Homebrew Ravenfolk Species Details
Isolated in shadowy enclaves atop ancient trees, the Ravensfolk, often referred to as birdfolk, evoke a sense of both awe and unease. Many Ravensfolk hail not from the Material Plane, but from a world beyond - the mysterious and ever-changing Feywild realm.
Beak and Feather
When glimpsed from below, Ravensfolk resemble large birds with striking raven features. However, when they touch the ground or rest upon branches, their humanoid traits become apparent. Standing upright, Ravensfolk stand about 5 to 7 feet tall, and their slender legs end in sharp, curved talons.
Their entire body is covered in an array of dark, lustrous feathers, each feather serving as a mark of their lineage or tribe. Males often sport a mesmerizing array of iridescent colors, shimmering with deep blues, purples, and greens. In contrast, females' plumage is more subdued, adorned with hues of charcoal, dark browns, and grays. Their heads bear an uncanny resemblance to ravens, with intelligent eyes that glimmer with an enigmatic wisdom, subtly reflecting the mysteries of the Feywild.
Keepers of the Shadows
The Ravensfolk find solace and liberation in the realm of the skies. Masters of aerial maneuvers, they can soar through the air for extended periods, skillfully harnessing the currents and thermals. In battle, they prove to be agile and elusive, deftly weaving through the air, and attacking opponents with precision and swiftness before gracefully retreating.
Once aloft, a Ravensfolk hesitates to return to the earth. In the ever-changing Feywild, they could traverse the skies for days, even months, pausing only to nest and care for their young before taking flight again. When they arrive in the Material Plane, they find it both strange and fascinating. They often disregard or forget about vertical distances, showing little concern for those who remain bound to the ground.
Ravenlike Demeanor
Beyond their physical resemblance to ravens, Ravensfolk also share avian mannerisms. They diligently maintain their plumage, preening their feathers to perfection and ensuring they remain free of any unwelcome hitchhikers. When they deign to alight on the ground, they prefer locations close to shimmering bodies of water, where they can find sustenance and indulge in refreshing baths.
Ravensfolk frequently punctuate their speech with distinct chirps and trills, using these sounds to convey emphasis and subtle meanings, akin to how humans use facial expressions and gestures. Their communication style can sometimes be puzzling to others who fail to discern the nuances, leading to misunderstandings and occasional amusement.
The concept of ownership confounds most Ravensfolk. After all, who can claim dominion over the vast expanse of the skies? Even when the notion is explained to them, they struggle to grasp it, initially finding the idea of ownership perplexing. Consequently, Ravensfolk who have little interaction with other races might engage in mischievous behavior, swooping down from the sky to snatch livestock or harvests of fruits and grains. They are easily enticed by shiny, gleaming objects, compelled to collect these treasures to adorn their dwellings. Nevertheless, those who spend time among other races can learn to restrain these impulses.
Grounded in Nature
Being confined or trapped is a deep-seated fear for the Ravensfolk. The thought of being imprisoned underground or subject to the unyielding cold of the earth terrifies them, and they strive to remain untethered from the ground as much as possible. Even when perched on high branches or in their shadowy nests, they appear vigilant, their eyes continuously scanning the surroundings, always ready to take flight at a moment's notice.
Homelands
Most Ravensfolk originate from the ever-shifting and enigmatic Feywild realm. However, some may be drawn to the Material Plane, either to pursue adversaries or thwart their foes' plans. Other times, fate might lead a group of Ravensfolk to stumble upon a world within the Material Plane, where they establish their nests in high mountain peaks or within the embrace of ancient forests.
Once Ravensfolk tribes settle in an area, they claim a shared hunting territory that extends across an expansive region of up to 100 miles on each side. Each tribe hunts in lands closest to their nest, but they will venture farther if necessary to find sustenance.
A typical Ravensfolk colony consists of a grand, open-roofed nest woven from mystical vines. The eldest and wisest among them assumes the role of leader, with the guidance of a revered shaman.
RAVENSFOLK IN THE FORGOTTEN REALMS
In the vast and diverse realms of Faerûn, the Ravensfolk are an enigmatic and reclusive race, seldom seen by the common folk. They have established four major colonies in the distant and secluded corners of the world: within the Star Mounts amidst the lush High Forest, within the Storm Horns in the regal lands of Cormyr, within the Cloven Mountains on the Vilhon Reach, and within the mysterious Mistcliffs of Chult.
The Ravensfolk residing in the Star Mounts have always been a secretive and cautious people, seldom revealing themselves during their graceful flights over the sprawling High Forest. Their once-thriving colony faced a dire calamity when a wicked and malevolent green dragon descended upon them, bringing devastation and scattering the survivors. Bound by an unyielding oath of vengeance, these Ravensfolk and their descendants now scour the lands of the North and Cormyr, relentlessly searching for signs of their fearsome foe.
