Homebrew Aarakocra "Elemental Tribes" Species Details
A race of bird people with deep ties to nature's elemental forces.
Aarakocra "Elemental Tribes" Traits
Elemental BirdfolkAbility Score Increase.
Your Dexterity score increases by 2
Size.
You are Medium or Small. You choose the size when you select this race.
Speed.
Your movement speed is 25ft
Talons.
You have talons that you can use 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.
Air Tribe
Soaring high above the lands with the gift of agility and endurance. The Air Tribe imbued their feathers with the power of the wind allowing them to be thrown like knives as they beat their wings.
Ability Score Increase.
Increase 1 ability score by +1.
Flying Speed.
You have a flying speed of 50 feet. You can't wear medium or heavy armor to use this speed.
Avian Agility.
At 3rd level, You can use the dash or dodge action as a bonus action.
Feather-Storm.
Whenever you take the Attack action, you can launch your feathers from your wings as a dagger. This feather dagger is a simple melee weapon with finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals piercing damage equal to 1d6 plus the ability modifier you used for the attack roll. The feather becomes unusable immediately after it hits or misses its target.
Earth Tribe
Endowed the power to shape the earth and harness nature, utilized their abilities to create grand dwellings made of trees and plant life.
Ability Score Increase.
Increase 1 ability score by +1.
Flying Speed.
You have a flying speed of 50 feet. You can't wear medium or heavy armor to use this speed.
Attuned to Nature.
You gain the Druidcraft & Mold Earth cantrips.
Light Steps.
While walking, you don’t suffer from difficult terrain.
Keen Eyes.
You gain blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
If you already have it or obtain it, the range increases by 10 feet.
Fire Tribe
Empowered by the rising sun, and the birth of a new day. The Fire Tribe imbued their feathers with the power of flame allowing them to scorch their path. Through rough terrain of molten rock and stone, they build homely hearths.
Ability Score Increase.
Increase 1 ability score by +1.
Flying speed.
You have a flying speed of 50 feet. You can't wear medium or heavy armor to use this speed.
Searing Charge.
At 3rd level, as an action, you can alight your feathers aflame and move up to your movement speed in a line, damaging enemies in your way. while moving in this way, you may move through a creature’s space and you do not provoke opportunity attacks. Every creature that you move through must make a dexterity saving throw against your Spell DC. A creature takes 2d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Elemental Control.
You gain the Produce Flames & Control Flames cantrip.
Water Tribe
Calling upon their divine gifts to breathe underwater for long periods and endure freezing waters. Their ritual dances and performances represent their strength, unity, and pride.
Ability Score Increase.
Increase 1 ability score by +1.
Swim speed.
You have a swimming speed of 50 feet. You can't wear medium or heavy armor to use this speed.
Cold Resistance.
You are resistant to cold damage.
Intimidating Performance.
As an action, you may perform a dance to intimidate your enemies and inspire your allies.
Once per short rest, as an action, you may perform a dance to intimidate your enemies and inspire your allies.
All enemies within 30 feet must make a Wisdom saving throw against your Spell DC or have Disadvantage on their next saving throw.
All allies within 30 feet gain an advantage on attack rolls until the start of your next turn.
Deep Sea Diver.
Once per long rest, you may call upon the powers of the Sea and breathe underwater for one hour.
Comments