15 (studded leather armor)
78 (12d8+24)
walk 30 ft.
Dex +5, Wis +3, Cha +2
Deception +2, Perception +5, Stealth +5
darkvision 120 ft.
Common, Feather Speech, Huginn
3
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.
Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
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.
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.
Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.