Harp
Small Goblin, Harpist, Any
Armor Class 12
Hit Points 8
Speed:
30 ft
Swim: 15 ft
Climb: 15 ft
Saving Throws Dexterity, Charisma
Skills
- Arcana
- Insight
- Performance
- Religion
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.
Prestidigitation
- Transmutation cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
1/day: Faerie Fire:
- 1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Silvery Barbs:
- 1st-level Enchantment
- Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
- 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.