Pibble

Pibble.jpeg

Pibble is a small rock gnome with warm freckled skin, bright green eyes, and perpetually messy auburn-red hair, often smudged with soot. She looks like someone who has been too busy experimenting to care about appearances—and that impression is accurate.

She talks fast when excited or nervous—which is most of the time. Pibble approaches danger like a puzzle to be solved rather than a threat to be feared. Her curiosity is relentless; anything marked “Do Not Touch” immediately becomes fascinating. She intellectualizes fear, coping through tinkering, humor, and rapid-fire analysis.

Brilliant but reckless, she pushes forward when she senses a breakthrough, sometimes ignoring the risks. She keeps coded journals only she can decipher and even names her tools, speaking to them when stressed.

Pibble is driven by the need to understand. Knowledge, to her, should not be buried simply because it is dangerous. Beneath her restless energy lies tension—guilt, doubt, and fear—but she buries it beneath equations, theories, and motion.

Stillness makes her think.

So she rarely stays still.


Personality

Traits:

Ideals:

Bonds:

Flaws:


Relationships


Notes

Backstory, secrets, motivations, or how they connect to the world.

Pibble

Small Humanoid (Gnome), Chaotic Neutral

Armor Class

15 (studded leather, shield)

Hit Points

10 (1d8 + 2)

Speed

30 ft.

STR8 (−1)
DEX13 (+1)
CON15 (+2)
INT17 (+3)
WIS10 (+0)
CHA12 (+1)

Saving Throws

Con +4, Int +5

Skills

Arcana +5, Investigation +5, Sleight of Hand +3, Stealth +3

Senses

darkvision 60 ft., passive Perception 10

Languages

Common, Gnomish, Halfling

Spellcasting

Intelligence (spell save DC 13, +5 to hit). Cantrips: Shocking Grasp, Message, Mending, Prestidigitation. 1st level (2 slots): Alarm, Absorb Elements, Catapult, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Grease, Identify, Jump, Longstrider, Purify Food and Drink, Sanctuary, Snare, Tasha's Caustic Brew.

Gnomish Cunning.

Advantage on Intelligence, Wisdom, and Charisma saving throws.

Alert.

Add +2 to Initiative rolls. Immediately after rolling, can swap Initiative with one willing ally in the same combat.

Magical Tinkering (3/Day).

Imbue a Tiny nonmagical object with one magical property: 5-ft. radius light, a 6-second recorded message, an odor or nonverbal sound, or a static visual effect with up to 25 words. Max 3 objects active at a time.

Actions

Crossbow, Light.

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1d8+1 piercing damage.

Dagger.

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+1 piercing damage.

Shocking Grasp.

Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 lightning damage. The target can't take reactions until the start of its next turn.

Bonus Actions

Tiny Clockwork Device — Activate.

Activate a previously created clockwork device by touch, producing its chosen effect.