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Devron

10 Level (0/85000 XP for level-up) Smuggler Background Kenku Race / Species / Heritage Neutral Evil Alignment
Monk
Level 10
Hit Dice: 10/10
1d8+3 Class 1

STR
8
-1
DEX
21
+5
CON
16
+3
INT
12
+1
WIS
20
+5
CHA
12
+1
89
Hit Points
+5
Initiative (DEX)
22
Armor Class (AC)
+4
Prof. Bonus
50ft
Speed (walk/run/fly)
15
Passive Perception
8 / 10
Ki
History/Deception /
Adv
Persuasion/Intimidation /
Adv
27 / 89
HP
4 / 10
Hit Dice
Disease/Poison /
Immunity
+8 Expertise Bonus
+4 Proficiency Bonus
+3 Strength
+9 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+13 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+5 Deception CHA
+1 History INT
+5 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+9 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed strike +9 DEX 1d6+5 bludgeoning
Mimic BattleAxe +11 DEX 1d8+2+5 slashing
Mimic BattleAxe +11 DEX 1d10+2+5 Slashing
 2 Handed
War Pick +10 DEX 1d8+1+5 Piercing
WristBow +9 DEX 1d4+5 Piercing
 20/80 - short burst - can shoot up to 3 with one action
Martial Arts +1 INT 1d6
Great Cleaver +5 DEX 1d10+5
 2 handed
Attacks
Having travelled the planes for many years, Devron has come to know other smugglers in a series of locations, therefore he can gain access to safehouses across the planes. Safehouses provide a poor lifestyle, while at a safehouse, you can choose to keep your presence a secret.

Devron has advanced knowledge on the planes and some creatures within them, giving him advantage on history checks in certain situations.
When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful wisdom check opposed by your deception check.

When you take the attack action on your turn, you may then take an unarmed strike as a bonus action

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defence: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Agile Parry: If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction.

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

As an action, spend 2 ki points to regain hit points equal to your martial arts die.

When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

When you make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Precise Strike: Choose a creature within 30ft of you; as bonus action, the next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll. This recharges at a short or long rest

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

One with the shadows - Whilst in the shadow realm, you can move up to twice your movement speed to a connected shadow. If you appear within 30 ft of a hostile creature that hasn’t yet spotted you, that creature is surprised

Once per long rest, you can use the amulet to open a 5x5 ft portal on any flat surface for up to an hour. The portal connects to a personal vault in the astral plane where they can store or retrieve items capable of fitting through the portal.
As long as the portal remains open, anything in the plane from where it is summoned can flow in to it. Breathing creatures can survive in the astral plane when the portal closes for a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they suffocate.



Features & Traits
Void core containment transporter (Queen of chaos?)

7 x Superior healing potion (8d4 + 8)

Amulet of Shadowed Trade

Constitution ioun stone -> +2

Wisdom ioun stone -> +2

Deep Red Stone

Goggles of night – darkvision 60ft


60 PP
278 GP
110 sp
1 ring made of finger bones

32lb of yugoloth meat (8pc)

*Arrowbolt of Slaying x11- Fiend – DC17 const or 6d10 piercing – half on a pass
27 Basic Bolts

Boots of false tracks - While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Lantern of Tracking
This hooded lantern sheds bright light in a 30 ft. radius and dim light for an additional 30 ft. Once a day, you can choose either a type of creature, a specific race, or the actual name of a creature. Once determined, this cannot be changed until the next day. While the lantern is within 300 ft. of what is named, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.


Abyssal Sack of fiends:
This ordinary bag, made from purple cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, scaly object. The bag weighs 1/2 pound.
You can use an action to pull the scaly object from the bag and throw it up to 20 feet. When the object lands, it transforms into a fiend you determine by rolling a d8. The fiend vanishes at the next dawn or when it is reduced to 0 hit points.
The fiend is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Summoned fiends can understand you but can only talk in their native tongues. Only one fiend can be under your control at a time. Once three scaly objects have been pulled from the bag, the bag can't be used again until the next dawn.
1 Shadow Demon A sinister and shadowy fiend that can phase in and out of the material plane, striking with darkness and fear. 2 Barlgura A hulking, gorilla-like demon with a fierce and primal nature, known for its brute strength and innate spellcasting abilities. 3 Chasme A fly-humanoid hybrid with a horrifying droning buzz that can induce sleep and nightmares in those who hear it. 4 Vrock A large, bird-like demon with devastating talon attacks. 5 Hezrou A corpulent, disease-spreading demon with a toxic touch. 6 Glabrezu A hulking, four-armed demon with powerful magic. 7 Nalfeshnee A massive, grotesque demon with potent spellcasting abilities. 8 Marilith A formidable and serpentine demon with multiple arms, each wielding a deadly weapon. Known for its martial prowess and combat abilities.

