BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Aarakocra

A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa — mighty beings of air — and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power.
From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies — usually red, orange, yellow, brown, or gray. Their heads are also avian, resembling those of their specific subrace

Ability Score Increase. Your Dexterity score increases by 2
Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Alignment. Most aarakocra 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. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed. Your base walking speed is 20 feet.
Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike
Flight. You have a flying speed of 50 feet, as per flying rules. To use this speed, you can’t be wearing medium or heavy armor.
Languages. You can speak, read, and write Common, Aarakocra, and Auran.

Albatrocian

The largest of the Aakocra tribes, their enormous wings spanning and blotting out the sun along the De'Auldron coasts. Often they serve as escorts to merchant ships, sometimes they also end up as pirates attacking the same ships.

-Ability Score Increase. Your Strength score increases by 1
-Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift as well as grappling.
-Huge Wings. You may wear medium armor and still use your flight trait, however the speed is reduced to 20ft when doing so.
-Warrior of the Coasts. You gain proficiency in Harpoons, Glaives, and Bolas.

CarrionFeather

Bald heads and a rancid smell follows these vulture like Aarakocra, while often misunderstood the carrion feather serve a vital role in the ecosystems of the Black and Cryshol desert where they circle

-Ability Score Increase. Your Constitution score increases by 1
-Vile Smell. You have disadvantage on (charisma)Persuasion checks
-Circling Flight. Your flight speed from the base trait is reduced to your walking speed, however, if you take the dash action on your turn, you do not begin to fall at the end of your turn and stay aloft.
-Detritivore. As an action, you may consume a corpse of size small or larger which is within 5ft of you, doing so allows you to expend up to your pb hit die as you would on a short rest. Once you have used this feature, you must complete a short or long rest before you can use it again.

Eagalian

Eagle like in nature, guardians of the high cliffs, and noble users of the elemental wind. Eagalian are your most common Aarakocra, residing most prevalently in the peaks of the mountains of Strock.

-Ability Score Increase. Your Intelligence score increases by 1
-Keen Sight: You have advantage on perception checks that rely on sight.
-Wind Caller. Starting at 3rd level, you can cast the Gust of Wind spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. At 5th level, you gain one spell mastery of your choice for Gust of Wind.
Intelligence is your spellcasting ability for it when you cast Gust of Wind with this trait

Owlin

Enigmatic and few are the Owlin tribe, rarely seen in the deep woods, or any of the other forests of Ashieldr. The appear out of the night without warning and Return the same way.

-Ability Score Increase. Your Intelligence score increases by 1
-DarkVision: You have a greater dark vision, being able to see in dim light as if in bright light, and dark light as in dim light for 120ft. You cannot discern colors with this sight, only seeing shades of grey.
-Silent Feathers. You have proficiency in the Stealth skill, additionally if you hit a creature with a melee attack that is suprised, you add an additional weapon damage dice to the damage.
-Whispering call. Starting at 3rd level, you can cast the Silence spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher. At 5th level, you gain one spell mastery of your choice for Silence.
Intelligence is your spellcasting ability for it when you cast Silence with this trait

Parrotonian

Colorful and mysterious, the parrotonian tribe's colorful plumage litter the trees in the Jungle of Pizatos. They are sometimes confused with kenku, however where the kenku mimics the parrotonians create what is not there.

-Ability Score Increase. Your Intelligence score increases by 1
-Perching Talons. You gain the ability to "perch" on organic Vertical surfaces such as wood, dirt, and vines. If you are within 5ft of a perchable surface, you may end your movement and Perch as a free action. While perched you do not fall down the surface, if you take any damage you must make a acrobatics check DC 10 or half the damage(whichever is higher) beginning to fall on failure.
-SmoothTalker. You have proficiency in the Deception or Persuasion skill(your choice when you pick this subrace)
-Mirage Speaker. You learn the minor illusion cantrip. Beginning at 3rd level, you can cast the Phantasmal force spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.

PengFeather

Noble, and proud the PengFeather shoot beneath the waves and glacial flows of the Icecap tundra. Their swimming a fine tradeoff for their cousins flight, and a mastery over the cold around them.

-Ability Score Increase. Your Wisdom score increases by 1
-Artic Bird. You have resistance to cold damage, and can hold your breath for up to an hour
-Flippers. (Replaces Flight trait), your wings are instead flippers, allowing you to have a swim speed of 50ft, your walking speed is increased to 25ft.
-Ice Caller. Starting at 3rd level, you can cast the Rimes binding Ice spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 2nd level or higher.
Wisdom is your spellcasting ability for it when you cast Rimes binding Ice with this trait

HummingFeather

Zipping and energetic, the hummingfeather are the smallest tribe by far, and social to boot. They are known as couriers and diplomats as well as the best scouts in the land.

-Ability Score Increase. Your Charisma score increases by 1
-Diminutive. Your size is small, and you lose access to the talons trait of the base race
-Quick Speech. Your explain and relay information at a million miles a minute, giving you advantage on (charisma)persuasion and deception checks, as you either cover every detail or lead their insight in circles.
-HyperWings. Your Flight trait now is a hover speed, however you cannot be wearing armor to use it
-Speed Surge. You may cast the Longstrider spell at 1st level without a spell slot, once you have done so you must complete a short or long rest before doing so again. Beginning at 5th level, you can cast the Haste spell with this trait, without requiring a material component. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. You can also cast the spell using any spell slots you have of 3rd level or higher.


 
 


Comments

Please Login in order to comment!