Tiv
Tiv
Sheet
AC 14 · HP 38 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Finesse Strike
When When within weapon range of a target
Make a melee weapon attack with a rapier or shortsword, adding Sneak Attack damage once per turn when eligible.
- Crossbow Feint
When When a target is within 80 feet, or 320 feet with disadvantage
Make a ranged weapon attack with a light crossbow, adding Sneak Attack damage once per turn when eligible.
Bonus action
- Cunning ActionLevel 2
When On your turn
As a bonus action, Dash, Disengage, or Hide.
- Mage Hand LegerdemainLevel 3
When On your turn
Manipulate an object, stow or retrieve an item, or use thieves' tools as a bonus action.
Reaction
- Uncanny DodgeLevel 5
When When hit by an attack
When an attacker you can see hits you, halve the attack's damage as a reaction.
Always on
- ExpertiseLevel 1
You have expertise in two of your skill or tool proficiencies. Your proficiency bonus is doubled for checks using those proficiencies. Tiv has expertise in Deception and Thieves' Tools.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 3d6 damage to one creature you hit with a finesse or ranged weapon attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage.
- Thieves' CantLevel 1
You know the secret mix of dialect, jargon, and code used by rogues. You can communicate hidden messages to other rogues and understand similar coded messages.
- SpellcastingLevel 3
You can cast wizard spells using Intelligence as your spellcasting ability. You know three cantrips and four 1st or 2nd-level wizard spells, with most coming from the enchantment or illusion schools.
- Ability Score ImprovementLevel 4
Increase one ability score by 2, or two ability scores by 1. Tiv increased Intelligence by 2, raising it from 14 to 16 after species bonuses.
- Gnome CunningForest GnomeAdvantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Natural IllusionistForest GnomeKnow the Minor Illusion cantrip. Intelligence is the spellcasting ability for it.
- Speak with Small BeastsForest GnomeThrough sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
- DarkvisionForest GnomeSee in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
- SmallForest GnomeYour size is Small.
- Gnome ResilienceForest GnomeAdvantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- False IdentityCharlatan
You have an established false identity, complete with documentation, acquaintances, and disguises that can support your assumed persona. You can also identify the signs of another person's false identity.
Spells
7 spellsSpellcasting. Tiv casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (3 slots): ,
2nd level (2 slots): ,
Gear
11 itemsWeapons
- RapierA light finesse weapon with a narrow blade, balanced for quick attacks
- ShortswordA second finesse weapon kept in a concealed sheath
- Light crossbowA compact ranged weapon with a carved wooden stock
Armor
- Studded leather armorFlexible studded leather armor, darkened and repeatedly repaired around the shoulders
Tools
- Thieves' toolsTools for picking locks and disabling traps
- Disguise kitA disguise kit containing cosmetics, wigs, false facial hair, and small prosthetics
- Forgery kitA forgery kit containing blank papers, seals, inks, and engraving implements
Gear
- 20×Crossbow boltsBolts for the light crossbow
- Fine clothesA small collection of ordinary clothes suitable for changing identities
- Belt pouchA belt pouch holding 15 gold pieces
- False identity papersA set of forged travel papers under Tiv's most frequently used alias
Appearance
A small forest gnome with russet-brown skin, a square jaw, and a grin that reveals one noticeably silver-capped front tooth. Their dark green coat is two sizes too large, cinched with mismatched cords and carefully patched at every pocket. Their boots are soft-soled and over-polished, while their single treasured item is a blue glass button sewn into the left cuff. They carry themselves like someone who is always listening for a lock to click.
Mannerisms
Tiv taps the blue glass button on their cuff whenever thinking, counts doors and windows upon entering a room, and smiles broadly when nervous, displaying the silver-capped tooth.
Personality
Tiv is quick-witted, watchful, and disarmingly polite. They treat conversation like a card game, rarely answering a question directly when a better question can be asked in return. Beneath the practiced charm is a sincere tenderness toward frightened people, lost children, failed criminals, and anyone trying to become someone new.
Ideals
Freedom. No law deserves obedience merely because it was written by someone powerful. People should be able to leave, change, and begin again.
Bonds
I will find the child whose papers I forged, even if the trail leads into a court, cult, or royal household.
Flaws
I cannot resist improving a lie, even when the simple truth would be safer. I also assume that anyone with official authority is already planning to betray me.
Quirks
Background
Tiv was raised among the root-houses of Brackenmere, where forest gnomes traded carved charms, mushroom dyes, and carefully exaggerated stories with passing merchants. Tiv discovered early that a convincing lie was simply a tool with no moral alignment of its own. They became a talented mimic, lockpicker, and document forger, passing as a courier, minor heir, and once, disastrously, a tax assessor. The last identity earned Tiv a week in a grain cellar and a lifelong distrust of official seals. Their life changed when Tiv forged travel papers for a frightened child fleeing a noble household. The papers worked, but the child vanished before Tiv could learn whether they reached safety. Since then, Tiv has used deception less for profit and more for escape, sabotage, and protection. Their arcane talent emerged through an obsession with manipulating small things from a distance, first spoons, then keys, then the quills of people writing warrants. Tiv now travels under several names, searching for the missing child and quietly dismantling the network that made such disappearances profitable.
“Tiv discovered early that a convincing lie was simply a tool with no moral alignment of its own.”
- Background
- Charlatan
Connections
Species
Forest Gnome
Media
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