Homebrew Awoken Corvid Species Details

While already rather intelligent creatures, the gift (or curse) of an Awakening spell certainly can change things. Whether or not they remain with their original caster, each bird has its own ambitions and goals, though they of course would have had their own personality long before enchantment. 

If there is one thing most corvids have in common, from Ravens to Parrots, is a love of collecting things. Shiny rocks, bits of metal, grass, anything that may tickle their fancy.

 

Beak and Feather, and No Hands

    A Corvid, being a classification of a type of bird, can come in many different shapes and sizes. From a colourful Parrot, to a chatty Bluejay, to the mysterious Raven, these Tiny creatures are rarely exactly the same as eachother. Usually, though, they will possess a pair of talons, a Beak, and will be covered in glossy feathers.

    Of course, being birds, they do not exactly possess hands at birth. While talons and beaks work well when it comes to manipulating objects and casting spells, they do not work quite as well as a proper set of arms. This being the case, one may tailor equipment/wearable items that can help mitigate this, hopefully without interfering with one’s ability to fly.

Enchanted Animals

Like other animals bestowed with an Awakening, these birds usually were living a normal, regular life before their enchanting. As Awaken works, for the first 30 days after enchantment, the target is charmed by the caster, behaving like a close friend. After the duration ends, the creature retains their new intelligence and sentience but is now able to form their own opinion on the caster. Many choose to flee, the existential dread being too much for them.

Awoken Corvid Traits

As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.

Ability Score Increase + Feat

You have +1 to assign to whatever Ability Score you wish, and you may choose one Feat you qualify for.

Age

 Maturity is usually reached at about 3 years of age, though this is relative. While most corvids have a lifespan of 10-15 years, the inherent enchantment placed upon them does usually double the total expected lifespan. Along with this, many will make a point out of trying to extend their total years in the world.

Size

Corvids of all kinds of sizes, but mechanically each register as a Tiny* creature. From Crows, to Ravens, to Jays and Parrots, they all have different approximate sizes and shapes.

 

   *Being a Tiny creature has it's benefits and drawbacks, so please feel free to discuss details with your DM. For example, being Tiny makes it rather difficult to find equipment, weapons and armor that will fit.

Speed

Your base walking speed is 25 feet.

Flight

You have a flying speed of 30 ft, or your Dex Modifier x 10 + 10. To use this speed, I can't be wearing medium or heavy armor.

Beak

Your beak is a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common, Corvid, and one more language of the Player's choice.*

 

   *Usually this would be a language known by the one who enchanted you in the first place.

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