Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in birdfolk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It's hard to say whether the corvums are distrusted because they behave the way they do, or if they behave the way they do because they are distrusted.
For Personal Gain
It is widely believed that corvums only look out for themselves. Sometimes this presents as flexible morals, and at other times it simply means they follow a personal code instead of subscribing to general law. Either way, corvums are a crafty race and they tend to get what they want, one way or another.
Corvums are typically found in positions with a modicum of power, such as advisors or minor officials. The stigma they face usually prevents them from attaining too much prominent a position in birdfolk society, but corvums are adept at working behind the scenes, spreading their influence subtly and to great effect.
Too Smart
Corvums are commonly accepted, sometimes begrudgingly, to be among the smartest of birdfolk. Keen observers, they trade in information the way others trade goods. They are hungry for knowledge and leverage it to further their goals whenever possible. Their undeniable skill in matters of logistics and planning makes them valuable to councils and powerful individuals alike.
Corvum Traits
Ability Score Increase. Your intelligence score increases by 2.
Age. Corvums reach adulthood at around 18 years. They live slightly shorter than other birdfolk, approximately 70 years.
Alignment. Shrewd and capable, corvums prefer moral flexibility and are more likely to be neutral than either good or evil. Nonetheless, corvums see the benefit of rules, even if many attempt to turn them to their own advantage. Because of this, they favor lawful alignments.
Size. Corvums cut imposing figures, standing between 4 and a half and 5 and a half feet tall, encompassing a variety of different builds. They weigh around 100 pounds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Glide. Using your feathered arms, you can slow your fall, and glide short distances. When falling you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may glide up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while carrying heavy weapons or wielding a shield (though you may drop any held items as part of your reaction to spread your arms). You cannot glide while wearing heavy armor or if you are encumbered.
Talons. Your sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is 1d4 piercing damage. Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your talons could reasonably grip.
Learned. You gain proficiency in one of the following skills: Arcana, History, Nature, or Religion.
Appraising Eye. You have an almost supernatural ability to appraise objects. By spending an action examining any object, you can determine if the object has magical properties, how it might be activated, as well as a fair estimation of the market price. Using this skill strains the eyes, and you must complete a long or short rest before you can use it again.
Languages. You can speak read, and write Birdfolk and one other language of your choice. You can also understand Auran, though you cannot speak it naturally.
Subrace. There are two main subraces of corvum: dusk and kindled. Choose one of these subraces.
Dusk Corvum
As a dusk corvum, you are more at home in the bustle of society than in the wilds of the first. You understand subtle social cues the way a hunter understands their prey, and you're just as quick to capitalize on an advantage.
Ability Score Increase. Your Dexterity score increases by 1.
Skulker. You have advantage on Dexterity (Stealth) checks made in dim light or darkness.
Street Smarts. You gain proficiency in the Insight skill.
Kindled Corvum
As a kindled corvum, you know implicitly that you are the smartest in the room. Your ability to utilize your knowledge to your advantage, along with your deep understanding of others' motivations, makes you a formidable opponent.
Ability Score Increase. Your Charisma score increases by 1.
Convincing. Kindled corvums have a way with words, and are accomplished at saying what someone wants or needs to hear. You gain proficiency in either the Deception or Persuasion skill. Additionally, you have advantage on all Charisma checks made to convince someone of your exceptional knowledge on any topic related to the skill you selected with your learned trait (Arcana, History, Nature, or Religion).
Sharp Mind. You learn one additional language of your choice and are able to accurately recall with perfect clarity anything you have seen or heard within the past week.
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