Homebrew Aven Species Details
Origins: Born of Sky and Soil
The Aven trace their lineage to a rare union between Aarakocra, elemental beings of the sky, and humans, adaptable wanderers of the earth. Long ago, in the craggy peaks of the Stormspire Mountains (or a similar rugged region in your campaign), a tribe of Aarakocra, devoted to the elemental winds, descended to trade with a resilient human clan. These humans, known for their ingenuity in surviving harsh terrains, earned the Aarakocra’s respect through shared values of freedom and exploration. Over generations, alliances deepened into bonds of love, and the first Aven were born—children of both wind and earth, neither fully bound to the skies nor tethered to the ground.
Some sages whisper that the Aven’s creation was no accident, but a blessing from the air deity Akadi (or a similar deity in your setting), who sought to weave mortal resilience with the boundless spirit of the wind. Others claim it was a natural convergence, a testament to life’s adaptability in the face of elemental and mortal convergence. Regardless, the Aven emerged as a people caught between two worlds, their wings a gift and their human hearts a burden.
Physicality and Identity
Aven stand between 4 and 6 feet tall, their bodies lithe yet humanoid, with vibrant wings sprouting from their backs—feathers gleaming in hues of falcon gray, eagle brown, or parrot-like bursts of crimson and azure. Their faces blend sharp, beaked features with human expressiveness, and their taloned feet mark their avian heritage, ill-suited for long treks but deadly in a dive. Unlike their Aarakocra kin, Aven have human-like hands, allowing them to wield tools and weapons with precision, a trait that sets them apart in their crafting and combat.
Their dual nature shapes their identity. Aven feel the call of the open sky, an instinct to soar and explore, yet they also carry a human curiosity for community, culture, and legacy. This duality often leaves them restless—never fully at home in the cliffside aeries of Aarakocra or the bustling cities of humans. Many Aven embrace this tension, becoming wanderers, mediators, or seekers of balance between the elemental and the mortal.
Culture and Society
Aven communities, known as Weyrs, are small and nomadic, often perched in high places—mountain ledges, cliffside villages, or ancient sky-towers built by forgotten hands. These settlements are temporary, as Aven follow the winds, migrating with the seasons or in pursuit of omens whispered in storms. Their society blends Aarakocra reverence for the air with human pragmatism: they craft lightweight tools and weapons, weave intricate feather-cloaks, and record their histories in songs carried on the breeze, but they also build sturdy shelters and trade with lowland societies for goods their wings cannot provide.
Aven value freedom above all, but their human heritage tempers the Aarakocra’s aloofness. They form tight-knit clans, where storytelling and shared meals bridge the gap between sky-born and earth-bound. Elders, called Windweavers, guide their people with wisdom drawn from both Auran mysticism and human folklore, teaching young Aven to honor the winds while embracing their grounded roots. Rituals often involve aerial dances under starlight or offerings of carved bone to the spirits of air and earth.
Yet, Aven face prejudice from both parent races. Aarakocra purists see them as “earth-tainted,” too heavy with human ambition to truly embody the wind’s purity. Humans, meanwhile, often distrust their bird-like features and nomadic ways, calling them “sky-thieves” or wanderers who owe no loyalty to the land. This rejection drives many Aven to prove themselves—whether as scouts, diplomats, or warriors—seeking a place in a world that struggles to understand them.
Struggles and Conflicts
The Aven’s greatest strength—their flight—also brings peril. Their 50-foot flying speed makes them unparalleled scouts and skirmishers, but their frail 20-foot walking pace leaves them vulnerable when grounded. In dense forests, cramped dungeons, or storm-wracked skies, Aven must rely on cunning and allies to survive. Their nomadic lifestyle also puts them at odds with territorial lords or rival aerial races, such as harpies or winged kobolds, who see Aven as intruders in the skies.
A growing threat looms in Aven lore: the Stormrend Prophecy, a tale passed down through Weyrs. It foretells a time when the winds will turn against the Aven, testing their dual heritage. Some believe this prophecy speaks of a literal storm—an elemental cataclysm that could ground them forever—while others see it as a metaphor for a cultural reckoning, forcing Aven to choose between their Aarakocra instincts and human ambitions. Adventuring Aven often seek clues to this prophecy, driven by a need to secure their people’s future.
Aven in the World
Aven adventurers are often drawn to the call of exploration, seeking to chart new skies or uncover the secrets of their origins. Their Dexterity boost and talons make them natural rangers, rogues, or monks, excelling in hit-and-run tactics or aerial reconnaissance. Their human-like adaptability (+1 to any ability score) allows them to fill diverse roles, from spellcasters to leaders. However, their slow walking speed makes them reliant on flight, pushing them to avoid confined spaces or seek allies who can cover their weaknesses.
In your campaign, Aven might serve as:
Scouts or Messengers: Hired by kingdoms to traverse treacherous terrains or deliver urgent missives across mountains.
Mediators: Bridging human and Aarakocra societies in tense negotiations, leveraging their dual perspective.
Outcasts: Fleeing prejudice, they seek purpose through adventuring, perhaps chasing the Stormrend Prophecy.
Guardians: Protecting sacred wind-temples or human villages from aerial threats like dragons or elementals.
Aven Traits
As an Aven, 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 Aven requires special consideration by your DM.Ability Score Increase
Your Dexterity score increases by 2, and any score of your choice by 1
Age
Aven reach maturity by age 10. Compared to humans, aarakocra don’t usually live longer than 60 years.
Alignment
Aven embody a delicate balance between the elemental freedom of their Aarakocra ancestors and the diverse ambitions of their human lineage, leading to a wide range of moral and ethical outlooks. Most Aven lean toward good alignments, driven by a deep-seated reverence for the freedom of the skies and a desire to protect the communities
Size
Aven are Medium creatures, standing between 4 and 6 feet tall with a lithe, lightweight build suited for flight. Their bodies blend the sleek, hollow-boned structure of Aarakocra with the more robust musculature of humans, typically weighing between 80 and 140 pounds. Their wingspan, when fully extended, ranges from 8 to 12 feet, allowing for powerful flight but making cramped spaces challenging. Your size
Speed
Your base walking speed is 20 feet.
Flight
You have a flying speed of 50 feet. To use this speed, you can’t be wearing heavy armor
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.
Languages
You can speak, read, and write Common, Aarakocra, and Auran.