Their remaining settlement, the Last Aerie, now perches upon the slopes of the southernmost mountains in the Star Mounts. Nestled near the headwaters of the Unicorn Run, this sanctuary is home to a tightly-knit community of several dozen Ravensfolk. Recently, the elder Ravensfolk detected changes in the prevailing winds, a foreboding omen that has left them deeply unsettled.
In contrast to the Ravensfolk of other worlds on the Material Plane, those dwelling in the Realms seldom venture to the Elemental Plane of Air. The mysterious ways of the Feywild and their intrinsic connection to its shifting nature keep them bound to Faerûn, where they find their purpose, wisdom, and destinies entwined with the enigmatic realms of the Forgotten Realms.
A Noble Quest
Among the Ravensfolk, peace and solitude are treasured above all else. Their hearts find solace amidst the boundless skies and within the harmonious embrace of their tribes. Yet, when exceptional circumstances unfurl, the call to undertake the adventurer’s life beckons them beyond their tranquil sanctuaries. Such instances are rare, for neither treasure nor glory can easily tempt them away from their ancestral homes. Instead, it takes dire threats to their people, missions of vengeance, or catastrophic events to stir the Ravensfolk to action and embark on the path of the adventurer.
Two other compelling circumstances may also inspire the Ravensfolk to venture forth. First, the Ravensfolk share a historical connection with the Wind Dukes of Aaqa. A rare few amongst them hold deep reverence for this legacy and undertake the arduous quest of seeking the missing pieces of the Rod of Seven Parts—an artifact crafted eons ago by the Wind Dukes to vanquish the monstrous champion, Miska the Wolf-Spider, of the Queen of Chaos. The rod, plunged into Miska’s body, was sundered by the chaotic essence within him, scattering its fragments across the multiverse. As Ravensfolk recover these pieces, they garner honor and esteem in the eyes of the vaati who forged the artifact, and they may hope to restore a powerful weapon to defend against the agents of elemental evil.
Second, the Ravensfolk bear an ancient oath as sworn foes of elemental earth, particularly the gargoyles that serve Ogrémoch, the Prince of Earth. With a word for gargoyle that roughly translates to “flying rock,” the battles between Ravensfolk and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into the Material Plane. Guided by their devotion to vanquish earth cults and thwart their nefarious schemes, the Ravensfolk might leave their colonies to lend aid to other humanoid allies committed to the fight.
Ravensfolk Names
In harmony with their melodious speech, the names of the Ravensfolk resonate with clicks, trills, and whistles, making them difficult for other races to pronounce. Typically consisting of two to four syllables, their names flow with seamless connectors. When engaging with outsiders, the Ravensfolk may adopt nicknames inspired by their encounters with other people or use shortened forms of their full names.
An individual Ravensfolk may bear one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.
AARAKOCRA BACKGROUNDS
The enigmatic Ravensfolk are often associated with backgrounds that reflect their sequestered lifestyle and innate connection to nature. The following backgrounds are particularly fitting for the Ravensfolk:
1. The Outlander: Ravensfolk who take on the Outlander background are those who have ventured far beyond their secluded nests, perhaps due to a great curiosity about the world beyond their mountainous homes. These brave adventurers seek to experience new cultures and gain knowledge of the vast lands they explore. Often acting as ambassadors for their tribes, they forge bonds with other races and learn from their ways.
2. The Hermit: Ravensfolk Hermits are individuals who have chosen to seclude themselves from their own tribes for reasons best known to them. Preferring solitude and introspection, they delve deep into the mysteries of the world and seek wisdom from the silent whispers of nature. These hermits often meditate on the teachings of their ancestors and may be on a quest to discover ancient truths that could shape the future of their people.
3. The Sage: Sages among the Ravensfolk are the keepers of ancient knowledge and lore, meticulously studying the histories of their tribes and the forgotten tales of their ancestors. Some Ravensfolk Sages may have unraveled the secrets of their race's connections to the Wind Dukes of Aaqa or delve into the secrets of elemental forces. They are revered for their wisdom and serve as advisors to their tribes and leaders.
LIVING AWAY FROM THE NEST
Though Ravensfolk colonies are insular and remote, a rare few may choose to live away from their roosts, forging a path far from their ancestral homes. These individuals often take on the roles of rangers or fighters, fiercely patrolling the lands to protect their kin from external threats. Their tireless dedication to safeguarding their tribes makes them invaluable allies and fearless defenders of their people.
Ravenfolk Traits
As a member of the enigmatic Ravensfolk, you possess distinct characteristics that set you apart from other races. Your ability to soar through the skies with your powerful wings is both a boon and a challenge, providing unique advantages and potential hazards in your adventures. Playing as a Ravensfolk requires careful attention from your Dungeon Master (DM) due to the extraordinary nature of your flight abilities.Winged Agility
The powerful wings of the Ravensfolk not only grant them flight but also enhance their agility and grace on the ground. They have a distinct advantage when it comes to maneuvering through challenging terrain or avoiding restraint. Their wings enable them to perform aerial acrobatics, evading obstacles and threats with unparalleled finesse. This winged agility extends to their ability to dodge danger, granting them advantage on Dexterity saving throws against effects that hinder their mobility. They can nimbly slip out of grapples and bypass difficult terrain with ease, making them formidable foes and daring adventurers.
