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Firework

Wizard 1 Class & Level
Student Background
Kenku Race
Neutral Good Alignment

Strength 10
+0
Dexterity 19
+4
constitution 14
+2
intelligence 18
+4
wisdom 13
+1
charisma 8
-1
Total Hit Dice 1
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+4 Dexterity
+2 Constitution
+6 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+6 Arcana
+0 Athletics
-1 Deception
+6 History
+1 Insight
-1 Intimidation
+4 Investigation
+3 Medicine
+4 Nature
+1 Perception
-1 Performance
-1 Persuasion
+6 Religion
+4 Sleight of Hands
+6 Stealth
+1 Survival
skills

 
14
Armor Class
8
Hit Points
+4
Initiative
30ft
Speed
Attack
Range
Accuracy
Saving Throw
Damage
Type
Punching Dagger
Melee (20/60ft)
1d20+6
--
1d4+4
Slashing/Piercing
Toll the Dead
60ft
--
Wis 14 (Negates)
1d8 / 1d12
Necrotic
Magic Missile
120ft
--
--
1d4+1 x3
Force
Attacks
Skills;
Acrobatics, Arcana, History, Medicine, Religion, Stealth


Saving throws;
INT, WIS


Weapons;
Dagger, Dart, Sling, Quarterstaff, Light Crossbow


Tools;
Alchemist's Supplies, Calligrapher's Supplies


Languages;
Auran, Common, Draconic, Undercommon
Proficiences
Spell Save DC: 8 + Int Mod + Prof = 14
Spell Attack Modifier: Int Mod + Prof = 6
Spells Memorized Per Day: Int Mod + Wiz Lvl = 5

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Spellcasting
Kenku Punching Dagger
Focus Staff

Equipment
I am quite shy and reserved, often believing myself to inferior to others until/unless I'm pushed on to an uncomfortable degree.

I am bright eyed, energetic and optimistic despite my perceived and real shortcomings.
Personality Traits
Freedom to think and grow means the world to me!

Inventiveness and creativity are ALWAYS the way!
Ideals
I confide in my brother, Chink, who's a guard of (insert home city).

My mentor Rastarr has my utmost respect and trust. I'd do anything for him.
Bonds
My lack of creativity leads to me fumbling frequently in attempts to learn.

It can take quite a bit to pluck up my courage sometimes.
Flaws
Class;

Arcane Recovery
When you finish a short rest, regain spell slots totalling no more than 1, and each must be 5th level or lower. (use once/day).


Race;

Expert Forgery
You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku Training
You are proficient in: Acrobatics and Stealth

Mimicry
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 (Insight) check opposed by your Charisma (Deception) check.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Kenku Punching Dagger

Weapon Finesse, Light, Thrown Common

A simple, albeit wicked knife of Kenku origin. The tinted steel blade is slightly scratched with former use, though it retains its sharp cutting edge and feather fine point. The blade is pinned with fitted steel rivets to a brass handle with a feathered design crudely forged, then etched deeper into its brass assemblage. Smooth black leather strips intertwine around a thick wooden handle to make a comfortable and effective grip. It is of expert, albeit copied craftsmanship and weathered a bit with time, but kept in good condition by its previous wielders across the years. The blade reflects moonlight with an air of ill fortune and ill-er intention. This particular dagger is one of the of the few surviving crafts of the Sable Feather Kenku Clan, formerly based in Hilltop Tower. Its origins, like much of the culture and history of the clan were lost when the tower was raided by a party of adventurers four years before Firework's adventuring career began.   Gifted to Firework by his brother, Chink. A concession of kindness and a reminder that he should 'come back with it sometimes' wherever he may wander.

