Medium Human, Sellsword, Neutral
Garron is a sturdy looking man, in his late forties. He has dark brown shoulder-length hair which is starting to show streeaks of gray, both on his head and in his beard.
“A cactus doesn't live in the desert because it likes the desert; it lives there because the desert hasn't killed it yet. Be a cactus”.
His adopted daughter, Cordelia, must be kept safe and given a proper life.
Almost always takes action before talking.
Garron casts spells as a 7th level eldritch knight. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared; • Cantrips: Booming Blade, Fire Bolt, Guidance, Mending, Mage Hand, Minor Illusion, Thaumaturgy • 1st level (4 slots): Create or Destroy Water, Healing Word (1/day without expending a spell slot), Magic Missile, Shield, Thunderwave, Thunderous Smite • 2nd level (2 slots): Blur, Mirror Image
Action Surge (1/Short Rest). When Garron starts his turn, he can choose to gain an extra action that can be used for anything other than the magic action. Duelist. When Garron is holding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon. War Bond. Garron can conduct a ritual over the course of an hour that allows him to bond with a weapon as an Eldritch Knight.
Multiattack. Garron makes two weapon attacks, or casts a cantrip and makes one weapon attack. Longsword of Sharpness +1 (Sidereus) Melee Attack Roll: +8 to hit, reach 5 ft. Hit: 11 (1d8 + 5 +2) Slashing damage and the target has disadvantage on the next attack roll they make before the start of Garron’s next turn. On a critical hit the target takes an additional 14 (4d6) Slashing damage. Dancing Longword +1 (Shamadan). Melee Attack Roll: +8 to hit, reach 5 ft. Hit: 11 (1d8 + 5 +2) Slashing damage and the target has disadvantage on the next attack roll they make before the start of Garron’s next turn. Heavy Crossbow. Ranged Attack Roll: +5 to hit, range 100/400 ft. Hit: 7 (1d10 + 2) Piercing damage and if the target is Large or smaller they are pushed 10 feet straight away from Garron.
Second Wind (2/Day). Garron regains 10 (1d10 + 7) Hit Points. Shamadan. Garron causes his dancing sword to fly up to 30 feet in any direction and make a melee attack. If the sword has been out of its sheath for 4 rounds, at the start of Garron’s turn it moves 30 feet towards him and falls to the ground, or goes back into its sheath if possible. Weapon Recall. Garron recalls one of his bonded weapons, instantly teleporting it into his hand.
Tactical Mind (2/Day). Trigger: Garron fails an ability check. Response: Garron adds 1d10 to the check’s result.