Homebrew Alfinvogel Species Details

Born of two different worlds, an alfinvogel's life teeters between the beauty of the elves and the might of the aarakocra. Losing the aarakocra's ability to soar the skies and elven trance, alfinvogel makes it up through various means, whether through beautiful appearance, by being deft and nimble, or being sneaky in the dark night sky, they thrive in their own way, as losing some of their parental strengths means a myriad of opportunities for the alfinvogels to discover their own strengths.

Like both of their parents, they are immigrants, refugees, scouts, and explorers. Not a rare occurrence that an Alfinvogel is.being a subject of bully and alienation, yet this proves nothing but their uniqueness and inherently exotic nature.

Creating Your Character

If you create an alfinvogel character, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

The “Traits” section for this race offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters, including alfinvogel, are of the Humanoid type. Creature types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.

Life Span

The typical life span of a player character in D&D is about a century, assuming the character doesn’t meet a violent end on an adventure.

Height and Weight

Player characters, including alfinvogel, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

 

Alfinvogel Traits

As an alfinvogel, you have certain traits in common with your people and some traits that carry over from your lineage.

Ability Score Increase

Your Dexterity score increases by 2, and one ability score of your choice increases by 1.

Age

Alfinvogel reach maturity by age 13. Being the middle ground between elves and aarakocras, alfinvogel usually live around 80 to 100 years.

Alignment

Most alfinvogels are neutral and rarely choose sides when it comes to good and evil, although if their elven blood were to become more prominent, they lean more towards the chaotic side.

Size

Alfinvogels are about 5 to 6 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Dim Vision

Losing the darkvision of your elven ancestry, you instead gain a dim vision of 60 feet, which gives you to see in dim light as if it was bright light, and in full coloration instead of grayscale, though if you were in darkness you are completely unable to see.

Esoteric Physiology

When you make a character of this race, pick one of the following options:

Sharp-Bladed Feathers

You gain the following benefits:

  • You can draw your feather as a weapon. You can make a melee or ranged weapon attack (range 20/60) as a bonus action. It deals 1d4 + your Dexterity modifier piercing damage. The damage becomes 1d6 at 7th level, and 1d8 at 11th level. You can use this trait a number of times equal to your Proficiency Bonus, and you regain expended uses after finishing a long rest.
  • When an enemy within 5 feet of you hits you with an attack, you can use your reaction to deal piercing damage equal to your Proficiency Bonus to the attacking creature.

Myriad-Colored Feathers

  • You gain proficiency in Performance and Persuasion. If you were to gain proficiency in them from your class, you can double your Proficiency Bonus when making those checks. This counts as the Expertise class feature and thus cannot be stacked with the feature.
  • You can draw your colorful feathers to distract your enemies. When an enemy you can see makes an attack against you, or when you force a creature to make a saving throw, you can use your reaction to impose disadvantage on that attack roll or saving throw. You can use this trait a number of times equal to your Proficiency Bonus, and you regain expended uses after finishing a long rest.

Shadow-Cloaked Feathers

  • You gain proficiency in Stealth. If you were to gain proficiency in them from your class, you can double your Proficiency Bonus when making those checks. This counts as the Expertise class feature and thus cannot be stacked with the feature.
  • You can take the Hide action as a bonus action when in dim light or darkness, and you have advantage on the check if you haven't moved since the last round.
  • In dim light or darkness, your movement speed increases by 10.

Toxin-Coated Feathers

  • As an action, you can use your talon to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. You also deal an extra 1d6 poison damage on a hit.
  • When trying to poison a creature, you ignore immunity to the poisoned condition, and you treat resistance against poison damage as normal.

Light-Weighted Feathers

  • Your base walking speed increases by 5 feet.
  • Your jumping distance, both high and long jump, are doubled.
  • When falling from 30 feet or less, you receive no fall damage. Above 30 feet, you can use your reaction to reduce the damage by an amount equal to your Proficiency Bonus times three. If this were to reduce the damage to 0, you regain your reaction for that round.

Languages

You can speak, read, and write Common, Elvish, Aarakocra, and Auran or Sylvan (your choice).

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