Homebrew Dark Fey Species Details
Sequestered in high mountains atop tall trees, the Dark Fey, sometimes called birdfolk, evoke fear and wonder. Many Dark Fey aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Beak and Feather
From below, Dark Fey look much like small birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, Dark Fey might reach 9 feet tall, and they have powerful wings that can sweep peoples feet from under them.
Their plumage typically denotes membership in a tribe. Depending on where they are from the Fey's wings can be very colorful
Sky Wardens
Nowhere are the Dark Fey 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.
Once airborne, an Dark Fey leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to reconnect with they eviorment they call home. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.
Avian Mannerisms
The idea of ownership baffles most Dark Fey. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.
They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most Dark Fey come from the massive caves their communities use to raise children. If a Dark Fey were ever to be born in the abyss or atheirial plane they would be much different from their common counterparts.
Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, cave often filled with trees and undergrowth of almost every enviorment of that native plane.
Great Purpose
Dark Fey enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an Dark Fey to leave their tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the Dark Fey adventurer’s chosen path. Dark Fey have a deep hatred for Aarakocra since, if an Aarakocra ever threatened a tribe of Dark Fey they would stop at nothing to destroy it.
Dark Fey Names
As with much of their speech, Dark Fey names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.
Dark Fey BACKGROUNDS
Backgrounds that are most appropriate for Dark Fey include the outlander, the hermit, and the sage.
The small colonies of Dark Fey are insular and remote, and few Dark Fey live away from their roosts.
Dark Fey Traits
As an Dark Fey, 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 Dark Fey requires special consideration by your DM.Plant Manipluation
Any plant within 100ft can be used to your creative limits if you wish to deal damage or restrain an enemy your DM will determine how much damage is allowed and saving throws for the restraint
Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Alignment
Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
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.
Flight
You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
Languages
You can speak, read, and write Common, Aarakocra, and Auran.