Homebrew Duck Aarakocra Species Details

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Along with many half animal races in the Three Kindoms, they evolved from their beast origins thanks to the unruly wild magic following the Battle of Bleak Mountain, 2000 years ago.

The duck aarakockra are found in the Lower Kingdom in the Storm's Eye Forest, in the pond towns amongst the tree roots.

Beak and Feather

A Duck Aarakockra's appearance depends very much on their heritage. Unlike their Upper Kindom brethren, the duck aarakockra are more human looking than avien. Many of them lost their ability to fly generations ago, often due to inter-marriage with other races in the Lower Kindom. Most still have beak like facial features, and masses of feather instead of hair. Webbed fingers and toes, with large flat feet are still quite common.

Avian Mannerisms

The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.

Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa.

The idea of ownership baffles most aarakocra. 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.

 

The Three Kin-Doms

Located in the northern most wilds of the Storm's Eye Forest, most of the occupants of the Three Kindoms are the descendents of forest creatures mutated by the arcane fall-out of Bleak Mountain. Growing ever more humanoid in both thought and appearance, the Kindoms consider themselves apart and independent from the countries of Vazketh to the north, and Ahlonia to the south, despite officially being within Ahlonia borders. 

The Lower Kindom tangles it's way through the undergrowth and roots of the forest trees, with villages comprising doors leading to huge manses and entire streets below the surface of the woods. On the lakes are carefully worked dams, joined by walkways that slightly submerge on occasion. Smaller homes are built on stilts off the banks, where water fowl often live. Ladders make their way up the great trees with occasional dwellings leading off to squirrel homes.

These ladders lead up to the Middle Kingdom. The only Kindom on not beastial inhabitants, the Wood Elves of the Middle Kindom have woven most of the arcane protections that have kept the citizens of the Kindoms safe since they moved in after Bleak Mountain. An entire city hung from the branches of the oldest trees, the Middle Kindom is a vision of softly glowing lights and suspension bridges. It is by for the safest route through this part of the Storm's Eye for anyone who wins the trust of the Elves.

In the canopy is the Upper Kindom. The home of the Aarakockra, the buildings look almost crude in comparison to those below. In truth, these are structural marvels, built to move and sway with the branches of the trees, as though in a constant earthquake. The fairly flimsy wooden structures are waterproofed with overlapping panels of crushed leaves, and the houses insulated with very light layers of silks. There are few paths that can survive the constant movement, and Ground Folk rarely stay long without sea-sickness kicking in. The people of the Upper Kindom love the peace and solitude of the branches, though will not turn down social invitations to the Kindoms below. After all, the Wild Cats have the good catnip.

 

Aarakocra 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 aarakocra to leave his or her 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 aarakocra adventurer’s chosen path.

Aarakocra Names

As with much of their speech, aarakocra 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.

An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed. 

AARAKOCRA BACKGROUNDS

Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage.

The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.

Duck Aarakocra 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.

Swim

Ducks are masterful swimmers, both across the surface of water, and powerful divers 

One Eye Open

Always aware of danger, your duck ancestors would sleep with one eye open. This is a trait that you have inherited. While you are asleep, you do not roll perceptions chacks with disadvantage, and your Passive Perception remains at its conscious level.

Inherent Warmth

Your feathers keep you warm on the coldest of nights. You are resistant to Cold damage, and have advantage on CON saves against exhaustion due to cold weather and conditions.

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.

Wing Attack

Unhuman strength in your arms gives you the ability to cause great damage with  unarmed strikes. If you hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Languages

You can speak, read, and write Common, Aarakocra, and Auran.

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