Ravenfolk Warrior

Medium humanoid (kenku), neutral

Armor Class 15 (studded leather armor)

Hit Points 78 (12d8 + 24)

Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

Saving Throws Dex+5, Wis +3, Cha +2

Skills Deception +2, Perception +5, Stealth +5

Senses darkvision 120 ft., passive Perception 15

Languages Common, Feather Speech, Huginn

Challenge 3 (700 XP)

Rune Weapons. Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin’s own hand.

Mimicry. Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.


Multiattack. A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack.

Ghost Wings. The ravenfolk warrior furiously “beats” a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be Blinded until the start of the ravenfolk’s next turn.

Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Radiant Runespear. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.

Variant: Lack of Runes

Some ravenfolk warriors have no access to the runes. They use rapiers instead.

Rapier: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Odin’s Call. A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.