Tuk
Tuk
Sheet
AC 13 · HP 24 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
18 featuresBonus action
- Flurry of Blows
When After taking the Attack action or otherwise qualifying to use the feature.
Spend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
- Step of the Wind
When As a Bonus Action.
Spend 1 Focus Point to take the Disengage and Dash actions as a Bonus Action, and double your jump distance.
- Patient Defense
When As a Bonus Action.
Spend 1 Focus Point to take the Disengage or Dodge action as a Bonus Action.
- Martial ArtsLevel 1
Your unarmed strikes and monk weapons use a d6 Martial Arts die. You can make an Unarmed Strike as a Bonus Action, use Dexterity for attacks and damage, and use Dexterity instead of Strength for the save DC of your Grapple and Shove options.
Reaction
- Deflect AttacksLevel 3
When an attack roll hits you and deals Bludgeoning, Piercing, or Slashing damage, you can use your Reaction to reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If this reduces the damage to 0, you can spend 1 Focus Point to redirect force at a nearby target.
Always on
- Unarmored DefenseLevel 1
While unarmored and not using a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
- Monk's FocusLevel 2
You gain 3 Focus Points, regained when you finish a Short or Long Rest. You know Flurry of Blows, Patient Defense, and Step of the Wind. The save DC for Focus features is 10.
- Unarmored MovementLevel 2
Your Speed increases by 10 feet while you are not wearing armor or wielding a Shield.
- Uncanny MetabolismLevel 2
When you roll Initiative and have no Focus Points remaining, you regain all expended Focus Points, then regain Hit Points equal to one roll of your Martial Arts die plus your Monk level.
- Open Hand TechniqueLevel 3
You can use the Warrior of the Open Hand techniques. Whenever you hit a creature with an attack granted by Flurry of Blows, you can prevent it from making Opportunity Attacks until your next turn, push it up to 15 feet on a failed Strength save, or knock it Prone on a failed Dexterity save.
- Weapon MasteryLevel 1
You are proficient with simple weapons and martial weapons that have the Light property.
- Creature TypeKenkuHumanoid.
- SizeKenkuSmall or Medium, Tuk is Medium.
- SpeedKenku30 feet.
- Expert DuplicationKenkuYou have Advantage on ability checks made to create an exact duplicate of writing or craftwork.
- Kenku RecallKenkuYou are proficient in two skills of your choice, Investigation and Perception. When you make an ability check using a skill in which you are proficient, you can give yourself Advantage on the roll a number of times equal to your Proficiency Bonus, and you 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 imitation can recognize it as false with a successful Wisdom (Insight) check against DC 9.
- AlertCriminal
Alert. Tuk adds his proficiency bonus to Initiative rolls and can swap his Initiative with that of a willing ally immediately after rolling Initiative, provided neither creature is Incapacitated.
Gear
9 itemsWeapons
- SpearA simple melee weapon used as a monk weapon, carried in a worn leather loop.
- 5×DaggerBalanced throwing blades, also used as backup monk weapons.
- 2×DaggerSmall knives included in the criminal equipment package.
Tools
- CrowbarUseful for forcing doors, prying crates, and levering loose stones.
Gear
- Explorer's PackA compact pack containing ordinary adventuring supplies.
- 2×PouchSoft leather pouches for coins, seals, and small stolen objects.
- Traveler's ClothesPlain clothing chosen to blend into crowded streets.
Purse
- 11×Gold PiecesStarting money from the monk package.
- 16×Gold PiecesStarting money from the criminal package.
Appearance
Tuk, a lean male kenku of average height, has charcoal-black feathers with a subtle blue sheen along his shoulders and wing edges. He stands with an alert, forward-leaning posture, as if every room contains an unseen exit. His monk's clothing is practical and repeatedly repaired, with faded red cloth wraps around his hands and ankles. A narrow strip of ochre fabric is tied around one wrist, carefully washed and re-stitched more often than the rest of his clothes. He occupies more space than his slight frame suggests, pacing, perching on furniture, and leaning close when listening. His eyes are bright and watchful, and his movements are quiet until he suddenly crosses a room in a blur.
Mannerisms
Tuk tilts his head sharply before answering, as though selecting a voice from a shelf. He taps two fingers against his wrist when impatient, keeps his weight on the balls of his feet, and silently mouths the last word another person says before replying in a different voice.
Personality
Tuk is observant, energetic, and unexpectedly gentle with frightened people. He treats conversation like a collection of tools, borrowing a baker's warmth, a guard's authority, or a child's blunt honesty when each is useful. He dislikes grand speeches but remembers tiny kindnesses for years. In a fight he becomes almost cheerful, not because he enjoys hurting people, but because movement gives him a language no one can counterfeit.
Ideals
The strong should make room for the unheard. If I can take a burden from someone who has no power to refuse it, then I should.
Bonds
The cliffside monastery sheltered me when the law and the guild both wanted me. I will defend its people and return the stolen bell that was taken from its shrine.
Flaws
I assume every locked door is an invitation and every official is hiding something. When someone shows me genuine trust, I become suspicious and test it until I nearly break it.
Quirks
Background
Tuk grew up among roofline runners, lock-turners, and message thieves in a high Andean trading city where every market stall had a different bell and every alley carried three languages on the wind. His first jobs were small, carrying copied seals and listening outside counting houses. His perfect memory made him valuable, while his ability to reproduce a merchant's voice made him dangerous. He learned early that a stolen object could be replaced, but a stolen name could ruin a life, so he began choosing targets who profited from starving neighborhoods and rigged tolls. A failed burglary brought him to a hidden monastery built into a cliffside road. The monks caught him, but instead of turning him over, they made him spend a winter repairing prayer wheels and copying ledgers by hand. There he discovered that discipline was not silence, it was choosing what deserved to be heard. He trained his body to move like a thought and learned to fight without turning every problem into bloodshed. When the old criminal crew later threatened the monastery to recover a ledger Tuk had hidden, he left to draw them away. He now travels as a thief who steals evidence, a monk who breaks knees only when necessary, and a reluctant protector of people who cannot afford to be noticed.
“His first jobs were small, carrying copied seals and listening outside counting houses.”
- Background
- Criminal
Connections
Species
Kenku
Media
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