Ka'sim Reer

Short Rest    Long Rest
Kenku
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add Languages: You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Wizard
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, 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.
  • add_circle_outline bookmark_add Cantrip Formulas (optional): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard can trip you know with another cantrip from the wizard spell list.
School Of Conjuration
  • add_circle_outline bookmark_add Conjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
  • add_circle_outline bookmark_add Minor Conjuration: Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

    The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
  • add_circle_outline bookmark_add Benign Transportation: Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

    Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
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