Robe of mostly useful items:
This robe has cloth patches of various shapes and colours covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye lantern (filled and lit)
Steel mirror
10 ft. pole
Hempen rope (50 ft., coiled)
Ball of string (50 ft., coiled)
Wooden ladder (24 ft., long)
Sack
Waterskin
Bag of 1,000 ball bearings
Bell
Crowbar - 1
A bottle of ink, an ink pen and 10 sheets of parchment
Rowboat (12 ft. long)
Mastiff (page 332)
A riding horse with saddle bags (page 336)
Iron door (up to 10 ft. wide and 10 ft. high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Pit (a cube 10 ft. on a side), which you can place on the ground within 10 ft. of you
Portable ram


Bracelet of the vampiric fist
This ornate bracelet is made out of bone, steel, silver, and onyx. Once worn, the wristband will fuse with the wearers body and may only be removed if they willingly remove it, lose their arm, or are killed. On the wristband are several lines which connect with the wearers skin. Upon killing an enemy, these lines and the wearers veins, from the limb to their heart, will glow a brilliant red for a moment. Once done, the wearer will appear healthier.
Upon killing an enemy with an unarmed strike you regenerate health equal to your constitution modifier.
You also regain this health every time you do a critical melee attack.

Lifedrainers Loop - (ring)
This sinister ring, forged from a malevolent black metal, encircles your finger with an ominous air. A vivid blood-red gemstone, surrounded by intricately designed vampire fangs, crowns its dark facade, hinting at the ring's chilling purpose. It exudes an aura of dark enchantment, embodying the vampiric allure as it beckons its wearer to harness the shadowy forces that crave the very essence of life itself.
While wearing this ring, the first creature you hit on each of your turns with a melee attack takes an additional 1d10 necrotic damage. You gain temporary hit points equal to that amount.
In addition, while wearing the ring you can cast dominate person (spell save DC 17) once as a 5th-level spell. This feature recharges daily at midnight. Removing the ring breaks your concentration on the spell.


Master Forgers Toolkit
The Master Forger's Toolkit is a comprehensive ensemble designed to excel in the meticulous craft of forgery and manipulation. This specialised kit incorporates an array of tools, materials, and implements that cater to the creation of intricate imitations, replicas, and falsifications with the finesse of an artist's touch.
Once during a long rest, the user can either:
Create, copy or amend a document/painting
Roll a d20 (adding proficiency bonus if proficient in calligraphy, painting or forgery) to calculate the state of the forgery as follows:
Below 10 Poor forgery, analysers of the forgery need to pass a DC 12 check to confirm it’s a fake.
11 to 18 Good forgery, analysers of the forgery need to pass a DC 16 check to confirm it’s a fake.
19+ Perfect forgery, analysers of the forgery need to pass a DC 20 check to confirm it’s a fake.
Change the value of a document/painting
Roll a d20 (adding proficiency bonus if proficient in calligraphy, painting or forgery).
On a 1, the item becomes worthless.
On a 2 to 10, the value doesn’t change.
On an 11 to 17, you can increase/decrease the value of a paper based item by 10%.
On an 18 or higher, increase/decrease the value by 20%.
After an item has been created or amended, the DM will confirm the value of the new item upon request.

Hat of the Summer Eladrin Straw hat inlaid with decorative wooden panels, +1 AC

Amulet of the Summer Eladrin Engraved metal amulet ,+1 AC

Ornate Spellbook A beautifully illustrated spellbook with intricate calligraphy and illuminated pages. While it contains no magical spells, it's a work of art that can be gifted or sold to spellcasters, collectors, or libraries. Estimated value is 50 to 200 gold pieces.

The Bracers of Abyssal Dominance are a sinister relic crafted by a cabal of evil monks for those who embrace the more shadowed path. Forged with dark intentions and ruthless precision, these bracers fuse malevolent protection and unhindered mobility, empowering monks to dance through chaos with a terrifying and predatory grace.
While wearing these bracers, you gain either +1 to Dexterity or Wisdom (beyond max).
Difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralysed or restrained.
A monk that wears these bracers gains the ability to expend their ki to enhance their evasive capabilities. Once per short rest, as a *reaction* when targeted by an attack, the monk can spend 1 ki point to impose disadvantage on that attack roll.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die once per day.

3 Sharp hezrou teeth

Wondrous item (cloak), very rare (requires attunement)

The Cloak of Whispering Shadows is a rare and enigmatic garment woven with both illusion and cunning, a creation that mirrors the elusive nature of the Kenku race itself. Crafted by skilled illusionists and tailored with precision, this cloak melds protective magic and shadowy charm, allowing its wearer to gracefully navigate the uncertainties of existence with unparalleled finesse.
While you wear this cloak in battle, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you.
If you take damage, the property ceases to function until the start of your next battle.
This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
When you fail on an attack roll, you can use your *reaction* to re-roll the attack and take the second result.


Elven Tome
Elven Parchment
Ilsidahir branded chair leg
Scribblings of a madman
3d12 magic trap
Broken rotted draw that has been within 500 metres of ilsidahir

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

Languages & Proficiencies
I can keep my mouth shut when under pressure

Personality Traits
I'll do nearly anything if it means I turn a profit

Ideals
Previoulsy living a secluded life as monk, devron grew sick of the lifestyle of possessionlessness and gained a lust for gold and artifacts. He found a group of smugglers and after a few simple missions, he took on a risky mission across planes. He then got addicted to plane hopping until eventually he got stranded at [redacted]

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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[block: Astral Plane Loot:   100 silver pieces 100 gold pieces 40 platinum pieces 1 preserved human heart 1 DC length of chain with a DC 20 lock Canoloth Chitinous Plates - A canoloth's body is covered in large chitinous plates. The chitin can be cut]
[block: treated and repurposed as armor or shields. ]

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