Aarakocra | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Aarakocra

Sequestered in high mountains atop tall trees, the Aarakocra evoke fear and wonder. Many of these birdfolk hail from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
ability score increase: Your Dexterity score increases by 1, and your Wisdom score increases by 1.
age: Aarakocra reach maturity by age 10. Their average lifespan is entirely dependent on how long they're exposed to fresh air. Because of this, Aarakocras accustomed to life in the Material Plane, they tend to live much shorter usually only living for about 60 years.
alignment: Most Aarakocras are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size: Medium
speed: Your base walking speed is 25 feet.
Languages: You can speak, read, and write Auran, Pure Aarakocra, Pure Common
race features:
Claustrophobia: While in spaces smaller than 10 feet by 10 feet that have no obvious access to the sky, you must make Wisdom save DC 10 each in-game hour or become frightened until you leave the space or until you make a successful Wisdom save at the in-game hour interval. While frightened, you may not move towards any spaces that become more confined than the space you were in when you became frightened.   Flying: You have a flying speed of 50 feet. To use this speed, you can’t be wearing heavy armour.   Glide: You have resistance to damage received as a result of falling. You may make a long jump and a high jump as a single action and double the distance of each to execute a glide. Any damage taken immediately ends the glide. Executing a glide may provoke an opportunity attack.   Natural Armor: You have tough skin. When you aren't wearing Armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.   Talons: You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit.   Wind Caller: Starting at 3rd level, you can cast Gust of Wind. Once casted, you can't use this spell until a long rest.

Racial Description

Beak and Feather: From below, Aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, Aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or grey. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.   Sky Warden: Nowhere are the Aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away. Once airborne, an Aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.   Avian Mannerisms: The resemblance of Aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning, and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves. Many Aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An Aarakocra might become frustrated with people who fail to pick up on the nuances; an Aarakocras threat might be taken as a jest and vice versa.   The idea of ownership baffles most Aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, Aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An Aarakocra who spends years among other races can learn to inhibit these impulses. Confinement terrifies the Aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few Aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.   Homelands: Most Aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of Aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests. Once tribes of Aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.   Great Purpose: Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an Aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the Aarakocra adventurer’s chosen path. Aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between Aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.   Aarakocra Names: As with much of their speech, Aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names. An Aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.

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Lord Mcberry.

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