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and plumage.
Sequestered in high mountains atop tall trees, the
12 When you fall, trip, or otherwise make sudden
aarakocra, sometimes called birdfolk, evoke fear and
movements - you create a trail of feathers, which
wonder. Many aarakocra aren’t even native to the inexplicably get everywhere.
Material Plane. They hail from a world beyond — from
the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and A Life Of Flight
explorers, their outposts functioning as footholds in a As an aarakocra, the idea of flight is ingrained when
world both strange and alien to them. they are first born. However, starting with the ability
to fly at 1st level is exceptionally effective in some
Aarakocra Personality situations, while being exceedingly dangerous in
An Aarakocra may have different quirks and others. Flight is often unaccounted for in campaigns
motivations from the regular inhabitants within the at an early level, so it is recommended that you talk to
Material Plane. your DM to give special consideration to your
Use the following table to help customize your character.
character and bring an extra racial quirk that sets As a compromise, you can start your character in
them apart from other races. one of 2 other ways. Use one of the following flightless
d12 Quirk options you can start as an Aarakocra character below
to trade off the loss of your flying ability:
1 You sometimes let out a loud squawk when you
feel nervous or anxious. Delayed Flight. You are only suffering a
temporary injury and will gain your ability to fly at a
2 You preen yourself and others you feel
comfortable around, it’s an old habit you’ve had later date as determined by your DM, where you will
since you were young. start with Slowfall, but change it to Flight once you
regain the use of your wings.
3 You are fixated by reflections of yourself,
becoming unaware of your surroundings. Flightless. You have completely lost your ability to
instead start with Slowfall + Racial Feat of
fly. You
4 When eating, you try to eat things whole, tilting your choice.
your head back, letting gravity to do the work.
Alignment. Most aarakocra are good and rarely To most other races, the Alia’eet are reported to be the
choose sides when it comes to law and chaos. Tribal only known subrace of Aarakocra, they make up the
leaders and warriors might be lawful, while explorers entirety of their military might. Their scouts and
and adventurers might tend toward chaotic. fighters are seen almost exclusively with all
Size. The Aarakocra range from about 3 to 5 feet encounters with other races. They are typically the
tall. They have thin, lightweight bodies that weigh only subrace of the Aarakocra that bleed into the
between 50 and 100 pounds and sizes ranging from material plane, and as such, they are easily mistaken
Small to Medium.
the extra power in the air to your advantage, While on the ground, you are naturally more alert for
gaining a free dash movement. dangers and can spot potential dangers at a moments
notice.
● You are able to consciously slow-fall while holding The Bubo Vir are well renowned for their ability to
on to one additional creature of medium size or glide silently through the air, leaving nary a wake to
smaller for 100ft. Both taking 1d6 damage after that detect.
distance and another 1d6 for every extra 100ft Your glide rate is your flight move speed, dropping by
thereafter, up to a maximum of 10d6. After taking 10ft for that distance travelled.
damage, both creatures are knocked prone. ● Increase your Dexterity score by 1, to a maximum of
20.
Winged Combat ● When you glide through the air, you gain advantage
on any stealth checks related to sound during the
Prerequisite: Aarakocra
day and gain advantage on stealth on both sight and
Using an action you beat your wings with such force
sound during the night. You make no noise while
that you are able to do one of the following:
gliding.
● Kickup Dust. - Given the right conditions, you can
● If you attack during a glide, on a successful stealth
kick up a cloud of dust covering a 10ft by 10ft
glide you can add +2d4 to your attack if the initial
square immediately in front of you. The cloud
attack is melee.
blocks sight and remains in the air for 1 round.
You are able to focus on intricate detail from a long The Tarius become veterans at bounding combat,
distance. If you spend a 1 minute focusing on an learning to use the weight of their enemies against
object or small area that you can see: them and use them to increase your movement.
