Insert Lore---
TLDR;
Ancient Bird Race
Very tribal and warrior like.
Likes to fight, dislikes running - shuns the cowards.
Spellcasters are not welcome, only like Shamans (druids) that help them do rituals and stuff.
Tribal lyfe you know.
Aarakocra Traits
As a demi-human race, Aarakocra are able to slightly develop and upgrade their own innate power rather than their class' power. Upon level up, you may instead choose to add to your Aarakocra level rather than your class level.
Aarakocra gain the following traits at each Aarakocra level, as indicated on the table below:
Aarakocra Level |
Required Character Level |
Features |
0 |
1 |
ASI, Size, Speed, Flight, Talons, Languages |
1 |
3 |
Danger Sense, Hit Points, Speak with Birds |
2 |
5 |
Natural Predator, Natural Multiattack |
3 |
6 |
Bird of Prey, Passing Bite |
4 |
7 |
Dive Bomb, Swooping Death |
5 |
8 |
One with the Wind, Natural Predator II |
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Languages. You can speak, read and write Common, Aarakocra, and Auran.
Danger Sense
You become more in tune with your animalistic nature. Starting from level 1, you gain advantage on Wisdom (Perception) checks and cannot be surprised.
Hit Points
At level 1, you gain the following traits:
Hit Points
Hit Dice: 1d10 per Aarakocra level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher levels: 1d10 + your Constitution modifier per Aarakocra level after 1st
Speak with Birds
Starting from level 1, you can communicate with birds as if you shared a language.
Natural Predator
Starting from level 2, your talons deal 1d6 slashing damage on a hit instead. Moreover, you can use your beak to deal 2d4 piercing damage on a hit.
Natural Multiattack
You can use the Attack action to attack twice with your talons, and if you do so you may use your bonus action to attack once with your break. All of these attacks add your ability modifier to damage.
Bird of Prey
Starting from level 3, you have advantage on Wisdom (Perception) rolls involving sight while you are flying at least 100 feet above the ground.
In addition, while you are flying at least 100 feet above the ground, you can use your action to
dive at a foe you can see up to 100 feet away from you, making a special melee weapon attack
or unarmed strike that deals an additional 1d6 weapon damage on hit. The extra damage increases to 2d6 at 9th level, and 3d6 at 16th level. You cannot perform this action if you are grappling a creature.
Passing Bite
If you have moved at least 20 feet straight toward a target, you have advantage on the next attack roll against that target.
Dive Bomb
Starting at level 4, you can use your reaction to fly up to your speed and make an attack against one creature. You must fly at least 30 feet in a downwards direction straight towards the target to use this reaction and cannot use this reaction if you are grappling a creature. If the attack hits, the target takes an extra 2d8 piercing damage. You can only use this once per short rest.
Swooping Death
At the 4th level, when you hit with an attack with your talons, you can use your bonus action to fly up to half of your flying speed. This action does not provoke attacks of opportunity. You cannot do this if you are grappling a creature.
One with the Wind
At the 5th level, you become immune to the effects of magical and natural wind, including effects that would force you to move, impose disadvantage on Wisdom (Perception) checks, or force you to land when flying.
Natural Predator II
Starting at level 5, you gain the following traits:
Grasping Talons. Upon hitting a target with your talons, you can choose to grapple the target. The DC for this is equal to 8 + your Proficiency modifier + your Strength modifier. You can only grapple one creature at a time. Until this grapple ends, the target is restrained and takes 2d6 piercing damage at the start of each of its turns.
Serrated Break. Upon hitting a target with your beak, the target must succeed on a Constitution saving throw or take 2d6 slashing damage at the beginning of its next turn. This DC is equal to 8 + your Proficiency modifier + your Strength modifier.
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