Feathered Resistance
The Ravensfolk's feathers, inspired by the cold winds of high altitudes, possess a unique resilience to cold damage. Their bodies have adapted to the chill of the skies, granting them resistance to the biting cold. This resistance ensures their survival in harsh, wintry environments and grants them an advantage against foes who rely on freezing attacks.
Raven's Insight
At 6th level, the Ravensfolk's bond with the avian world deepens, granting them remarkable intuition and perception. With their Raven's Insight, they can harness this connection to gain advantage on one Intelligence (Investigation) or Wisdom (Insight) check per short rest. Channeling their keen observation skills and tapping into their avian instincts, they can unravel complex puzzles, decipher cryptic messages, or pierce through the deceptions of their adversaries. Their ability to read the intentions of others becomes an invaluable asset in gathering information and navigating the intricate webs of intrigue.
Feathered Ward
Upon reaching 9th level, the Ravensfolk's feathers take on an enchanting aura of protection known as Feathered Ward. As a reaction when they are targeted by a ranged attack or spell requiring a ranged attack roll, they can invoke this trait. Rolling a d6, they then subtract the rolled number from the total damage received. This mystical manipulation of their feathers acts as an ethereal shield, deflecting arrows, bolts, and magical projectiles with uncanny precision. The Ravensfolk's enemies find their ranged assaults thwarted, frustrated by the elusive and almost supernatural nature of their defenses.
Raven's Retribution
At 12th level, the Ravensfolk's wrathful nature manifests through their Raven's Retribution ability. Whenever an enemy within 30 feet of the Ravensfolk deals damage to one of their allies, they can channel their protective instincts through this trait. Using their reaction, they force the attacker to make a Wisdom saving throw against their spell save DC. On a failed save, the attacker suffers psychic damage equal to the number rolled on a 2d6. This retaliation mirrors the fierce protective instincts of ravens, who are known to come to the aid of their fellow members when threatened.
Additionally, the Ravensfolk's connection to the avian spirits imbues the retaliation with an ancient curse, causing the attacker to suffer necrotic damage over time. After the attack, the wounds inflicted by the Ravensfolk's retribution continue to torment the assailant, causing them to suffer an additional d6 points of damage at the start of each of their turns until the necrosis is staunched. The wounds fester and serve as a grim reminder that attacking the Ravensfolk's allies carries dire consequences. The Ravensfolk's mere presence becomes a warning to those who would harm their allies, as they evoke the wrath of the avian spirits and direct it back at those who dare to attack them.
Flight of the Raven
You have a flying speed of 50 feet. To use this speed, you can’t be wearing heavy armor.
Starting at 1st level, your avian heritage grants you the extraordinary ability to fly through the air. Your wings propel you swiftly, enabling you to soar at high speeds. Embrace the freedom of the open skies, but be cautious, as flying in certain situations may attract unwanted attention or expose you to additional risks. Consult your DM to ensure your flight is handled appropriately in various encounters and environments.
Ability Score Increase
Your Dexterity score increases by 2, and your Intelligence score increases by 1.
Age
Ravensfolk reach maturity at around 5 to 6 years old. At this point, their wings have fully developed, allowing them to take flight with ease and grace. Despite their relatively young age, Ravensfolk are already skilled in navigating the skies, and their agile nature makes them formidable in aerial combat and reconnaissance. As they mature, they continue to grow stronger and more adept at using their wings to their advantage, becoming even more skilled and experienced in the art of flying.
Ravensfolk have a relatively long lifespan compared to many other humanoid races. On average, they can live up to 130 years, although some individuals have been known to live even longer, reaching ages of 140 years or more. This extended lifespan allows them to accumulate a wealth of experiences and knowledge, becoming wise and skilled in various aspects of life. As they age, Ravensfolk often take on roles of leadership and guidance within their communities, drawing upon their extensive life experiences to provide valuable insights and advice to their younger kin.
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.
Talons
Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Size
Ravensfolk are about 5 to 7 feet tall. They have, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Keen Senses
The Ravensfolk's bond with their avian ancestors endows them with extraordinary senses. Their vision is especially keen, allowing them to spot distant objects with clarity and precision. This heightened perception extends to their hearing, enabling them to detect the faintest of sounds. As masters of observation, they excel in scouting and reconnaissance, making them invaluable allies in tracking and identifying potential threats or opportunities. However, their sensitivity to stimuli also means they might be more susceptible to sensory overload, making them wary of loud noises or overpowering smells.
Languages
You can speak, read, and write Common, Aarakocra, and Auran.







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