Nimble Escape. The cizkling can take the Disengage or Hide action as a bonus action on each of its turns.
Crossbow Expert. The cizkling has a +3 bonus to damage and attack rolls made with a crossbow. This bonus has already been added to the Cizkling Crossbow attack.
Spellcasting. The czkling is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +6 to hit with spell attacks). It has the following druid and wizard spells prepared:
Cantrips (at will): produce flame, prestidigitation, mending, control flames
1st level (4 slots): burning hands, identify, speak with animals, comprehend languages, detect poison and disease
2nd level (3 slots): flaming sphere, flame blade, locate object
Cizkling Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 8 (1d6 + 6) piercing damage plus 5 (1d10) fire damage.
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage or 4 (1d8) piercing damage if used with two hands.
Description
It is believed that the cizklings were once a group of demons that entered the Feywild and were stuck. Cut off form the rest of their kin these demon slowly evolved until the became the cizklings, a race of curious, whimsical crossbow experts.
A cizkling looks like a short, hunched over person with a mane of black feathers around their neck and upper back. They have large horns that jut from their foreheads and curl backwards. Normally, cizklings will tie burning torches to their horns before enter a battle. What their face looks like is largely unknown, because they are always seen wearing white masks that cover their face. A typical cizkling mask is an oval shape with two small, rectangular holes for their eyes. They festoon their clothes and armor with trinkets, scarves and gold. Their legs are skinny and end with a cloven hoof. A small tail ending with a plume of fur is also a feature of their kind.
They have a interest in fire and are naturally protected from it. Cizkling culture does not define one's gender by their bodies, but by their preference. Therefore, a cizkling's gender may change daily. Cizklings value crossbows as weapons. Almost every cizkling learns to master the creation and usage of a crossbow at a young age.
A cizkling Thsi is the shaman of a tribe of Cizklings. They are able to predict events in the near future in order to better stage attacks on caravans. Still, a Thsi can hold their own in a fight, summoning allies and hurling fire at foes.
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