Homebrew Fledgin Species Details

Hailing from the Elemental Plane of Air, Fledgin share similarities to Aaracokra, sporting similar features. However, the two races are unrelated, sporting quite a number of differences.

Where as their brethren Aaracokra prefer to stay above ground, Fledgin have a knack for exploration, including caves and ruins. Fledgin have an affinity for collecting, anything and everything, from the magical to the mundane, usually clothing. Fledgin usually give their hatchling very short names that contain many vowels. When a Fledgin comes into maturity, most pick out a new name, usually the name of a particular item that they like. Fledgin are naturally adventurous, with an insatiable need to collect, and though this can sometimes get them into trouble, their quick wits and light feet can get them out of many troublesome situations.

Beak and Feather

Fledgin resemble small humanoid birds, roughly the size of a Halfling. They sport feathers of many different colors and patterns. Standing upright, Fledgin stand at about 3 feet, and have short, narrow legs that taper to sharp talons. Their plumage can vary, even within the same families. Males are usually brightly colored. Females tend to have more subdued colors, usually brown or gray. Their heads complete the avian appearance, though the beak can resemble the beak of any small to medium sized avian.

Explorers to a Fault

Unlike Aaracokra, Fledgin enjoy the thrill of exploring dark caverns, dilapidated castles, and forgotten ruins. They are unable to remain in the skies as long as Aaracokra, instead using their wings mostly as a means of transportation from one point of interest to another. This does not make them poor flyers however, as their small stature and quick wits grant them maneuverability the likes of which most landlocked races could only dream of.

Fledgin do not typically neglect their bodies, able to climb, dig, and swim efficiently enough. They tend to build nests to house the things they collect, sometimes even constructing the nest out of the object in question. After laying their eggs, it is hard for Fledgin to resist the allure of adventure. They sometimes bury their eggs within their own nest to keep their young warm and safe, while they explore for a while.

Avian Mannerisms

The resemblance of Fledgin to birds isn’t limited to physical features. Fledgin 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. After each expedition through uncharted territory, whether successful or not, Fledgin will often treat themselves to a long, warm bath, to clean out any dirt and grime they may have accumulated.

Many Fledgin punctuate their speech with high-pitched chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. Fledgin often do not care what other races think, sometimes missing obvious social cues, though rarely in a rude way.

Unlike Aaracokra, Fledgin have taken a liking to material possessions, bordering on obsessive. It's unclear exactly where their fascination with collecting came from, all that's known is that when a Fledgin likes something, they will seek it out, no matter the danger. While they have a better grasp on the concept of ownership than Aaracokra, Fledgin are sometimes blinded by their own wants, taking from others without a second thought.

Most Fledgin have taken to collecting clothing, and while it's unclear, it has lead to most races thinking all Fledgin names are based on articles of apparel; Cloak, Scarf, Boot, etc. Though their names can be whatever they want it to be.

Fledgin are at home in the skies, on land, under the ground, even nearby the sea. As long as there are places to explore and things to collect, they will find a way to survive.

Homelands

Fledgin originally came from the Elemental Plane of Air. Though only a select few of them remain there. The allure of adventure is far too great to them, and they tend to find their way to the material plane. Even so, Fledgin are a relatively new race, and easily mistaken for young Aaracokra or Owlin.

Fledgin can work alone or with a group deemed a flock. When a flock finds a point of interest, they will build a nest nearby or within it, and pick it clean of anything they see as even slightly interesting over the course of several days.

Fledgin do not believe in a leader, operating instead as a unit. For this reason, a flock of Fledgin can be surprisingly deadly and efficient, working together like a well oiled machine.

Fledgin Names

Fledgin usually give their hatchling very short names that contain many vowels: Aaya, Seun, Suuna, Eleith, Haana.

When a Fledgin comes into maturity, most pick out a new name, usually the name of a particular item that they like.

FLEDGIN BACKGROUNDS

Backgrounds that are most appropriate for Fledgin include the Far Traveler or the Athlete

Fledgin are more than capable of traveling alone, with a flock, or with a party of other races. They make friends easily, and most people find it hard to dislike a Fledgin. Hailing from the Elemental Plane of Air, Fledgin lack a certain knowledge of the material plane, or any other planes, but that rarely stops them from facing their challenges anyway.

Fledgin Traits

As an Fledgin, 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 Fledgin requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age

Fledgin reach adulthood at the age of 4 and generally live up to 30 years, though it is not uncommon for Fledgin to live longer.

Alignment

Most Fledgin are good, bordering on lawful or chaotic. While they may cause harm to others, it is rarely intentional unless first provoked, and Fledgin typically try to atone for mistakes as a result of their rash actions.

Size

Fledgin are about 3 feet tall. They have short, lightweight bodies that weigh between 30 and 40 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet. Climbing and Swimming speed are both 20 feet. Burrowing is 10 feet.

Flight

You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.

Eager Mobility

As a seasoned explorer, on your turn, you may combine two of your movement speeds together, so long as the terrain allows for it, such as a cliff to climb, soft ground to burrow under, or water to swim through. The speeds remain independent for each movement type and are not interchangeable with each other.

Your burrowing speed is only applicable through certain types of ground, such as sand, soft dirt, mud, and other easily malleable terrain. Stone, metal, or otherwise more solid surfaces cannot be burrowed through. When burrowing, you only have access to your burrowing speed and cannot combine it with any other speed until no longer burrowing.

Combining any speed with your flying speed causes you to not be able to take any actions on that turn except for the Disengage action. You cannot take reactions until the start of your next turn.

Familiar Apparel

Your big discerning eyes are always on the lookout for objects that you value and collect. If a creature is wearing an article of clothing that you have taken a great interest in collecting, gain advantage on saving throws against that creature. This trait can only occur one time per round.

If you have chosen to collect an object that does not count as clothing, gain this advantage when what ever you have chosen to collect is present on the creature.

Languages

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

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