Barnaby Tusksnap, a Loxodon Rogue — D&D 5e NPC portrait
#0006

Barnaby Tusksnap

"The Skyward Liberator"

Loxodon Rogue (Thief) CG Lvl 7 Charlatan

Ability Scores

STR
16
+3
DEX
18
+4
CON
15
+2
INT
14
+2
WIS
13
+1
CHA
17
+3

Combat

Armor Class
16
Studded Leather + DEX
Hit Points
52
Hit Dice: 7d8
Initiative
+4
Speed
30 ft.
Proficiency
+3
Passive Perception
14

Attacks

Rapier+71d8+4 piercing + 4d6 sneak attack
Shortbow+71d6+4 piercing + 4d6 sneak attack
Trunk (Unarmed)+61d6+3 bludgeoning
Dagger+71d4+4 piercing + 4d6 sneak attack

Personality

Personality

Barnaby speaks in unhurried, sonorous tones that make even his most outrageous lies sound like ancient wisdom, punctuating sentences with philosophical aphorisms that are either profound or complete nonsense—even he's not always sure which. His trunk is constantly in motion: gesturing while he speaks, absently reaching for high shelves other races can't access, or nervously tapping rhythms against his thigh when walls feel too close. He laughs easily and often, a deep rumbling sound that makes everyone around him relax—the perfect cover for the sleight-of-hand happening three feet away.

Ideal

Liberation — "Every cage, whether made of iron or expectation, is an insult to the sky. My duty isn't to those who built the bars, but to those who yearn to see beyond them."

Bond

A weathered festival mask from the night of his entrapment, painted with his herd's ancestral patterns, hangs from his belt—not as a reminder of trauma, but as proof he survived it. He would sacrifice anything to ensure no one else feels walls closing in while the world celebrates above them.

Flaw

His claustrophobia isn't just psychological—it's existential. In confined spaces, his hands shake, his breathing becomes labored, and his legendary dexterity abandons him entirely. He's walked away from lucrative scores, abandoned allies mid-heist, and once paid triple the asking price for goods rather than retrieve them from a basement storeroom. Worse, clever enemies have learned that threatening to trap him is far more effective than threatening his life.

Backstory

They called it the Festival of Remembrance, the night young Barnaby's world collapsed inward. Trapped beneath fallen scaffolding in the crowded temple catacombs during what should have been his coming-of-age ceremony, the young Loxodon felt stone walls press against gray skin while incense smoke choked the darkness. For three hours, the Elders chanted prayers above while Barnaby clawed at unmoving stone, his trunk coiled tight against his chest, learning that tradition could be a tomb. When they finally pulled him free, gasping and wild-eyed, he walked straight past his waiting family, through the temple's grand archway, and never stopped walking toward open sky.

Twenty years later, Barnaby has turned his nightmare into his greatest teacher. He became everything his herd expected him not to be—quick instead of contemplative, unpredictable instead of steadfast, a creature of rooftops and open plazas rather than sheltered halls. He learned that locked doors weren't obstacles but invitations to creativity, that the best thefts happen in broad daylight with everyone watching, that freedom isn't stolen in shadows but claimed in the light. His trunk, once frozen in terror, now moves like water—picking pockets at arm's length, sliding rings from fingers during elaborate handshakes, plucking wine glasses from nobles' hands and replacing them with empty ones before they notice.

He targets the trapped as much as the trappers: buying out indentured servants' contracts with stolen gold, forging land deeds for families about to be evicted, replacing a merchant prince's ledgers with ones that 'accidentally' free a dozen apprentices from exploitative terms. The authorities know him by his calling card—a hand-painted card depicting an elephant breaking chains, left wherever his justice has been served. Some call him a thief. Barnaby calls himself an architect of open doors, though on moonless nights, he still won't sleep anywhere without three exits he's personally verified.

Abilities & Actions

Crowd-Weaver's Misdirection (Recharge 5-6)

Barnaby creates a spectacular distraction using sleight of hand, social engineering, and theatrical flair. As an action, he can target a point within 60 feet he can see. All creatures within a 20-foot radius of that point must succeed on a DC 15 Wisdom saving throw or become fixated on Barnaby's distraction (a 'discovered' scandal, a staged accident, a mysterious spectacle) for 1 minute. Affected creatures have disadvantage on Wisdom (Perception) checks to notice anything other than the distraction. Barnaby and his allies have advantage on Dexterity (Stealth) checks against distracted creatures. The effect ends early for a creature if it takes damage or if Barnaby ends it as a bonus action.

Trunk Thievery

Barnaby's prehensile trunk grants him extraordinary reach and dexterity. He can use his trunk to make Dexterity (Sleight of Hand) checks against targets up to 10 feet away, and he has advantage on such checks when the target is distracted or engaged in conversation with him. Additionally, he can use a bonus action to attempt to disarm a creature within 10 feet (contested Dexterity check), wrapping his trunk around their weapon or item.

Skyward Escape (3/Day)

When Barnaby would be grappled, restrained, or forced into a space he considers confined (DM's discretion, typically spaces less than 10 feet in any dimension), his survival instincts trigger supernatural agility. As a reaction, he can immediately move up to his full movement speed without provoking opportunity attacks and gains advantage on any saving throw to avoid being grappled or restrained until the end of his next turn. During this movement, he can climb at his normal walking speed without requiring ability checks.

Liberator's Ledger

Barnaby has advantage on Intelligence (Investigation) checks to find concealed compartments, hidden documents, or evidence of exploitation. When he successfully picks a lock or disables a trap, he can choose to leave it apparently secured but actually unlocked, allowing others to follow his path. Once per short rest, when examining a contract, deed, or similar document, he can produce a nearly perfect forgery that alters its terms in favor of the exploited party (DC 17 Intelligence (Investigation) check to detect the forgery).

Cunning Action

On each of his turns in combat, Barnaby can use a bonus action to take the Dash, Disengage, or Hide action, as per the standard Rogue class feature.

DM Notes

Voice Barnaby with patient, grandfatherly warmth that makes even 'I'm robbing you' sound like sage advice. He frequently touches people while talking—a trunk-tap on the shoulder, a gentle trunk-wrapped handshake—which players should realize (too late) was cover for pickpocketing. His signature line, delivered with twinkling eyes: 'The difference between a cage and a home, my friend, is simply how easily you can leave it.' Watch his body language change in confined spaces—he'll position himself near exits, his trunk will coil defensively, and his usual smooth confidence will crack into barely-controlled panic. In combat, he prioritizes staying mobile and in open areas; he'll take riskier positions on rooftops or exposed balconies rather than accept cover in cramped rooms. Use him as a quest-giver who pays in 'liberated' goods, or as a wild card who shows up at exactly the wrong moment to 'help' in ways that create as much chaos as they solve. He's genuinely kind but constitutionally incapable of doing anything the simple way.