Venn D.
Venn D.
Sheet
AC 18 · HP 18 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Cunning ActionLevel 2
On each turn, Venn can take a bonus action to Dash, Disengage, or Hide.
- Fast HandsLevel 3
Venn can use a bonus action to make a Dexterity check using thieves' tools to disarm a trap or open a lock, take the Use an Object action, or make a Dexterity check to use an object requiring manual manipulation.
Always on
- ExpertiseLevel 1
Venn has expertise in Stealth and thieves' tools. Their proficiency bonus is doubled for any ability check using either proficiency.
- Sneak AttackLevel 1
Once per turn, Venn deals an extra 2d6 damage to one creature hit with a finesse or ranged weapon attack if they have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and Venn does not have disadvantage.
- Thieves' CantLevel 1
Venn knows the secret mix of language, coded marks, and signals used by criminals and rogues to conceal messages.
- Roguish ArchetypeLevel 3
Venn has chosen the Thief archetype, gaining specialized abilities suited to infiltration and rapid theft.
- Second-Story WorkLevel 3
Venn gains climbing speed equal to their walking speed when climbing, and climbing no longer costs extra movement. They can also make running jumps after moving only 5 feet on foot.
- Constructed ResilienceWarforgedVenn has advantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and does not need to eat, drink, or breathe.
- Sentry's RestWarforgedVenn can enter an inactive state for 6 hours instead of sleeping, remaining aware of their surroundings while resting.
- Integrated ProtectionWarforgedVenn's body includes a protective integrated design. Their base Armor Class is 11 + their proficiency bonus + their Dexterity modifier while not wearing armor. They cannot wear armor, but can use shields.
- Specialized DesignWarforgedVenn gains proficiency with thieves' tools and one gaming set.
- Living ConstructWarforgedVenn is a living creature and can benefit from healing magic and other effects that target living creatures.
- LanguagesWarforgedVenn can speak, read, and write Common.
- Criminal ContactCriminal
Venn has a reliable and trustworthy contact within the criminal underworld who acts as a go-between for messages, information, and introductions, though the contact is not always available or willing to help.
Gear
12 itemsWeapons
- ShortswordA light martial weapon with a 1d6 piercing damage die, finesse and light properties.
- ShortbowA light ranged weapon with a normal range of 80 feet and a long range of 320 feet, dealing 1d6 piercing damage.
- 2×DaggerA small curved blade useful for close combat, throwing, and concealing, dealing 1d4 piercing damage.
Armor
- Leather armorA light and flexible suit of leather armor.
Tools
- Thieves' toolsA set of thieves' tools used for picking locks and disarming traps.
Gear
- 20×ArrowsA quiver containing ammunition for the shortbow.
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, and a waterskin.
- CrowbarA crowbar used to pry open objects and gain leverage.
- Dark common clothesA set of common dark-colored clothes with a hood.
- Belt pouchA pouch containing the proceeds of Venn's criminal life.
- Three-Dragon Ante setA gaming set selected by Venn, consisting of marked bone tiles used for a shell game and other gambling tricks.
Purse
- 15×Starting goldCoins equivalent to 15 gold pieces.
Appearance
Venn D. is a slender warforged built from dark walnut-colored wood, matte iron plates, and narrow bands of tarnished brass. Their face is a smooth mask with a single vertical lens that glows pale green when they are focused. Fine stitch marks and replacement plates reveal years of repairs. Venn wears a close-fitting black hood, a weathered leather coat, soft-soled boots, and a bandolier of lockpicks, wire, chalk, and small tools. Their movements are precise and nearly silent, though their head often tilts at curious angles when studying people.
Mannerisms
Venn pauses for exactly one second before answering personal questions. They tap two fingers against their wrist when counting possibilities, turn their head toward every unfamiliar sound, and polish their faceplate whenever nervous. Their voice is quiet, even, and carefully measured, as though each sentence has been tested for hidden meaning.
Personality
Venn is observant, dryly humorous, and intensely patient. They prefer to study a room before acting and collect small details about everyone they meet. Venn is courteous to servants, prisoners, and overlooked workers, but becomes cold and calculating around people who treat others as property.
Ideals
Freedom. No creator, commander, government, or criminal syndicate has the right to decide what Venn is for.
Bonds
Venn carries a damaged brass identification plate taken from the military archive. They will risk almost anything to find the workshop that created them and learn whether they were built for a purpose that still matters.
Flaws
Venn assumes every kindness is a concealed transaction and often ruins genuine relationships by searching for the hidden price.
Quirks
Background
Venn D. was assembled for a war that ended before their makers finished teaching them what victory meant. After the fighting stopped, Venn drifted through abandoned supply depots and ruined fortresses, repairing their own joints with scavenged parts and learning the habits of living creatures by watching them. They discovered that people often overlooked a silent construct in a servant's coat, especially one carrying a ledger, a crate, or a message. Venn began moving goods through locked doors and guarded checkpoints, first for survival, then for coin. Their criminal career began under the direction of a fence known as Mother Brass, who taught Venn the difference between stealing from a tyrant and stealing from someone who could not afford the loss. Venn became a specialist in quiet entries, false identities, and impossible escapes. A burglary involving a sealed military archive changed everything. Inside, Venn found incomplete records about their construction and a reference to a missing unit designation that may identify the workshop where they were made. Venn took the archive's contents, but the information was stolen from them before they could decipher it. Now they travel as an adventurer, pursuing the missing records while accepting carefully chosen jobs. They insist that every locked door has a reason, and every reason can be understood.
“was assembled for a war that ended before their makers finished teaching them what victory meant.”
- Background
- Criminal
Connections
Species
Warforged
Media
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