● You focus on a single object or creature within 320 ● Your long and high jump distance is doubled
feet, you can make out detail as if you were only 15 ● You can jump down from a height of 20 feet without
feet away from it, and at 120 feet you can make out taking any fall damage as long as you are not
detail as if you were 5 feet away. If you are within incapacitated.
60 feet, you are able to read regular text on the ● As an action, you can attempt to jump onto a foe of
pages of a book clearly. size large or smaller, using your inertia to leap off of
● Focusing on minute movements and unnatural them. Your acrobatics must beat their AC score, on
shapes, you can analyse a relatively clear area 50ft x a success you can make a free Ground Rake attack
50ft from an adequate range of 120 -320 feet that as you leap off the target, causing it to go prone, and
you can see to check for hidden creatures, traps or you must travel distance equal to your acrobatics
features that use non magical means to hide or roll in any direction (rounded down to the nearest
disguise themselves. Removing advantages on their tile square). Your acrobatics do not provoke attacks
rolls to hide and disadvantages on your rolls to of opportunity.
perceive.
While doing any of these actions you suffer from Dive Bomb
disadvantage on any perception checks outside of the Prerequisite: Aarakocra, Flight, (Subrace: Alia’eet)
target area. If you are flying, you dive at least 10 feet directly (in
straight line) towards a target and as an action, can do
Ground Stomp either one of the following:
Prerequisite: Aarakocra, (Subrace: Tarius) ● Attack. - Use your feet talons to make an attack,
You are able to use the force from your powerful legs doing a 2d4 + your strength modifier of damage on
more wisely during combat. You can do the following a successful hit. Adding 1d4 damage for every extra
additional actions during the same Ground Rake 10 feet you moved towards the target in a line on
movement reaction: the same turn to attack.
● Spending an action you can attempt to stun one ● Pin. - Attempt to pin a target of large size or
target by kicking it while it is prone with both feet. smaller prone, the target must roll against a DC
If the attack is successful, you deal 2d4 + your equal to 8 + Your strength modifier + your
strength modifier of damage and the target must proficiency. Adding 1 to the DC for every extra 10
make a DC 8 + strength modifier + your proficiency feet you moved on the same turn straight towards
Wisdom saving throw or become stunned for a turn. the target. If you decide to remain on the target
● You are able to get a free Ground Rake action on after a successful strike, they are considered
every prone creature that you are able to move restrained by you.
across during the turn (providing you spent the If you miss any of the above actions, you instead pass
reaction on Ground Rake). over the target and then an additional half the
distance you travelled, not provoking attacks of
opportunity as long as you remain in the air.
strong family bond (e.g. A family member of “Sol’eek” 45-46 Moeirra 95-96 Whekku
may be called “Faar’eek”.
Lastly, aarakocra may be associated with a tribe or 47-48 Noheehi 97-98 Zeed
Tribe
Male or Female d100 Name d100 Name
d100 Name d100 Name
01-02 Aarak 51-52 Oarrkii
01-02 Aeraka 51-52 Oikeer
03-04 Airuan 53-54 Oorhoo
03-04 Aeirra 53-54 Oorr
05-06 Alaurial 55-56 Purarooe
05-06 Bakaw 55-56 Ouss
07-08 Arune 57-58 Quarirah
07-08 Delikee 57-58 Peikhek
09-10 Buviri 59-60 Queeskiir
09-10 Errk 59-60 Pitreet
11-12 Cauweei 61-62 Quiexsil
11-12 Ferreki 61-62 Quaf
13-14 Cusoweeri 63-64 Raufreet
13-14 Gialoo 63-64 Queebo
15-16 Deekerirehh 65-66 Saaretikee
15-16 Heequa 65-66 Quierk
17-18 Duerrikis 67-68 Saluuris
17-18 Hekki 67-68 Reeki
19-20 Eura 69-70 Taalkiurl
19-20 Ieekora 69-70 Ruel
21-22 Eyreekos 71-72 Tuurieka
21-22 Ikki 71-72 Rybleek
23-24 Feirekes 73-74 Uoroolu