Gib
Gib
Sheet
AC 13 · HP 14 · 30 ft., climb 20 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
13 featuresBonus action
- Quickened Spell
When When casting a spell with a casting time of 1 action
Gib can spend 1 sorcery point to cast a spell with a casting time of 1 action as a bonus action, provided the spell is eligible for Quickened Spell.
- Metamagic OptionsLevel 3
Gib knows the Quickened Spell and Subtle Spell options. Quickened Spell lets him cast a spell with a casting time of 1 action as a bonus action by spending 2 sorcery points. Subtle Spell lets him cast a spell without verbal or somatic components by spending 1 sorcery point.
Always on
- Subtle Spell
When When casting a spell
Gib can spend 1 sorcery point to cast a spell without verbal or somatic components.
- SpellcastingLevel 1
Gib is a 3rd-level spellcaster. His spellcasting ability is Charisma. He knows four cantrips and four sorcerer spells, and uses a spellcasting focus or component pouch.
- Wild Magic SurgeLevel 1
Gib's magic is unpredictable. Immediately after he casts a sorcerer spell of 1st level or higher, the DM can have him roll a d20. On a 1, he rolls on the Wild Magic Surge table. The DM can also call for a surge when appropriate.
- Tides of ChaosLevel 1
Gib can gain advantage on one attack roll, ability check, or saving throw. After using this feature, the DM can allow another Wild Magic Surge roll before Gib finishes a long rest. He regains this feature after a long rest if it has been used.
- Font of MagicLevel 2
Gib gains 2 sorcery points. He can use them to create spell slots or fuel Metamagic. He regains all expended sorcery points after a long rest.
- MetamagicLevel 3
Gib knows two Metamagic options. He can apply only one option to a spell when he casts it, unless an option says otherwise.
- DarkvisionTabaxiGib can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen Gib moves on his turn in combat, he can double his speed until the end of that turn. He cannot use this trait again until he moves 0 feet on one of his turns.
- Cat's ClawsTabaxiGib has claws that deal 1d4 slashing damage on an unarmed strike. He also has a climbing speed of 20 feet.
- Cat's TalentTabaxiGib has proficiency in the Perception and Stealth skills.
- By Popular DemandEntertainer
Gib can always find a place to perform, usually in an inn, tavern, circus, or public gathering. In such a place, he can secure modest food and lodging for himself and his companions by performing, and local audiences remember him favorably.
Spells
8 spellsSpellcasting. Gib casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): ,
2nd level (2 slots): ,
Gear
8 itemsWeapons
- Light CrossbowA light crossbow with 20 bolts, suitable for ranged attacks when magic is inconvenient.
Tools
- FiddleA polished fiddle used for performances and spell-flavored musical flourishes.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Component PouchA small pouch containing the material components required for Gib's spells.
- Explorer's PackA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Entertainer's CostumeA colorful costume designed for stage performances.
- Favor from an AdmirerA small token given by an admirer after one of Gib's memorable performances.
Purse
- Pouch of GoldCoins earned or saved from performances and travel.
Appearance
Gib is a lean male tabaxi with tawny-gold fur marked by irregular russet stripes and a long, expressive tail. His bright green eyes are constantly tracking movement, and his ears twitch at every unexpected sound. He wears a flamboyant cobalt-and-crimson entertainer's coat over practical traveling clothes, with small brass bells sewn into the cuffs. His fingers are nimble and slightly calloused from years of playing fiddle, palming props, and practicing sleight of hand. He carries a polished wooden fiddle beneath one arm and repeatedly adjusts its shoulder strap whenever he is thinking.
Mannerisms
Gib constantly adjusts his fiddle strap, taps rhythms against his thigh, and flicks one ear toward every new sound. When excited, he leans forward until his nose is nearly touching the person speaking. He punctuates dramatic statements with a flourish of his tail.
Personality
Gib is bright, theatrical, and relentlessly curious. He makes friends quickly, often by turning awkward moments into jokes or improvised songs. Beneath the showmanship is a sharp observer who notices exits, hidden hands, and changes in tone. He is generous with encouragement and attention, especially toward people who believe they have nothing interesting about them.
Ideals
Freedom. No tyrant, tradition, or prophecy has the right to decide what someone must become. People should be free to change the story written for them.
Bonds
The wandering troupe that raised him is his true family, and Gib will risk almost anything to find its missing members and reunite them. He also carries his first fiddle, repaired so many times that every scratch has become part of its voice.
Flaws
Gib cannot resist an audience, even when silence would be safer. He embellishes stories until he is no longer sure where truth ends, and he often treats serious danger as an opportunity for a more memorable entrance. His fear of being abandoned makes him promise help too quickly, even to strangers who may be exploiting him.
Quirks
Background
Gib was raised among a wandering troupe of musicians, acrobats, illusionists, and storytellers who traveled from market town to market town. He learned early that a good performance could turn suspicion into laughter, and that laughter could open doors that coin could not. His favorite act combined fiddle music with harmless magical tricks, but the magic gradually stopped being harmless. Flames appeared in his empty hands, playing cards flew against the wind, and once an entire audience began speaking in rhymes for nearly an hour. The troupe called it a blessing, while Gib privately suspected the universe was making jokes at his expense. When a corrupt magistrate tried to seize the troupe's earnings and imprison its leader, Gib used his unpredictable magic to create enough confusion for everyone to escape. The act made him a local hero, but it also left the troupe scattered and forced Gib to leave before the magistrate could retaliate. He now travels as an adventurer, looking for his scattered family, collecting stories worth performing, and learning whether the strange power in his blood can be guided without losing the delightful chaos that makes him himself.
“He learned early that a good performance could turn suspicion into laughter, and that laughter could open doors that coin could not.”
- Background
- Entertainer
Connections
Species
Tabaxi
Media
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