Deruma
Deruma
Sheet
AC 14 · HP 40 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
18 featuresBonus 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 itemsWeapons
- 2×DaggerFinesse melee weapon, 1d4 piercing damage
- ShortswordFinesse martial weapon, 1d6 piercing damage
- ShortbowFinesse ranged weapon, 1d6 piercing damage
Armor
- Leather ArmorLight armor made from supple, darkened leather
Tools
- Thieves’ ToolsTools for opening locks and disarming traps
- Gaming SetA small set of weighted dice, marked cards, or another gaming set used by criminals
Gear
- 20×ArrowsAmmunition for the shortbow
- QuiverContainer for arrows
- Burglar’s PackBackpack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
Purse
- 8×Gold PiecesStarting 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
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.”
- Background
- Criminal
Connections
Species
Kenku
Media
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