Type Damage Damage Range Properties
Simple Melee 1d4 Piercing / 1d4 Slashing None 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Tailored Robes

Adventuring Gear Rare

A mostly traditional set of wizards attire, custom tailored by Ernest Taprest on request by Hieronymus Rastarr. Gently made as a favor by a friend. One of the first acts of kindness in a young orphan bird's life that didn't come from his older brother or the owner of the inn they slept on the floor of. Part of the wizard's ensemble procured by Hieronymus Rastarr for Firework back at the beginning of his apprenticeship.   Each garment in the outfit is both a layer of protection against the elements and individually representative of a serious effort on the part of Rastarr to help his formerly scruffy and unkempt youth of an apprentice look the part of a proper wizard. There is a regal nature to the dress and form of wizardry, and despite his origins, Firework definitely enjoys the trappings of both the art and the social status that comes with it, a characteristic that proved to mitigate a small portion of the social stigma on his master for accepting a Kenku as his apprentice and which decidedly made the transition into the role easier on both parties, much to both of their delights.   The outfit consists of a series of garments worn in succession, layered over one another in cascading folds of fabric, kept clean and kempt by magic over the years. Ornate in design and sporting a few irregularities, the outfit is a blend of concessions to Firework's brother Chink and common Wizardly sensibilities when taken as a whole.   A Light Under-robe


Simple traveler's robes, the handiwork of one Ernest Taprest. Light, bright pastel violet cotton with a glossily metallic silvery trim and wide white sleeves. The fabric is smooth to the touch, avoiding the usual itch that accompanies such dress, leaving the whole outfit feeling quite comfortable as a result. The design of this piece is light and breezy, a simple bottom layer to a more complex wizardly dress that functions equally well individually as light summer clothing, travelling attire or, in a pinch, bedclothes. 

Cost: 25gp Weight: 4lbs


 

The statblocks of your class features

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con mod
Hit Points at Higher Levels: 1d6 + Con mod (4+Con mod)

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

The Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.   Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.   Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.   Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.  

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.   Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.  

The Lure of Knowledge

Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.   But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.  

Creating a Wizard

Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?   What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.


Class Features

As a wizard, you gain the following class features.  

Arcane Recovery

  You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.  

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.   Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook

  •  


    Spellcasting

    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting (PHB Page 201) and the Spells Listing (PHB Page 207) for the wizard spell list.   Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table (PHB Page 103).   Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   Preparing and Casting Spells The Wizard table (PHB Page 103) shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.   Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section (PHB Page 148)) as a spellcasting focus for your wizard spells.   Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table (PHB Page 103. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” section below).


    YOUR SPELLBOOK:
    The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
    Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
    Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
    For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
    Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
    If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
    The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.


    Subclass Options

    School of Lore Mastery

    Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.   Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.  

    Lore Mastery

    Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.   In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).  

    Spell Secrets

    At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.   When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.   When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. O you can’t do so again until you finish a short or long rest. You gain an additional use of this feature at 8th and 16th level.
    Altering Spells
    While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks you character can employ. For example, a Fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A Charm Person that requires a Constitution save might take the form of a vaporous narcotic that alters the target’s mood.

    Alchemical Casting

    At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot of no more to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.   An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.   An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.   An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.  

    Prodigious Memory

    At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can use this feature a number of times equal to half of your intelligence modifier rounded up before taking a rest. You regain one use of this feature on a short rest or all uses on a long rest. If you use every use you have of this feature, you must make a DC 15 Constitution saving throw or suffer a level of exhaustion.  

    Master of Magic

    At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. Any permanent effects of the spell you cast (Such as Find Greater Steed, etc.) vanish when you next take a long rest.   You can’t use this feature again until you finish a long rest.

    Student

    You are a student of magic, adopted into a traditional method of magical learning, be it apprenticeship or scholarship. You had a life before the schooling, though you are now in a different place than you were then, you are ultimately still the person you always were, just a little more magical now. Your mind has been expanded and your ambitions have borne fruit and thus you are now among the finest young mages in the land. Whatever you decide to do with that education, it will serve you well.

    Skill Proficiencies Arcana, History
    Tool Proficiencies Choose 1 or 2: Alchemist's Supplies, Calligrapher's supplies, Herbalism kit and Tinker's tools
    Languages Common, plus Draconic and One other language from your past,
    Equipment
  • A bound notebook
  • A backpack
  • A book
  • A single set of ornate, custom tailored wizard's attire fitted for your status.
  • A writ of passage and kinship to arcane academies across the land.
  • A small coin-purse containing 5 gp
  • Lifestyle Modest to Comfortable, with some Wealthy perks associated with your status.

    Features

    Feature: Arcana Fundamentum Your Master/School have given you a writ of permission to enter and seek knowledge at all places of arcane learning (not all libraries, however) that recognize your mentor/home's pedigree. In addition, you're well versed in the theories of basic magic and receive advantage on checks to determine the effects of spells and enchantments.

