Trial of Allterra
Ability Score Increase. Your Dexterity score increases by 2.
Age. Kenku reach adulthood in their teens and live about as long as humans.
Alignment. Kenku have a natural inclination towards the chaotic end of the spectrum, and most are chaotic neutral, though there are examples of other alignments.
Base Height Height Modifier Base Weight Weight Modifier
5′3″ + (1d6") 100 lb. + (1d20) lb.
Speed. Your base walking speed is 30 feet.
Ambusher. You have advantage on attack rolls against any creature you have surprised.
Mimicry. You can mimic any sounds you have heard, including voices. This talent extends to handwriting. A creature that hears the sounds or sees your forgery can tell they are imitations, or a forgery, with a successful Wisdom (Insight) check. The DC of this check is equal to 8 + your Charisma modifier + your proficiency bonus.
Darkvision. You can see dim light within 40 feet as if it were bright light, and darkness within 40 feet as if it were dim light. You can not discern colors in darkness, only shades of gray.
Languages. You understand Common and Aural
Ability Score Increase. Your Charisma score increases by 1.
Innate Treachery. You gain proficiency in the Deception skill.
Hollow Bones. You can jump twice as far and high as you normally would be able to and -25lb
Natural Camouflage. You can take the hide action whenever you are in dim light or darkness
Ability Score Increase. Your Wisdom or Charisma or intelligence score increases by 1.
mystic weapon. You can call upon your mystic powers as a bonus action, gaining 2 temporary hit points per level for up to one minute and as long as you have those hit points you gaining +1 Bonus to Attacks and damage and. You cannot use this ability again until you finish a long rest.
Arcane perseverance. Once per day you can reroll on a save Dc involving magic spells less then level 3.
Ability Score Increase. Your Wisdom score increases by 1.
Favored. You can call upon your deity as a bonus action, gaining 5 temporary hit points for up to one minute and a +2 bonus to AC as long as you have those hit points. You cannot use this ability again until you finish a long rest. At levels 6, 11, and 16, the temporary hit points increase by 5.
Holy preservation. When you die, your body is protected from decay and can’t become undead. This trait also effectively extends the time limit on raising you from the dead indefinitely.