Pip of Many Copies
Pip of Many Copies
Sheet
AC 13 · HP 28 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- Cunning ActionLevel 2
On your turn, you can take Dash, Disengage, or Hide as a Bonus Action.
- Fast HandsLevel 3
As a Bonus Action, you can make a Dexterity (Sleight of Hand) check to pick a lock, disarm a trap with Thieves’ Tools, or pick a pocket. You can also take the Utilize action, or the Magic action to use a magic item that requires that action.
- Steady AimLevel 3
As a Bonus Action, you can give yourself advantage on your next attack roll on the current turn if you haven’t moved this turn. After you use this feature, your Speed is 0 until the end of the current turn.
Reaction
- Uncanny DodgeLevel 5
When a creature you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you, rounding down.
Always on
- Sneak AttackLevel 1
You know how to strike subtly and exploit a foe’s distraction. Once per turn, when you hit a creature with an attack using a finesse or ranged weapon, you deal extra damage equal to 3d6 if you have advantage on the attack roll, or if an ally is within 5 feet of the target and you do not have disadvantage.
- ExpertiseLevel 1
You gain Expertise in two skill proficiencies of your choice. Your chosen expert skills are Sleight of Hand and Stealth, reflecting your talent for copying, pilfering, and vanishing.
- Thieves’ CantLevel 1
You know Thieves’ Cant and one other language of your choice, a coded way of speaking used by rogues, smugglers, and fence-side informants.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons with which you are proficient. You can change these choices whenever you finish a Long Rest.
- Rogue Subclass: ThiefLevel 3
You gain a Rogue subclass. As a Thief, you excel at infiltration, treasure-hunting, and getting the most out of objects and hidden routes.
- Second-Story WorkLevel 3
You gain a Climb Speed equal to your Speed, and you can determine your jump distance using Dexterity rather than Strength.
- Cunning StrikeLevel 5
When you deal Sneak Attack damage, you can replace part of that damage with a cunning effect. At this level, you can use the Poison option, which costs 1d6 of Sneak Attack damage and requires a poisoner's kit on your person. The target must make a Constitution saving throw or have the Poisoned condition for 1 minute, repeating the save at the end of each of its turns.
- TraitKenkuExpert Duplication, Pip can copy seen handwriting, signatures, and visual details with uncanny precision, making them a gifted forger and mimic of written forms.
- TraitKenkuKenku Recall, Pip can always call on scraps of remembered training and copied experience to improvise when a plan goes sideways.
- TraitKenkuMimicry, Pip can reproduce sounds and voices they have heard, from a lock clicking open to a magistrate's huffy cough.
- Criminal ContactCriminal
You know how to move through criminal circles, recognize underworld signs, and find people who operate outside the law. When you need information, shelter, or a discreet introduction, you can usually locate a contact or safe route through the shadows.
Gear
10 itemsWeapons
- ShortswordA close-quarters blade suited to sudden strikes.
- 2×DaggerA secondary blade for work in tight spaces or when one hand is busy.
- Shortbow with 20 Arrows and QuiverA short bow with a bundle of arrows and a quiver for ranged ambushes.
Armor
- Leather ArmorA set of well-worn leather armor tailored for silent movement.
Tools
- 2×Thieves’ ToolsTools for bypassing locks and alarms, carried in duplicate because Pip never trusts one kit to survive a chase.
Gear
- Burglar’s PackA burglar's loadout of rope, loot, and awkwardly useful odds and ends.
- CrowbarA sturdy pry bar stolen from a warehouse and kept for opportunities.
- 2×PouchTwo pouches for coins, seals, wax, and forgery scraps.
- Traveler’s ClothesTravel clothes suited for moving unnoticed through market crowds.
Purse
- 24×Gold PiecesCoin gathered from careful cons and less careful clients.
Appearance
A lean raven-feathered kenku with ink-stained talons, a coat lined with hidden pockets, and a satchel stuffed with false seals, wax blocks, and folded paper. Their beak is chipped at the tip from biting open quills, and their eyes are sharp, alert, and always measuring margins, locks, and exits. They favor dark traveler’s clothes under a threadbare scholar’s cloak, with a ring of tiny brass keys hanging like trophies at the hip.
Mannerisms
Pip often tilts their head and repeats the last two or three words they heard in a perfect mimic before answering in their own voice. They tap fingerprints of ink or dust from their beak when thinking, and they unconsciously sketch borders, seals, and flourishes on any available surface.
Personality
Patient, meticulous, and slyly theatrical, Pip treats every room like a puzzle box and every conversation like a document that might need redrafting. They are generous with cleverness, stingy with trust, and happiest when turning chaos into a neat, profitable solution.
Ideals
Truth can be manufactured, but consequences are real. Pip believes a clever lie should protect the vulnerable, embarrass the powerful, or expose corruption, not simply enrich the liar. They want their craft to matter, and they judge a forgery by how much harm it prevents.
Bonds
Pip keeps every discarded draft, scrap, and failed forgery in a locked chest, because one day those ruined pages will become the key to proving who they really are. They owe their current life to an old fence who hid them from the guild, and they will not abandon that benefactor, even if it means risking a perfect score or a perfect escape.
Flaws
Pip cannot resist improving a forgery once they notice a flaw, even if the correction makes the job far riskier. They also lie by reflex, then spend too long explaining the lie when honesty would have been easier. When someone praises their work, they become reckless enough to show off, and that vanity has nearly gotten them caught more than once.
Quirks
Background
Pip of Many Copies began life among a nest of kenku smugglers who treated every document like contraband and every signature like a weapon. Too small to bully and too clever to ignore, Pip discovered that a perfect forgery could open more doors than any stolen key. They learned to copy seals, imitate ledgers, and reproduce the scrawl of merchants, priests, and magistrates with obsessive care, because in a city that trusted paper, the hand that wrote it could decide who went hungry and who went free. Their life changed the night they accidentally offended a local thieves’ guild by forging a rival’s ledger so well that three arrests followed before sunrise. Pip fled with a crowbar, two daggers, and a reputation that was somehow both infamous and useful. Since then, they have lived by commissions, bribes, and brilliant improvisation, drifting from archive to archive and tavern to tavern. Their latest obsession is Volo’s newest book, a juicy, overprinted disaster of a manuscript that they intend to duplicate, improve, and quietly sell before the ink is dry. To Pip, it is not theft, it is scholarship with a market strategy.
“Too small to bully and too clever to ignore, Pip discovered that a perfect forgery could open more doors than any stolen key.”
- Background
- Criminal
Connections
Species
Kenku
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