Harper
Source: FRHoF p. 31

- Ability Scores. Dexterity, Intelligence, Charisma
- Feat. Harper Agent
- Skill Proficiencies. Performance and Sleight of Hand
- Tool Proficiencies. Disguise Kit
- Equipment. Choose A or B: (A) Disguise Kit, Bedroll, Costume, Grappling Hook, Rope, Traveler’s Clothes, 14 GP; or (B) 50 GP
You accepted an invitation to join the Harpers, pledging an oath to uphold the Harper code and act in service to the common good. Like all Harpers, you understand the value of teamwork as well as when it’s best to go it alone. Harper veterans have taught you the order’s secrets—magical melodies, special watchwords, and legerdemain—and have entrusted you to use such knowledge to surveil and undermine the forces of evil.