Kevin Kevin
Kevin Kevin
Sheet
AC 13 · HP 18 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Cunning ActionLevel 2
When On Kevin's turn.
Kevin uses a bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
When On Kevin's turn.
Kevin uses a bonus action to make a thieves' tools check to open a lock or disarm a trap, or to take the Use an Object action.
Always on
- Sneak AttackLevel 1
When Once per turn when Kevin has advantage, or when an eligible enemy is adjacent to one of Kevin's allies.
Kevin makes one weapon attack with a finesse or ranged weapon and adds 2d6 damage when Sneak Attack applies.
- ExpertiseLevel 1
Kevin has expertise in two proficient skills, Stealth and Deception. His proficiency bonus is doubled for ability checks using those skills.
- Second-Story WorkLevel 3
When Kevin makes a running jump, the distance he covers increases by a number of feet equal to his Dexterity modifier. He also climbs faster than normal, though climbing still costs movement as usual unless a specific feature says otherwise.
- Ability Score IncreaseForest GnomeIntelligence increases by 2 and Dexterity increases by 1.
- AgeForest GnomeGnomes mature at about the same rate as humans and can live for 350 to almost 500 years.
- SizeForest GnomeSmall.
- SpeedForest Gnome25 feet.
- DarkvisionForest GnomeKevin can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- Gnome CunningForest GnomeKevin has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Natural IllusionistForest GnomeKevin knows the Minor Illusion cantrip. Intelligence is his spellcasting ability for it.
- Speak with Small BeastsForest GnomeKevin can communicate simple ideas to small or smaller beasts, though the beasts are not obligated to respond or cooperate.
- City SecretsUrchin
Kevin knows the secret patterns and shortcuts of cities, allowing him and his companions to find paths through urban environments that others would miss. He can move twice as fast through a city when not in combat, provided he is not being closely observed or pursued.
Spells
1 spellSpellcasting. Kevin Kevin casts with Intelligence ( to hit with spell attacks).
Cantrips (at will):
Gear
12 itemsWeapons
- RapierA finely balanced one-handed finesse weapon suitable for close combat.
- Shortbow and arrowsA ranged weapon with a quiver containing 20 arrows.
- 2×DaggerSmall concealed blades useful for backup attacks and utility tasks.
- Small knifeA small knife carried since childhood.
Armor
- Leather armorLight protective armor made of supple leather.
Tools
- Thieves' toolsA set of specialized tools for opening locks and disarming traps.
Gear
- Burglar's packA pack containing equipment useful for breaking into places, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
- MapA rough map of Nurm and the surrounding roads, annotated with Kevin's corrections to local legends.
- Pet mouseA mouse that Kevin rescued from a grain store. It is clever, nervous, and more popular than Kevin.
- Token of remembranceA small token from Kevin's home village, carried as proof that his departure was voluntary.
- Common clothesA set of ordinary clothes, patched repeatedly but kept carefully clean.
Purse
- 10×Gold piecesLoose spending money remaining from Kevin's departure and occasional successful jobs.
Appearance
Kevin Kevin is a small forest gnome with an ordinary, slightly rumpled appearance that becomes memorable through his behavior. He wears a patched leather jerkin over practical traveling clothes, with far too many pockets and straps for someone who owns so little of value. His reddish-brown hair sticks up in several stubborn tufts, and he keeps his face clean-shaven except for a tiny, uneven mustache he trims with a dagger. Within a minute of meeting someone, it becomes clear that Kevin is constantly monitoring the room, not for danger, but for inaccuracies. His eyes dart toward every conversation, dropped object, and suspiciously exaggerated gesture. He stands much too close when correcting people, then retreats only after they object.
Mannerisms
Kevin leans forward whenever someone speaks, as if physically trying to catch inaccuracies before they escape. He raises one finger while correcting people, counts exits under his breath, and nods solemnly when someone confirms something he already knew. When accused of causing trouble, he repeats the phrase "That is not technically what happened" until someone walks away.
Personality
Kevin is painfully earnest, aggressively factual, and convinced that his intentions are obvious. He believes he is helpful even when he is being intrusive, and he treats every conversation like a problem that can be solved by identifying the objectively correct version of events. He is easily offended by mockery but tries to hide it behind elaborate displays of indifference. Beneath the self-righteousness, Kevin is lonely and desperate to prove that being ordinary does not mean being useless.
Ideals
Truth. Reality is already complicated enough without people making things up. If Kevin knows what really happened, everyone has the right to hear it, preferably immediately.
Bonds
Kevin still carries the small cloth token he was given when he left Nurm. He insists it is proof that the village did not banish him, and he secretly hopes to return one day with enough impressive stories to make everyone regret underestimating him.
Flaws
Kevin cannot let an incorrect statement pass unchallenged, even when correcting it is dangerous, tactless, or completely irrelevant. He also has no instinct for proportionality. If someone insults him, he immediately begins planning a prank and sincerely believes the consequences are not his responsibility.
Quirks
Background
Kevin Kevin grew up in the tiny gnomish village of Nurm, where nearly everyone seemed to possess some useful talent. One gnome could repair a clock by sound alone, another could grow mushrooms in polished teacups, and a third had apparently invented a spoon that knew when soup was finished. Kevin had no such gift. He was not strong, clever, disciplined, artistic, or mechanically gifted. He was simply mediocre, which in Nurm was somehow worse. What he did have was an infuriating devotion to the truth. He corrected adults when they exaggerated, exposed children when they cheated, and ruined gossip by loudly explaining what had actually happened. Nurm came to regard him as sanctimonious, nosy, and exhausting, while Kevin remained baffled that being correct did not automatically make people grateful. Kevin was also very sensitive to insults, though he preferred retaliation by prank rather than confrontation. His attempts at harmless embarrassment routinely became disasters. A loosened chair leg caused a broken hip, a bucket of roofing nails made a much louder noise than expected, and a greased staircase sent the village baker through a window. Kevin never understood why anyone called these incidents attempted murder. Yet consequences had a remarkable habit of missing him. Guards slipped while chasing him, evidence vanished, witnesses remembered events incorrectly, and locked doors were inexplicably left open. Eventually, Nurm encouraged him to broaden his horizons with food, traveling clothes, and precise directions to the nearest road. In the cities beyond, Kevin survived as an urchin by slipping through alleys, picking pockets only when he could justify it, and discovering that his talent for unnoticed movement was far more useful than any talent he had failed to develop in Nurm. He now calls himself an adventurer, although most of his companions call him a liability with excellent timing.
“He was not strong, clever, disciplined, artistic, or mechanically gifted.”
- Background
- Urchin
Connections
Species
Forest Gnome
Media
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