kenku
kenku
Sheet
AC 13 · HP 7 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Cunning Action
When Not available until Rogue level 2
Use a Bonus Action to Dash, Disengage, or Hide.
Always on
- Sneak AttackLevel 1
When Hit with a qualifying Finesse or Ranged weapon attack
Once per turn, deal an extra 1d6 damage when the attack meets the Sneak Attack conditions and uses a Finesse or Ranged weapon.
- ExpertiseLevel 1
You gain Expertise in two skills in which you are proficient. Your proficiency bonus is doubled for checks using those skills. Kenku has chosen Sleight of Hand and Stealth.
- Thieves' CantLevel 1
You know the secret language of thieves and can use it to communicate hidden messages. You also know one additional language of your choice, Auran.
- Weapon MasteryLevel 1
You can use the mastery properties of two proficient weapons of your choice. Kenku has chosen Daggers, granting Nick, and Shortbows, granting Vex. You can change these choices whenever you finish a Long Rest.
- Creature TypeKenkuHumanoid
- SizeKenkuMedium or Small, chosen when the species is selected. Kenku is Medium.
- SpeedKenku30 feet.
- Expert DuplicationKenkuYou have Advantage on ability checks made to produce an exact duplicate when copying writing or craftwork produced by yourself or someone else.
- Kenku RecallKenkuYou have proficiency in two skills of your choice, chosen here as Insight and Intimidation. When you make an ability check using a skill in which you are proficient, you can give yourself Advantage before rolling. You can do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.
- MimicryKenkuYou can accurately mimic sounds you have heard, including voices. A creature that hears the sounds can identify them as imitations with a successful Wisdom (Insight) check against DC 12.
- LanguagesKenkuYou can speak, read, and write Common and one other language, chosen here as Auran. Kenku often communicate through Mimicry when a precise voice or sound is useful.
- AlertCriminal
You have the Alert Origin feat. You add your proficiency bonus to Initiative rolls, and immediately after rolling Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat, provided neither of you is Incapacitated.
Gear
12 itemsWeapons
- 4×DaggerFinesse, Light weapons used for close combat and throwing
- ShortbowA short ranged weapon suitable for stealthy attacks
Armor
- Leather ArmorLight armor made from supple leather, worn beneath a dark travel cloak
Tools
- 2×Thieves' ToolsTools used to pick locks and disarm traps
Gear
- CrowbarA metal bar useful for prying doors, shutters, and chests
- 2×PouchSmall containers for coins, trinkets, tools, or stolen goods
- Traveler's ClothesPlain, durable clothing suitable for blending into city crowds
- Burglar's PackA compact pack containing bedroll, mess kit, tinderbox, torches, rations, and other travel necessities
- 20×ArrowsAmmunition for the shortbow
- QuiverContainer for carrying arrows
Purse
- 8×Gold PiecesStarting currency from the rogue equipment package
- 16×Gold PiecesStarting currency from the criminal background package
Appearance
Kenku is a lean, raven-like humanoid standing about 5 feet tall, with charcoal-black feathers that show blue-green highlights in bright light. His narrow beak is chipped at the tip, and his lower jaw shifts noticeably when he eats, giving his expressions an oddly deliberate quality. He wears a dark leather jerkin beneath a patched travel cloak, soft-soled boots, and a belt crowded with pouches, hooks, and bits of cord. His eyes are bright and watchful, constantly measuring exits, hands, and unattended valuables.
Mannerisms
Before using Mimicry, Kenku pauses, tilts his head, and draws a quiet breath through his beak as though searching a crowded room for the exact sound he needs. When nervous, he taps one claw against his opposite wrist in a steady lockpicker's rhythm. When he laughs, it begins as a borrowed bark of amusement and ends in a dry rattle that is unmistakably his own.
Personality
Kenku is cautious, observant, and outwardly amused by danger. He speaks through carefully selected sounds and copied voices, preferring a merchant's reassuring tone, a guard's command, or a tavern server's cheerful call to anything he considers his own voice. He is not needlessly cruel, but he is willing to lie, cheat, and steal when survival is at stake. Suspicion is his armor, humor is his lockpick, and silence is his favorite answer.
Ideals
Freedom. No badge, gang, church, or employer gets to decide where he goes or what he owes. A life with empty pockets is still better than a life owned by someone else.
Bonds
He still carries a small brass key taken from the old burglary crew's leader. He intends to return it only after proving that he never needed their approval.
Flaws
Kenku assumes every kindness has a hidden price. He is quick to pocket unattended objects, even when doing so would be foolish, and he becomes defensive or evasive whenever anyone suggests that he might be trusted.
Quirks
Background
Kenku learned early that hunger makes people honest about what they value. Raised among alleyway nests and rented lofts, he survived by taking food, loose coins, and small objects that would not be missed until he was already gone. He became useful to a burglary crew because he could reproduce a watchman's whistle, a landlord's cough, or a familiar voice calling from the other side of a door. His talent made him valuable, but never trusted. The crew praised his memory while hiding their purses whenever he entered the room. He eventually left after a job went wrong and the others abandoned him with the blame. Since then, Kenku steals only enough to eat, pay for a bed, or replace equipment. He avoids grand scores because large crimes require partners, and partners require faith. He has joined adventurers because a moving target is harder to arrest than a resident criminal, and because dangerous work sometimes pays in meals, shelter, and the rare companion who does not count the silverware after dinner.
“The crew praised his memory while hiding their purses whenever he entered the room.”
- Background
- Criminal
Connections
Species
Kenku
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