public school education, what?

(Also, best opportunity ever to use this icon!)
Mar. 16th, 2016 02:30 pm (UTC)
Absolutely! So would Jeeves. I'll amend. Thanks!

Mar. 16th, 2016 03:07 pm (UTC)
Glad to be of service :)
Mar. 17th, 2016 11:05 am (UTC)
I refuse to believe that Bertie is 'Neutral good'...
'Lackadaisy Good' is probably the correct term, but I doubt that exists in 5e.
Neither is 'Hungover Good' (Tries to act good as long as it isn't stopped by the effect of a hangover. )

Butlers are NOT 'Lawful Good', especially not the good ones...
They just act like it most of the time. you know, bending rules slightly, stuff like that. Then will do random acts of pickpocket, automobile theft, or other in order to help their master.

Mar. 17th, 2016 12:46 pm (UTC)
There's LG, NG, and CG. Bertie may be a bit all over the map, but he still cares about things like dressing properly, observing social decorum, etc. Therefore he's not chaotic enough for CG and not lawful enough for LG. Hence, neutral good.

I could see a case for Jeeves being Lawful Neutral, except that his machinations always bend towards rewarding the virtuous and punishing the wicked (as secondary objectives to getting Bertie out of the soup, admittedly, but still with consistency and vigor). Given his very rigid views on appropriate social behavior and the interplay between classes, Jeeves is definitely lawful. It's just that the "laws" he follows are based on the Old Feudal Spirit, rather than the relative Johnny-come-lately laws against things like assault or theft.

-The Gneech
( 5 comments — Leave a comment )

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