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Aarakocra

Aarakocra, also called bird-men, were a race of avian humanoids from In'qwane.

Description

Aarakocra resembled humanoid birds. The average specimen stood about 5 feet (1.5 meters) tall and had a wingspan of 20 feet (6.1 meters). Halfway along the edge of each wing was a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extended the length of the wing and locked in place during flight.   Their powerful legs ended in four sharp talons. These humanoids had hollow, fragile bones. Their faces could take on the appearence of most birds except for owls and ravens, and were most commonly similar to eagles and hawks. They had gray-black beaks and black eyes. Plumage color varied, but males generally had red, orange, and yellow coloration, while females tended towards brown and gray.   Aarakocra were generally peaceful creatures who cherished their solitude. They were known to be extremely claustrophobic, often refusing to enter caves or other enclosed spaces. They also were notorious romantic flirts, regardless of whether or not they were married.

An aarakocra monk

Society

On Dünya, aarakocra lived atop the highest mountain peaks in small tribes that shared a communal nest and controlled hunting territories of about 100 square miles (260 square kilometers). Any animals in this territory were considered fair game, including the domesticated livestock of other races, and most male aarakocra spent their days hunting. The eldest male served as leader, assisted by the tribe's shaman. Meanwhile, female aarakocra crafted the tribe's tools and weapons.   The ancestral nesting home of aarakocra was on the mesas of Inq'wane, where the majoriy of aarakocra lived or returned to nest.

Religion

Aarakocra worshipped the In'qwane Pantheon alongside Kenku, Loxodon, and giant eagles. In particular, they worshipped their patron god Inyoni. Due to their tendancy to live on tall mountaintops, some aarakocra took to worshipping the Giant Pantheon through learning of the gods from giants and goliaths.

Combat

Since aarakocra avoided melee combat when possible, their combat tactics revolved around attacking opponents from above. Javelins were the weapon of choice for many aarakocra, as well as both long and short bows. A single aarakocra could comfortably carry up to six javelins at a time, stored in a special sheathe that was strapped to its body. Other weapons used by aarakocra included darts and daggers. Their sharp talons and beaks were effective weapons as well. Occasionally they wore studded leather, but they never used shields.

Relations

Many aarakocra tribes avoided contact with other species, and many individuals rarely, if ever, left their home territory. The aarakocra had strong ties with giant eagles, loxodon, and kenku due to their shared pantheon of gods, and they were particularly fond of giant eagles and loxodon due to their shared love of the natural world. Although they did share a sort of kinship with kenku, most aarakocra found the sneaky, underhand methods of many kenku stifling and against their avian nature.   Aarakocra often understood and spoke Common, but when they spoke it, they punctuated their speech with caws, whistles, and other bird-like sounds.

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Medium.
  • Speed. 30 feet, fly equal to your walking speed
  • Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
  • 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.
  • 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. Intelligence, Wisdom, or Charisma is your spellcasting ability for when you cast gust of wind with this trait (choose when you select this race).
  • Languages. You can speak, read, and write Common and In'qwanan.