DaggerStudded leather
You have advantage on saving throws against being frightened.
You can move through the space of any creature of a size larger than yours.
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
You can attempt to hide when obscured by a creature at least one size larger than you.
Action. Each creature in a 10-ft. cube originating from you must make a DC 11 Wisdom saving throw or be charmed or frightened by you (your choice) until the end of your next turn.
short rest recovery
Pimm grew up on the streets alone, orphaned, and poor. He had no one to watch after him or provide for him, so he learned to provide for himself. He fought fiercely over food and kept a constant watch out for other desperate souls who might want to steal from him. He slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. He's survived despite all odds, and did so through cunning, speed, and guile.
Pimm found an object recently, a smooth, blue, stone disc with a hole in the center, about the size of his palm. He believes this disc is or contains a young goddess he calls Rinnian, the goddess of small things. He sometimes speaks to her, and believes that she gives him guidance. Through her, he has found in himself a reserve of confidence. He has learned to create some magical effects, though in Pimm's mind these come from Rinnian, not from himself. He stole a small sum of gold from a noblewoman who used to pay him coppers to run errands, and has now run off to start a new life of adventure.
I like to squeeze into small places where no one can get to me.
I speak softly and infrequently, and I visibly wince at loud noises or voices.
I help the people who help me—that's what keeps us alive.
I escaped my life of poverty by robbing an important person, and I'm wanted for it.
It's not stealing if I need it more than someone else.