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Aarakocra

Traits

  • Ability Score Increases: +1 Wisdom
  • 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 25 feet.
  • Languages: You can speak, read, and write Common, Aarakocra, and Auran.
  • Origin Town: Gruungrad, and Farris

Flight: You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons: Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Physical Appearance

From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.

General Personality

Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.

Aarakocra love to spend their time traveling, and going wherever the wind takes them. They often don’t have a plan, and instead rely on their gut instinct to lead the way. Aarakocra consider themselves to be adaptable and ready for any situation they’re put in. The only thing that will give them pause is going into areas where they can’t see the clear sky. Most aarakocra feel a mild sense of claustrophobia when they are in large caves or buildings.

Origin Town:

Farris

Due to aarakocra’s many travels, they pick up a lot of stories and experiences on the way. The retelling of these tales really fit with the artistic and theatrical aspects of Farris. If an aarakocra ever wanted to find a captive audience, they could do so in this town. Over time more and more aarakocra decided to make Farris their home in between their lengthy travels. 

Bonuses:

Ability Scores: +2 points between Dexterity, Constitution, Wisdom, and Charisma

Skills: Proficiency in the Persuasion, Performance, or Acrobatics skill.

Artisan’s Expertise: You gain proficiency with one set of artisan’s tools of your choice. Your proficiency bonus is doubled for any ability check you make that chosen proficiency.

Actor: You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

Gruungrad

While most aarakocra are carefree and easy going, some do prefer the taste of victory in battle. Gruungrad was a safe place to explore this interest in the glory filled arenas. Certain aarakocran druids also prefer the environment around Gruungrad. The beasts and plants found their are unlike anywhere else in the realm. These druids feel compelled to spend time in this dangerous environemnt.

Bonuses:

Ability Scores: +2 points between Strength, Constitution, Dexterity, and Wisdom

Skills: Proficiency in the Athletics, Intimidation, or Acrobatics skill.

Powerful Build: You count as if you were one size larger for the purpose of determining your carrying capacity.

Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.