Tiko Shadmar's Page

Background

Tiko grew up in the wildlands and forest area north of "The City." He would often work as a forest guide for outsiders. He became curious about happenings in "The City," so he left his forest land and moved to Random.

Description

Description here.

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Tiko Shadmar

Medium humanoid (forest gnome), chaotic good
Armor Class 15 Leather
Hit Points 33 (5d8 + 5)
Speed 25 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 12 (+1)

Saving Throws DEX +7, INT +5
Skills Athletics +3, Investigation +5, Perception +4, Sleight of Hand +7, Stealth +10, Survival +4
Senses Darkvision 60 ft., Passive Perception 14, Passive Investigation 15, Passive Insight 11
Languages Almebezbik, Elvish, Gnomish, Thieves' Cant

Gnome Cunning. Tiko has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Speak with Small Beasts. Tiko can communicate simple ideas with Small or smaller beasts.

Sneak Attack (1/turn). Tiko can deal an extra 3d6 damage to one creature he hits with an attack with a finesse or ranged weapon if he has advantage on the attack roll. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.

Mage Hand Legerdemain. When Tiko casts mage hand, he can make the spectral hand invisible, stow or retrieve objects, or use thieves’ tools to pick locks and disarm traps at range. He can disguise this with a Sleight of Hand check, and he can use the bonus action granted by his Cunning Action to control the hand.

Wanderer. Tiko has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Spellcasting Tiko is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following class spells prepared:

Cantrips (at will): fire bolt, light, mage hand, minor illusion

1st level (3 slots): charm person, color spray, feather fall, sleep

Actions


Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Fire Bolt. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 11 (2d10) fire damage.

Cunning Action. Tiko can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.

Reactions


Uncanny Dodge. When an attacker that Tiko can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.