A hell of a chef and a learning sorcerer. He wants to learn about the world and improve his dishes to max benefits.
Adept Climbers. Your natural agility gives you a climbing speed of 30 feet. You can also climb across ceilings, as long as you have something to hold on to. Eager Mind. If you find someone who has a skill proficiency you don't have and they agree to teach you, you can spend a short or long rest learning that skill proficiency. You lose that skill proficiency at the end of your next long rest. You can only have one new skill proficiency learned this way at a time. Empty Stomach. You burn through your energy faster than most humanoids and require twice as much food as a creature your size requires each day. Heavy Slumber. During a long rest, anyone trying to wake you up must make a DC 15 Charisma ability check. Taking damage will wake you up as will being thrown into or splashed with water. Limit Break. Apelings are always striving to push themselves. As a reaction, when you fail Strength, Dexterity or Constitution ability check or saving throw, you can remake the check and take the new result. Once you use this ability, you can't use it again until you complete a long rest. Darkvision. You can see in dim light within 60 feet of 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. Fugite Omnis At 1st level, you can partially ignore the shackles of gravity. You gain the ability to hover a few inches off the ground. You can ascend and descend as part of your movement. You can't hover more than a foot above the ground, and fall if you are above that height. If you were to be knocked prone while hovering, you are instead made to stand on the ground. In addition, you learn the Heavy Spell Metamagic option. It doesn't count against the number of Metamagic options you know. Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. 1st 2 2nd 3 3rd 5 4th 6 5th 7