Iirichi Ko

An all-black bird peers at you from under her cloak

Description:

Ability Scores and Saves:
STR: -2 (7), save 0
DEX: 3 (16), save 5
CON: 0 (10), save 0
INT: 1 (12), save 1
WIS: 1 (12), save 1
CHA: 3 (17), save 5

Proficiency Bonus: +2
Proficient in:
Light and Medium Armor
Sheilds
Simple and Martial Weapons
Instruments- Voice, Bow, Gourd
Disguise Kit
Forgery Kit
Languages- Common and Auran

Armor Class: 14

Initiative: 3

HP: 26

Weapons: Tanto (short sword), Dagger, Long Bow

Race (Kenku) Features:
Ambusher-Advantage on all attacks against a surprised foe.
Mimicry- Can mimic any sound. DC to detect is 8 + CHA + Proficiency = 13

Class (Bard and Ranger) Features:
Bard:
Bardic Inspiration-
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Ranger:
Favored Enemy- (Rat People, Kenku)
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer- (Urban)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.

Fighting Style-
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Primeval Awareness-
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ranger Archetypes- (Hunter)
Hunter’s Prey: Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Spellcasting Ability: Bard- Charisma, Ranger- Wisdom
Spell Save DC: Bard- 14, Ranger- 11
Spell Attack Bonus: Bard – 5, Ranger- 3
Spell Slots: Bard- 2 1st level spells, Ranger- 3 1st level spells
Spells:

Bardic Cantrips-
Vicious Mockery: Enchantment
Casting time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Mending: Transmutation
Casting time: 1 Minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Bard Level 1-
Feather Fall: Transmutation
Casting time: Special
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Reaction: When you or a creature within 60 feet of you falls
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Charm Person: Enchantment
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range.
It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it.The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Dissonant Whispers: Enchantment
Casting time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Disguise Self:Illusion
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it.
You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Bane : Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a D4 and subtract the number rolled from the attack roll or saving throw.

Ranger Level 1-
Hunter’s Mark: Divination
Casting time: 1 Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Speak With Animals: Divination
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Detect Poison and Disease: Divination
Casting time: 1 Action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Bio:

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IIrichi Ko is a Kenku (bird person) born in the tall, wobbly city of Berwyn. She was part of a Lower Rookery, a guild or mob or family group of Kenku that act as loosely organized crime. Not as rigorous or vicious as the actual Mob, not as full of themselves as the Upper Rookeries, the Lower Rookeries are fun loving and peculiar. Superstitious, odd. One of their more perplexing customs is, if upon first molting an adult’s plumage turns out to be completely black, they are sent to live with the extended family in the surrounding woods and is deemed a Crow (though officially Kenku are all the same species). IIri was a Crow. Or is still, it’s complicated. IIri was sent to live with her Uncle and train as a Crow after her first molt revealed she would be midnight black, and she has trained well in the ways of the Crows, but she has been sent back to Berwyn to warn her Lower Rookery of a danger encroaching onto their forest territory. She has taken this as a possible way out, deliver the message to her kin and then never return to the woods.

Iirichi Ko

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