Klawfer
Klawfer
Sheet
AC 10 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Bardic Inspiration (d6)Level 1
As a bonus action, Klawfer can inspire one creature other than himself within 60 feet that can hear him. Once within the next 10 minutes, the creature can add 1d6 to one ability check, attack roll, or saving throw. He can use this feature three times per long rest, since his Charisma modifier is +2 and he gains a minimum of one use.
Always on
- Bardic Inspiration
When Bonus action; a creature within 60 feet that can hear Klawfer
Klawfer can inspire an ally within 60 feet that can hear him, allowing the ally to add 1d6 to one ability check, attack roll, or saving throw within the next 10 minutes.
- SpellcastingLevel 1
Klawfer can cast bard spells using Charisma as his spellcasting ability. He can use a musical instrument as a spellcasting focus and knows two cantrips and four 1st-level bard spells.
- Expert ForgeryKenkuKlawfer has advantage on checks made to produce duplicates or copies of objects, and to detect whether an object is a forgery.
- Kenku TrainingKenkuKlawfer is proficient in two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. He is proficient in Deception and Sleight of Hand.
- MimicryKenkuKlawfer can mimic sounds he has heard, including voices. A listener must succeed on a Wisdom (Insight) check contested by Klawfer’s Charisma (Deception) check to detect the imitation.
- TraitKenkuKenku speak Common and Auran.
- WandererOutlander
Klawfer has an excellent memory for maps, trails, landmarks, and terrain. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
7 spellsSpellcasting. Klawfer casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , ,
Gear
11 itemsWeapons
- RapierA finely balanced one-handed blade suited to both combat and theatrical flourishes.
- DaggerA small backup blade kept in an inner sheath.
Armor
- Leather armorLight protective armor reinforced with boiled leather plates.
Tools
- LuteKlawfer’s favored instrument, decorated with colored glass and marked with notches from distant roads.
Gear
- Diplomat’s packA compact travel pack containing writing supplies, maps, sealing wax, and other diplomatic necessities.
- StaffA sturdy walking staff used for travel, balance, and testing uncertain ground.
- Hunting trapA compact spring-loaded trap useful for hunting small game.
- Animal trophyA preserved raven feather mounted in a wooden frame, taken from the first trail Klawfer navigated alone.
- Traveler’s clothesRugged clothing designed for long travel through varied climates.
- PouchA small leather pouch containing starting funds.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
Klawfer is a lean, charcoal-feathered kenku with rust-red plumage along his shoulders and throat. He wears a patched leather jerkin beneath a weather-stained traveler’s cloak, with a rapier at his hip and a lute strapped across his back. Within moments of meeting him, people notice that his head is almost never still. His eyes flick toward every doorway, hand, and unattended object in the room, while the rest of his body remains balanced and quiet. He walks with quick, precise steps and periodically tilts his head to study people from a new angle. Small metal charms and bits of colored glass hang from his belt, each collected from a different road.
Mannerisms
Klawfer pauses before answering, as if searching through an internal library of voices. He often replies in an imitation of the last person who spoke, then switches to another voice for emphasis. When anxious, he taps the side of his beak against a metal charm and quietly counts exits.
Personality
Klawfer is observant, opportunistic, and intensely curious. He studies voices as carefully as other people study faces, quickly noticing accents, hesitations, and changes in tone. He enjoys harmless deception, especially when it exposes arrogance, but he is more compassionate than his mischief suggests. Around strangers he is restless and theatrical. Around frightened travelers or lost children, he becomes unexpectedly patient and gentle.
Ideals
Freedom. No road, ruler, tradition, or promise should own a person forever. Everyone deserves the chance to change their direction.
Bonds
The scattered kenku caravan is his true family. He will risk himself to recover lost members, reunite them, or preserve the stories that prove they once traveled together.
Flaws
Klawfer cannot resist inserting himself into conversations when he hears a voice, phrase, or sound worth stealing. He also treats secrecy as a performance challenge, often revealing just enough information to make a situation more complicated because he wants to see how people react.
Quirks
Background
Klawfer was raised among a wandering kenku caravan that followed old trade roads, abandoned pilgrimage routes, and seasonal migrations of game. His earliest education came from echoes. He learned market cries, bird calls, prayers, insults, and scraps of songs, storing each sound until he could reproduce it perfectly. Though his people valued useful mimicry, Klawfer became fascinated by the emotions hidden inside voices. He began arranging borrowed sounds into performances, turning a guard captain’s bellow into a comic refrain or a lover’s farewell into a mournful melody on his lute. When a winter storm scattered his caravan, Klawfer survived by following half-buried trail markers and imitating the calls of animals he had heard during childhood. He eventually joined a band of adventurers after distracting a pack of wolves with a convincing imitation of their missing alpha. He now travels as an outlander and bard, seeking roads that do not appear on maps and collecting voices from every settlement he visits. Klawfer claims he is searching for the original sound of his own voice, though he privately suspects that identity is something assembled from everyone a person has ever met.
“He learned market cries, bird calls, prayers, insults, and scraps of songs, storing each sound until he could reproduce it perfectly.”
- Background
- Outlander
Connections
Species
Kenku
Media
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