The Proper Pieces
Gnome bard and herbalist
Small humanoid (forest gnome), neutral good
Armor Class 13 (leather armor)
Hit Points 8 (1d8)
Speed 25 ft.
|10 (+0)||14 (+2)||10 (+0)||15 (+2)||12 (+1)||15 (+2)|
Saving Throws Dex +4, Cha +4
Skills Animal Handling +3, Medicine +3, Performance +4, Persuasion +4, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Common, Gnomish
Special Equipment. Sparklegem carries a gnome-carved harp, which she uses as a spellcasting focus for her bard spells.
Gnome Cunning. Sparklegem gains advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Natural Illusionist. Sparklegem knows the minor illusion cantrip and uses her Intelligence as her spellcasting ability for it.
Speak with Small Beasts. Through sounds and gestures, Sparklegem can communicate simple ideas with Small or smaller beasts.
Rustic Hospitality. Since she comes from the ranks of the common folk, Sparklegem fits in among them with ease. Sparklegem can find a place to hide, rest, or recuperate among other commoners, unless she has shown herself to be a danger to them. They will shield her from the law or anyone else searching for her, though they will not risk
their lives for her.
Spellcasting. Sparklegem is a 1st-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 12; +4 to hit with spell attacks). Sparklegem knows the following spells from the bard’s spell list:
- Cantrips (at will): mage hand, vicious mockery
- 1st Level (2 slots): cure wounds, faerie fire, Tasha’s hideous laughter, thunderwave
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30ft./120 ft., one target. Hit: 1d4+2 bludgeoning damage.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing damage.
Bardic Inspiration. As a bonus action, Sparklegem may grant Bardic Inspiration to one creature within 60 ft. that can hear her. Once within the next 10 minutes, that creature may expend this to add 1d6 to one ability check, attack roll, or saving throw. She may do this 2 times, and regains these uses after a long rest.