Drums
Small Goblin, Drummer, Any
Armor Class 12
Hit Points 8
Speed:
30 ft
Swim: 15 ft
Climb: 15 ft
Saving Throws Dexterity, Charisma
Skills
- Insight
- Medicine
- Nature
- Performance
Musical Instrument:
Senses Darkvision: 60ft
Languages Common, Goblin
Challenge Rating 1/4
Proficiency Bonus +2
At will: Dancing Lights:
- Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
- Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Minor Illusion:
- Illusion cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a bit of fleece)
- Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1/day: Cure Wounds
- 1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Silent Image:
- 1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of fleece)
- Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
- Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
- Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
- Bardic Inspiration: Use a Bonus Action to grant someone within 60ft an additional 1d6 for one ability check, attack roll, or saving throw for up to 10 minutes.