Mike Mearls response: https://twitter.com/mikemearls/status/917865250908545024
They use noises and tones they have picked up that fit
2:31 PM - 10 Oct 2017
I bet he's just parroting that answer from another developer.
Mike Mearls response: https://twitter.com/mikemearls/status/917865250908545024
They use noises and tones they have picked up that fit
2:31 PM - 10 Oct 2017
The history is only the history if you make it the history. Maybe the kenku believe they are cursed, but actually aren't, and are just like any other PC race. Or your kenku don't have any of that fluff at all. That's just it, it's all fluff and means nothing unless you make it mean something for your game. Nothing in the mechanics requires you to keep the curse aspect, or limit their intelligence/abilities.
If you step too far away from the fluff you lose the essence of the race though. You have to be careful with such changes.
Kenku do not have a particularly compelling essence.
If you step too far away from the fluff you lose the essence of the race though. You have to be careful with such changes.
If you step too far away from the fluff you lose the essence of the race though. You have to be careful with such changes.
5e is the only edition in which Kenku were limited to only speaking in copied phrases. In 1e, they were telepathic. In 2e, they communicated using a combination of bird sounds, telepathy, sign language, etc. In 3rd and 4th edition, they speak languages normally but can mimic specific voices. And in all editions, make reference to Kenku arcane-style spellcasters and all but 3rd have stats for such characters.
The only really consistent thing from edition to edition is that their speech is unique, but it never seems to impede spellcasting ability and only in 5e is there ever any reference to a curse.