Bardman (Omac)

Appearance
Most of the time he looks like Borat wearing a suit.

Personality
Friendly and does not consider anything a threat.

Bardman would most likely speak with you, ignoring personal space.

Favorite phrase "Very Nice!"

Abilities
Telekinetic - You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Racial

 * Change Appearance - As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change.  You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.  You stay in the new form until you use an action to revert to your true form or until you die.

Background
Sage

Cantrips
Message

Vicious Mockery

Mage Hand

Faerie Fire
Dissonant Whisper

Healing Word

Unseen Servant

2nd level Spells
Spiritual Weapon [looks like Dimwitted Nobby from The Brothers Grimsby]

Lesser Restoration

Crown of Madness

Silence

3rd level
Counter Spell

Hypnotic Pattern

Slow

Mass Healing Word

4th Level Spells
Dimension Door

Trinkets
Lute

Mundane
Playing cards

Candle

Disguise Kit

Breathing bubble

Yellow Elemental Gem

Magical
Doss Lute - received from a Fey creature

Mac-Fuirmidh Cittern - taken from the community pile

Staff of Charming

Amulet of Health - From Blue

Crown of the merfolk (cloak of manta ray) - From Blue

Bag of Holding

+2 RGB Rapier

Relationships
Yoda (Omac) - Master of the force, He has taught bardman to move things with his mind.

Significant Events
Bardman was told of a state of being one with the force in death, and if one were to achieve it they must be at complete peace and mind. Hearing this he misinterpreted the steps of becoming a force ghost. He thought that one must be killed by someone that is completely at peace and is truly neutral, so forth the quest of finding such a man began. In his adventures he stumbled upon a man with red hair inside a volcano, this was found to be the red king. His demeanor fit the description of what it takes to become a force ghost, so Bardman decided to gain his favor by taking care of a threat within the island with his adventuring group. Once the adventuring group took care of the problem, the red king would grant 1 wish to one person that was willing to become his slave. Bardman eagerly accepts the position and wishes to be killed by his (Red King's) hand. Red king confused but amused by the request accepts Bardmans wishes, he told the adventuring group to leave the volcano before he grants the wish. Before Bardman was killed The Red King told him his true name Ignis, and that not everyone was allowed to learn of such knowledge. After which Ignis strikes his fire blazed hand through the stomach of Bardman killing him. A circle of fire surround Bardman as his consciousness fades to black.

Backstory
Bardman does not understand social norms or laws, he lives freely without judgement and knowledge about his surroundings. His chaotic nature led for most denizens to hate Bardman forcing him out of his own country. Surviving on the roads alone he used his time playing the lute and enjoying the scenery of nature. Weeks have passed and he stumbles upon a dock filled with adventurers and scholars ready to go somewhere far away. Curious he decides to enter this large peace of wood not knowing where he will end up.