Lots o' Kenku (Races)

by astrarche

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Lots O' Kenku

By @genasilesbians

Ever wanted to really get your BIRD on? Well you're in luck because for no real reason, I made 9 variants to the traditional Kenku. Have yourself a Gribe Barbarian, or a Seagull Bard, and have fun.

Common Traits

All Kenku share the following commonalities:

Age. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Size. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

Speed. You have a base movement speed of 30 ft.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds 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 only speak using your Mimicry trait.

Subrace: You may pick any of the following subraces:

Duck

These kenku tend to be shorter and heavily-feathered, with webbed feet and long, round bills. They can take the appearance of many kinds of duck, from a green-headed mallard to plain white feathers, and many more. All prove to be adept swimmers.

Ability Score Increase. You may increase your Charisma score by 2 and your Dexterity score by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Persuasion, Arcana, Athletics, and Deception.

Talented Swimmer. You gain a swim speed of 30ft and can hold your breath twice as long as normal.

Hawk

Hawk Kenku come in a range of sizes, but all share a sharp gaze and powerful claws. They typically have short, sharp yellow beaks, and coloring that incorporates rusty brown, grey, black, white, and orange.

Ability Score Increase. You may increase your Dexterity score by 2 and your Wisdom score by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Perception, Athletics, and Stealth.

Honed Talons. Your claws are sharpened to the point of danger. Your unarmed strikes deal 1d4 slashing damage as opposed to bludgeoning, and you may use your Dexterity modifier for the attack and damage rolls.

Grebe

These kenku typically have longer, thinner necks, smaller heads, and pointed orange beaks. Their eyes are bright red with small black dots for pupils. Their feathers are black on the top of their heads and their backs, and white from their chins down to their chest and stomach. Their limbs are the same color as their beak.

Ability Score Increase. You may increase your Strength score by 2 and your Dexterity score by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Intimidation, Athletics, Acrobatics, and Survival.

Water Walk. You can travel across water without swimming in short bursts. Once per short rest, you may use your movement to travel across 30 ft. of water as if it were solid land. If you end your turn in the water, you fall into it as normal.

Hummingbird

Hummingbird kenku are noticeably tiny, standing about the size of a halfling. They come in a wide array of colors, and are all typically slender and have long, thin beaks.

Ability Score Increase. You may increase your Dexterity score by 2 and your Charisma score by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Performance, Nature, and Stealth.

Size. Your size is small.

Preternatural Speed. On occasion, you may travel in short bursts of speed. Once per short or long rest, you may double your movement speed for one turn.

Kookaburra

Kookaburra kenku are short and stocky, with thick powerful limbs. They have long, wide beaks that open to an almost horrifying extent, and they are exceptional at projecting their voice. They are mostly white, with brown feathers near their shoulders and tail.

Ability Score Increase. You may increase your Constitution score by 2 and Charisma score increases by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Deception, Sleight of Hand, Intimidation, and Athletics.

Stunning Screech. As your action, you may emit a screech loud enough to pierce the minds of your enemies. They must make a Constitution saving throw (DC = 8 + proficiency + charisma) or be stunned until the end of your next turn. You may use this once per long rest.

Owl

These kenku are often short, stout, and can puff up their feathers to appear larger. Their coloration is typically in mottled greys, browns, and whites. They have hooked brown to yellow beaks, large yellow eyes, and some have tufted “ears.”

Ability Score Increase. You may increase your Wisdom score by 2 and your Intelligence score by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Perception, History, Persuasion, and Insight.

Keen Senses. You have advantage on Wisdom (perception) checks relying on sight or hearing.

Peacock

No matter what gender, these kenku have the magnificent plumage of male peacocks. They have teal feathers and a tail that can be extended into the gaudy fan peacocks are known for. They are typically taller and heavier than normal kenkus.

Ability Score Increase. You may increase your Charisma score by 2 and your Constitution score by 1.

Kenku Training. You are proficient in two of your choice of the following skills: Performance, Persuasion, Intimidation, and Acrobatics.

Dazzling Plumage. As a bonus action, you may extend your magnificent plumage to distract your foes. Make an Intimidation or Performance check, contested by the foes’ Wisdom Saving Throw. On a failure, they have disadvantage on attack rolls until the end of your next turn. On a success, they become immune to this effect for the next 24 hours. You may use this effect once per short or long rest.

Seagull

Seagull kenku are rather stocky and have thick feathering around their necks. Their feathers are mostly white with some grey and black around their arms, shoulders, and tailfeathers. They have bright orange beaks and webbed feet.

Ability Score Increase. You may increase your Charisma score by 2 and your Constitution score by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Sleight of Hand, Performance, Athletics, Acrobatics.

Summon Allies. As an action, you make a call to the sky for assistance from your feathered brethren. Make a DC 12 Performance check. On a success, you summon 1d6 seagulls to aid you for the next hour.

Whip-poor-will

The most noticeable feature of the Whip-poor-will kenku are its large, black eyes that take up most of its face. They have small grey beaks, and typically stand shorter than the average kenku. Their feathers are mottled brown with the occasional stripe of deep orange and black.

Ability Score Increase. You may increase your Wisdom score by 2 and your Charisma score by 1.

Kenku Training. You are proficient in your choice of two of the following skills: Arcana, Insight, Religion, and Stealth.

Grim Portent. As an action, make a DC 10 Wisdom check. If you succeed, roll a d20. You may replace any roll within the next hour with that number, after you’ve heard the roll but before its effects are carried out.

Kenku Customization

These are just template options. Feel free to fully customize the species of your Kenku using these as a base! Don't be afraid to try unusual classes and archetypes, there is tons of versatility.