    Suggested Characteristics

    Students are a rowdy bunch by nature, full of fresh ideas and myriad ideological and causal passions, no two students are entirely alike, as their youth marks them with certain grounding in the present that many older magicians have lost in the sands of time. One thing is for certain, however: The most gifted among them will always be capable of bringing new potential out of the old art.

    Traits

    d8Personality Trait
    1I don't worry about a whole awful lot. I believe that things will work out in the end.
    2I look down on those of lesser intellect with pride.
    3I am cold and rather dispassionate toward others.
    4There are few trusted friends for a wizard. I will do anything to keep those friends close.
    5Reliability is more important than camaraderie to me and I'm not afraid to let you know it.
    6I feel everything, and I do mean everything very deeply. My heart is on my sleeve.
    7My mind has no brakes and neither does my mouth.
    8I bury my head in books as often as I can, regardless of the reason.

    Ideal

    d8Ideal
    1Knowledge. I believe in the axiom that knowledge must be preserved. (Lawful)
    2Freedom. Beware any who try to chain your creativity, they are seldom (if ever) right. (Chaotic)
    3Passion. Nothing is more important than following your dreams, no matter what. (Neutral)
    4Domination. I will use my knowledge to gain leverage over others. I will never be lesser again. (Evil)
    5Pride. I, myself am my own best advocate. I alone have the right to judge myself. (Neutral)
    6Betterment. Understanding and knowledge are the path to true social improvement. (good)
    7Evanescence. I wish to put my past behind me and never look back. (Neutral)
    8Improvement. Power and potential will be released by my hands and my work. (Neutral)

    Bond

    d6Bond
    1I feel a strong kinship with fellow practitioners of the art, no matter who they are.
    2My mentor is my guiding star. I will trust in his advice always.
    3The materials and particulars of my craft are delicate, precise and sentimental to me.
    4My story will not be as musty and ancient as those I learned in school.
    5My family has supported me along my journey to master magic and I will repay them.
    6I will honor the traditions of the school I came from and spread their influence wide.

    Flaw

    d6Flaw
    1My pursuit of knowledge and lack of experience often leave me in risky situations.
    2I am utterly wrapped up in my own little world.
    3I'm paralyzed when forced to make a decision out of the realm of theory.
    4People, their thoughts and their actions confuse and upset me, I prefer being alone.
    5My body isn't up to par with most others. I am often clumsy and uncoordinated.
    6I will test my theories in practical action without considering the consequences.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Kenku

    Ability Score Increase +1 Wis, +2 Dex
    Size Medium
    Speed 30 ft

    Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.  

    An Ancient Curse

    The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz’t, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.   Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.   Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.  

    Dreams of Flight

    Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.   Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.   Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.  

    Hopeless Plagiarists

    As a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.   Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a half­ling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.   By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.  

    Ideal Minions

    Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.   Although kenku can’t create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.   For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.   Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.  

    Kenku Adventurers

    Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.   Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.  

    Kenku Names

    Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.   Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.   Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.   Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.  

    Kenku Traits

    Your kenku character has the following racial traits.   Age Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.   Alignment Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.   Size Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.   Expert Forgery You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.   Kenku Training You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.   Mimicry 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 (Insight) check opposed by your Charisma (Deception) check.

    Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Dancing Lights

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials (a bit of phosphorus or wychwood, or a glowworm)

    You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V, S

    You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
    At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

    Class(es): Cleric, Warlock, Wizard

    Level 1 Spells

    Magic Missile

    1-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Cleric (Arcana Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90ft
    Duration 1 Minute
    Components V, S, M
    Materials a pinch of fine sand, rose petals, or a cricket

    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

    Detect Magic

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

    Identify

    1-level Divination

    Casting Time 1 Minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials a pearl worth at least 100 gp and an owl feathe

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

    Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Color Spray

    1-level Illusion

    Casting Time 1 Action
    Range Self (15ft cone)
    Duration 1 Round
    Components V, S, M
    Materials a pinch of powder or sand that is colored red, yellow, and blue

    dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

    Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Expeditious Retreat

    1-level Transmutation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Class(es): Artificer, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Northy Dreams.

    Statblock Type

    Character Sheet (Legacy)

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