Kenku
Haunted by an ancient crime committed against nature that robbed them of their forms, and then of their wings, the kenku now wander the world as feathered vagabonds and burglars who live at the edge of human society. Resembling ravens, kenku are known to suffer from a sinister reputation that is not wholly unearned, but they can definitely prove to be valuable allies.
Expert Duplicity. 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. Kenku Recall. Thanks to your supernaturally good memory, you have Proficiency in two Skills of your choice.
Moreover, when you make an Ability Check using any Skill you have Proficiency in, you can give yourself Advantage on the check before rolling the d20. You can give yourself Advantage in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your Proficiency Bonus + your Charisma modifier. Carrion Sense. You have Advantage on Wisdom (Perception) checks made to perceive something smelling of carrion or death via smell, as well as on Wisdom (Survival) checks made to track a creature that is bleeding or otherwise smells of death. Additionally, as a Bonus Action, you can make a Wisdom (Perception) check against a creature within 30 feet of you to determine whether or not a Disease is affecting the target creature, the DC of which is equal to 15 or the DC of the highest DC Disease currently affecting the creature. If you fail this check, you can’t use it again on the same creature until the next day.
The Curse of the Kenku
Like the other beastfolk whose descendants were cursed by Chimeron, the kenku's origins trace back to humans turned animal people (aka "Beastfolk"). Unlike other beastfolk however, the kenku's descendants did not learn their lesson and instead, used their new forms to continue abusing nature. Further enraged, Chimeron imposed three additional curses upon them. First, for using their new wings to do more harm than before, their wings withered and fell away from their bodies, leaving them bound to the earth. Second, for using their ingenuity and skill to retaliate against nature, the spark of creativity was torn from their souls. Finally, for speaking out against the Green Pantheon and Chimeron herself, she took away their voices. Chimeron declared that this was all done in mercy, and that there would be no third chance at redemption. Since then, Chimeron eventually lifed the curse of the beastfolk, allowing them all both fully free will, and the ability to mate with other species. In regards to the kenku who had additional curses afflicted upon them, those too were lifted—all but the wings they once had. For the kenku, transitioning into people who not only had the spark of creativity back, but their voices, the sudden transition turned the traits they once relied on into boons. Their ability of mimicry being the most prevalent. Some kenku gladly welcomed these new boons, whilst some still harbored ill feelings towards the god of wildlife and evolution. Today, the kenku wander the world. They settle in places that accept them, usually bleak cities that have fallen on hard times, places overrun with crime, or for those who used their gifts for good: as renowned lore keepers in large settlements.Kenku Adventurers
Kenku adventurers are usually the survivors of a flock (kenku community) 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 make their name in the world. 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 often 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 often 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 character has the following traits.Kenku
Ability Score Increase Dex +2; Wis +1
Size Medium
Speed 30 ft.
Creature Type. You are a Humanoid. Life Span. Kenku mature at around the age of 12, and live on average about 60 years. Alignment. Choose one of the alignments approved by your GM. Typical kenku tend towards Chaotic and Neutral alignments. Size. You are Medium (about 4-5 feet tall) or Small (about 3-4 feet tall), and weight about 50-110 pounds. You choose the Size when you select this ancestry. Speed. Your land Speed is 30 feet. Languages. You can speak, read, and write Common and Auran.
Expert Duplicity. 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. Kenku Recall. Thanks to your supernaturally good memory, you have Proficiency in two Skills of your choice.
Moreover, when you make an Ability Check using any Skill you have Proficiency in, you can give yourself Advantage on the check before rolling the d20. You can give yourself Advantage in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your Proficiency Bonus + your Charisma modifier. Carrion Sense. You have Advantage on Wisdom (Perception) checks made to perceive something smelling of carrion or death via smell, as well as on Wisdom (Survival) checks made to track a creature that is bleeding or otherwise smells of death. Additionally, as a Bonus Action, you can make a Wisdom (Perception) check against a creature within 30 feet of you to determine whether or not a Disease is affecting the target creature, the DC of which is equal to 15 or the DC of the highest DC Disease currently affecting the creature. If you fail this check, you can’t use it again on the same creature until the next day.