Homebrew Seagull Race Details

They're Seagulls. Or are they? They appear as any other seagull, not any stronger, not any bigger... Except they talk? And they seem intelligent. Seagulls? are a mystery, the product of a crazed wizard? An inexperienced sorcerer? A bored fae? No one knows. They simply exist.

These talking birds can be found anywhere a normal seagull could be, really, for all anyone knows they just spontaneously started speaking. It's anyones guess, their prescense usually invokes large amounts of confusion.

Birds of a Feather

Seagulls? are indistinguishable from normal seagulls, the only visible difference is when they begin to speak. 

Large gulls will have largely brown plumage with partially white feathers until 4 years of age. Small gulls will only retain this brown plumage for 1 Year. During adulthood, Seagulls? will be largely white, with a patch of black or grey feathers. 

 

 

 

Avian Mannerisms

Seagulls? behave very much like normal seagulls, preening their feathers, seeking prey. Often also drawn to the coastal breeze. Mostly by the smell of fish.

 

Homelands

As a seagull, Seagulls? live near the ocean and on beaches.

Names

Seagulls? don't have a concept of names among their own species, as such, they tend to simply adopt whatever they are called often. Or what they are first named. Which may lead to hilarious results, including swear-heavy titles.

Racial Quirks

As a bird, Seagulls? have certain traits inherent to their species. Roll 2d6 or pick up to 2 traits from this list

  1. I am a simple bird. I see shiny thing, I take shiny thing.
  2. Your food is my food and my food is my food
  3. Feathers exist to be preened
  4. My companions should appreciate my friendship screeches
  5. Inedible? Is that a challenge?
  6. Nests should be built wherever I stay

Seagull? Traits

Seagulls? share a variety of traits with their seagull brethren. And have also adopted some from more humanoid species

Avian Shortcomings

As a bird, Seagulls? are not very good with weapons or armor unless it is specifically tailored to suit them.

You can only wield light weapons, so long as they are tailored to be small enough for you, daggers are an exception to this rule. You cannot wear any armor.

Aura of Confusion

Seagulls? by their very nature are a mystery, one that no one is sure they want to solve. The presence of one often causes questions such as "Why does this exist?" "How did this happen?". Every attack has a 25% chance of dealing 1d8 psychic damage.

Squack

As with most birds, Seagulls? are capable of an ungodly screech. Theirs specifically is so ungodly that it seems to have strange affects on the minds of those around them.

At 1st level, you gain the attack Screech.

Talons

You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Keen Sight.

The seagull has advantage on Wisdom (Perception) checks that rely on sight.

Beak.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ocean Survivor.

The seagull can drink salt water.

Mobbing.

If threatened in its natural habitat, the seagull can emit repeated loud calls to attract a swarm of seagulls (use Swarm of Ravens stat block). The swarm arrives in 1d4+1 rounds and acts on the seagull's turn to confront the predators. The seagull becomes part of the swarm. You may use this ability once per long rest.

Languages

For whatever reason,  Seagulls? take to new languages very well. Perhaps the hurdle of learning Common served to spark this trait.


You can speak, read, and write Common, as well as speak two other languages of your choosing

Don't ask questions

Occasionally, people look at little too close at Seagulls? Those who are attentive to details have reported strange hallucinations regarding Seagulls? Including tentacles sprouting from the birds back, human teeth being visible in their beaks, or third eyes staring at them from a Seagull? forehead.

(This mainly serves a story/rp purpose, but if you'd like your DM can have NPCs occasionally perform passive perception checks that determine if they see one of these things. The NPC can then perform a saving throw which, should they fail, causes them to take 1d4 psychic damage)

Ability Score Increase

Your Constitution score is increased by 1, your Dexterity is increased by 1.

Age

Small gulls will reach adulthood by 1 or 2 years of age. Large gulls reach adulthood at around 4 years. Seagulls? live about as long as the typical seagull, up to 15-20 years old.

Alignment

While most Seagulls? start out impartial to humanoid matters, they seem to inflict some confusion to those around them, or even a sense of horror to some. Seagulls? tend toward neutral and chaotic alignments

Size

Large Seagulls? can grow up to 16 inches tall, and weigh around 3 pounds. Small gulls are around 6 inches tall and weigh roughly 4 ounces. If you are a large gull your size may be small. If you are a small gull your size is tiny

Speed

Your base hopping speed is 20 feet. Hopping is effectively walking for Seagulls?

Flight

You have a flying speed of 50 feet. Holding heavy objects may half this speed

 

Seagull Traits

An actual seagull

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