Kenku Reflexes
You have proficiency in the Acrobatics and Stealth skills.
Perfect Memory
You can accurately recall anything you have seen or heard within the past year.
Fey Step
If you take this trait, you will be considered an Eladrin. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. When you reach 3rd level, your Fey Step trait gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
Autumn. Immediately after you use your FeyStep, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
Necrotic Resistance
You have resistance to necrotic damage.
Cleansing Fire: When you choose this way at 3rd level, you gain access to the following abilities:
- By spending two Ki points, you can cast either of these spells: Burning Hands and Flame Blade.
- You have the ability to sear wounds. By spending a Ki point and using your action, you can summon fire into your palm and touch an open wound, healing the creature equal to your martial arts die + Wisdom modifier.
- While you hit your opponents with your flurry of blows, you deal an extra 1d4 fire damage on each attack that is granted to you by the flurry of blows.
Dexterous Attacks.
- You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Unarmored Defense.
- While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Monk's focus.
Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Elemental Bond.
You have a connection to the elemental plane from which your experience originated. By concentrating for 1 minute, you can sense the presence of any portals, rifts, or Elementals tied to that plane within 1 mile of you, as well as their general direction. In addition, creatures native to that plane recognize you as one of their own and are more likely to be friendly toward you. (The plane you chose is Fire, of course.
Suplex.
You have suplexed an owlbear and officially have the confidence to suplex anything and anyone. Dexterity roll, on a d20. Damage will be a d8 (martial die)