City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Suggested Motivations. Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who treated them badly.
Personality: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
Ideals: Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
Bonds: I escaped my life of poverty by robbing an important person, and I’m wanted for it.
Flaws: I will never fully trust anyone other than myself.
Darkvision. You can see in dim light within 60 feet or you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fox's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to
1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fox Tails. Your tails are import to your ability to cast magick, which is done so with Charisma ability. Increase your Charisma ability score by 1 for every three tails you have, to a maximum of 20. At birth, you have one tail and gain another tail when you gain your archetype for your class. Every two levels, you gain a tail until you reach level 20, in which your tails grant you the ability to cloak them with the
Invisibility spell to hide any number of your tails to appear weaker and more docile to opponents.
Sly. You are proficient in one of the following skills of your choice: Deception, Insight, or Stealth. Whenever you make an ability check with the chosen skill, roll a
1d6 and add the number rolled to the check's total.
Racial Feat:Vulpine Trickery. Your slyness is truly that of an inaris, you are a master trickster. You gain the following benefits:
- Increase your Dexterity, Charisma, or Wisdom score by 1, to a maximum of 20.
- You add 1d8 instead of 1d6 to skill checks you make with the skill gained from your sly racial trait.
Metamagic.At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell
Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Magical Guidance (Optional)
When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Wind Speaker. The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Tempestuous Magic. Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.