Garry
Garry
Sheet
AC 11 · HP 6 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- Bardic InspirationLevel 1
You can inspire others through stirring words or music. As a Bonus Action, you can give one creature within 60 feet a Bardic Inspiration die, a d6. Within the next hour, the creature can add the die to one failed ability check, attack roll, or saving throw. You can use this feature a number of times equal to your Charisma modifier, and regain all expended uses after a Long Rest.
- TraitGoblinNimble Escape lets you take the Disengage or Hide action as a Bonus Action.
Always on
- SpellcastingLevel 1
You can cast Bard spells using Charisma as your spellcasting ability. You know two cantrips and prepare four level 1 or higher Bard spells. You use a musical instrument or another spellcasting focus as your focus, and regain expended spell slots after a Long Rest.
- TraitGoblinSmall size.
- TraitGoblinSpeed of 30 feet.
- TraitGoblinDarkvision out to 60 feet.
- TraitGoblinFey Ancestry gives advantage on saving throws to avoid or end the Charmed condition, and magic cannot put you to sleep.
- TraitGoblinFury of the Small lets you deal extra damage equal to your proficiency bonus when you hit a creature with an attack and that creature is larger than you. Once used, it cannot be used again until you finish a Long Rest.
- Criminal ContactCriminal
Garry has a reliable criminal contact who can provide information, pass messages, or arrange introductions within the local underworld, though favors may carry expectations.
Spells
6 spellsSpellcasting. Garry casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
10 itemsWeapons
- 2×DaggerA finesse and light melee weapon, useful for defense and close-quarters attacks.
Armor
- Leather ArmorLight protective armor made from layered leather.
Tools
- Musical Instrument, LuteA battered six-string lute used as both a spellcasting focus and a distraction during crimes.
- Thieves' ToolsA compact set of picks and tension tools for opening locks.
Gear
- Entertainer's PackContains personal gear suitable for travel, including a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- CrowbarUseful for prying open doors, crates, and stubborn windows.
- 2×PouchSmall leather pouches for coins, dice, or suspiciously portable valuables.
- Traveler's ClothesPlain but serviceable clothing for blending into crowds.
Purse
- 16×Gold PiecesLoose starting currency from Garry's criminal background.
- 19×Gold PiecesLoose starting currency from Garry's bard training.
Appearance
Garry is a Small goblin with moss-green skin, oversized ears, a narrow wiry frame, and a shock of black hair tied into three uneven tufts with copper thread. He wears patched leather armor beneath a bright plum-colored coat that is far too grand for him, along with a battered lute decorated with stolen brass buttons. Within a minute of meeting him, people notice that he stands unusually close, leans toward every conversation, and keeps his eyes fixed on hands, pockets, exits, and unattended food rather than faces. His grin is quick, crooked, and entirely too confident for someone carrying so little actual muscle.
Mannerisms
Garry leans in until other people lean back, taps rhythms against his lute whenever he is thinking, and silently mouths the last word of anyone who speaks too slowly. When nervous, he begins complimenting objects, especially locks, chandeliers, and expensive shoes.
Personality
Garry is exuberant, opportunistic, and socially fearless. He treats every stranger as a potential audience and every conversation as a performance he can improve. He is generous with praise, careless with promises, and genuinely delighted when a plan works, even if it works for reasons he did not anticipate.
Ideals
Freedom. No boss, guild, king, god, or locked door gets to decide where Garry goes or what he keeps.
Bonds
Garry owes his first real mentor, the traveling musician Vellia Brassbutton, a debt he intends to repay by recovering the enchanted music box stolen from her troupe.
Flaws
Garry cannot resist proving that he is the cleverest person in the room, especially when the room contains someone who is obviously stronger than him. He often turns a safe escape into a dangerous stunt because a merely successful theft feels less satisfying than a spectacular one.
Quirks
Background
Garry grew up beneath the floorboards of a riverside gambling hall, where his goblin family survived by repairing locks, sorting marked cards, and quietly removing valuables from people who were too distracted to notice. He learned early that music made excellent cover for crime. A lively tune drew eyes toward the performer, while nimble fingers went elsewhere. Garry became especially good at songs that made people laugh at exactly the moment they should have been asking questions. His career ended when he stole a silver-backed lute from a visiting entertainer and discovered that the instrument was enchanted. Instead of punishing him, the entertainer recognized his talent and taught him enough bardic magic to turn whispers into distractions and insults into painful little hexes. Garry still works as a thief when opportunity presents itself, but he now wants a larger stage, a better wardrobe, and a reputation so impressive that people will invite him through the front door before he has to pick the lock. He adventured because every road promises a new audience, a new mark, and possibly someone rich enough to deserve being robbed.
“He learned early that music made excellent cover for crime.”
- Background
- Criminal
Connections
Species
Goblin
Media
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