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Deruma - AI-generated fantasy Character

Deruma

Kenku · Rogue (Thief) · Level 6 · Criminal

Deruma

Deruma is observant, irreverent, and intensely self-reliant.
AC14
HP40/40
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 40 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves’ Tools,
Gaming Set

Languages

Common,
Auran,
Thieves’ Cant

Features

18 features

Bonus action

  • Cunning ActionLevel 2

    When On her turn

    As a Bonus Action, Dash, Disengage, or Hide.

  • Steady AimLevel 3

    When On her turn

    Gain Advantage on her next attack roll this turn if she has not moved, then her Speed becomes 0 until the end of the turn.

  • Cunning StrikeLevel 5

    Deruma can use a Bonus Action after dealing Sneak Attack damage to impose one Cunning Strike effect. Withdraw costs 1d6 Sneak Attack damage and allows her to move up to half her Speed without provoking Opportunity Attacks. Trip costs 1d6 Sneak Attack damage and can knock the target Prone if it fails a Dexterity save.

Always on

  • Withdraw

    When After dealing Sneak Attack damage and spending 1d6 of the Sneak Attack dice

    Move up to half her Speed without provoking Opportunity Attacks after using the Withdraw Cunning Strike.

  • Trip

    When After dealing Sneak Attack damage

    The target must succeed on a Dexterity saving throw or fall Prone. Deruma spends 1d6 of the Sneak Attack dice.

  • ExpertiseLevel 1

    Deruma gains Expertise in two proficient skills or tools, doubling her proficiency bonus for checks using them. Her first Expertise choices are Stealth and Sleight of Hand.

  • Sneak AttackLevel 1

    Once per turn, Deruma deals an extra 3d6 damage when she hits with a Finesse or Ranged weapon and has Advantage, or when an eligible ally is within 5 feet of the target and she does not have Disadvantage.

  • Thieves’ CantLevel 1

    Deruma knows Thieves’ Cant, a secret mixture of code, jargon, and signs used by criminals and rogues.

  • Weapon MasteryLevel 1

    Deruma has mastery with the Dagger, Shortsword, and Shortbow. Once per turn, she can apply the relevant mastery property when attacking with one of them.

  • Uncanny DodgeLevel 5

    When an attacker Deruma can see hits her, she can use her Reaction to halve the attack’s damage against her, rounding down.

  • ExpertiseLevel 6

    Deruma gains Expertise in two additional proficient skills or tools. Her additional Expertise choices are Investigation and Thieves’ Tools.

  • Creature TypeKenkuHumanoid
  • SizeKenkuSmall or Medium, chosen when selecting the species
  • SpeedKenku30 feet
  • Expert DuplicationKenkuDeruma has Advantage on ability checks made to create a forgery or duplicate an existing object.
  • Kenku RecallKenkuWhen she fails an ability check, she can add a bonus equal to her proficiency bonus to the roll, potentially turning it into a success. She can use this trait a number of times equal to her proficiency bonus and regains all expended uses when she finishes a Long Rest.
  • MimicryKenkuDeruma can accurately mimic sounds she has heard, including voices. A creature that hears the imitation can recognize it as a mimic with a successful Insight check against her Charisma-based DC.
  • AlertCriminal

    Alert. Deruma adds her proficiency bonus to Initiative rolls, and she cannot be surprised while conscious. Her criminal experience also gives her contacts who can provide information about local underworld activity, though such aid is never guaranteed or free.

Gear

10 items

Weapons

  • 2×
    Dagger
    Finesse melee weapon, 1d4 piercing damage
  • Shortsword
    Finesse martial weapon, 1d6 piercing damage
  • Shortbow
    Finesse ranged weapon, 1d6 piercing damage

Armor

  • Leather Armor
    Light armor made from supple, darkened leather

Tools

  • Thieves’ Tools
    Tools for opening locks and disarming traps
  • Gaming Set
    A small set of weighted dice, marked cards, or another gaming set used by criminals

Gear

  • 20×
    Arrows
    Ammunition for the shortbow
  • Quiver
    Container for arrows
  • Burglar’s Pack
    Backpack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope

Purse

  • 8×
    Gold Pieces
    Starting coin retained after selecting class and background equipment

Appearance

Deruma is a lean, small Kenku with glossy black feathers tipped in smoky gray, sharp amber eyes, and a narrow, expressive beak. She wears fitted dark leather armor beneath a weathered charcoal cloak, with a red silk cord tied around one wrist as a personal token. Her belt carries daggers, thieves’ tools, chalk, wire, and tiny vials of colored ink. Several feathers near her left temple are missing, revealing a faint scar from an old rooftop chase.

Mannerisms

Deruma tilts her head sharply when listening, clicks her beak when impatient, and answers important questions in a borrowed voice before replying in her own. When nervous, she unconsciously imitates nearby sounds such as dripping water, creaking hinges, or distant footsteps.

Personality

Deruma is observant, irreverent, and intensely self-reliant. She treats conversation like a game of reconnaissance, cataloging accents, habits, and weaknesses while pretending not to pay attention. She is quick to mock authority, unexpectedly protective of outsiders, and fascinated by people who keep promises when breaking them would be easier.

Ideals

Freedom. No one owns my name, my voice, or the direction of my wings. Laws are useful only until they become another person's chain.

Bonds

She carries a stolen ledger that could destroy a powerful noble family, and she will risk almost anything to learn the fate of the friend who vanished when her old crew was betrayed.

Flaws

Deruma assumes every act of kindness conceals a bargain. When cornered, she lies automatically, even when honesty would be safer. She also cannot resist stealing a small, seemingly insignificant object from anyone who has humiliated her.

Quirks

Collects distinctive keys even when she does not know what they open
Names every borrowed voice after the person she first heard using it
Leaves a single red thread at jobs that went especially well
Practices imitating the sounds of locks before attempting to pick them
Refuses to sleep with an unlocked door nearby

Background

Deruma was raised in the rain gutters and bell towers of Veyr, a city where every locked door concealed either wealth or trouble. Her first lessons came from a burglary crew that used her Kenku mimicry to imitate watch whistles, crying children, and the voices of respectable citizens. She learned to move silently across slate roofs, copy seals and signatures, and leave behind just enough confusion to make the guards chase the wrong shadow. The crew called her Little Echo, though Deruma never liked the name. To her, an echo belongs to someone else, while she has always wanted to be the first voice in the room. Her criminal life ended when the crew's leader sold out several members to protect a noble patron. Deruma escaped with a ledger containing names, payments, and blackmail material, but her closest friend did not. Now she travels as a professional thief and occasional information broker, using the ledger as both shield and bargaining chip. She joins adventurers because dangerous ruins offer better pay than city burglary, and because every expedition gives her another chance to uncover who ordered the betrayal. She insists she seeks only freedom and coin, but secretly she wants to expose the people who taught her that loyalty was merely another kind of lock.

“The crew called her Little Echo, though Deruma never liked the name.”
From their backstory
Background
Criminal

Connections

Species

Kenku

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