Homebrew Balanced Ibisfolk Species Details
Sequestered in atop tall trees overlooking forests or plains, the ibisfolk, sometimes called owlfolk, evoke fear and wonder.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Beak and Feather
From below, owlfolk look much like large owls. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, owlfol might reach 5 feet tall, but the average is 4 feet, and they have narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males have lighter necks, while females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like an owl with distinct tribal variations.
Sky Wardens
Nowhere are the owlfol more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft, surveying the ground with their unmoving eyes. In battle, they prove dynamic and acrobatic fliers, but most hide up in the trees and use stealth to their advantage.
Once airborne, an owlfolk leaves the sky usually only to perch in the treetops.
Avian Mannerisms
The resemblance ibisfolk to owls isn’t limited to physical features. They display many of the same mannerisms as ordinary owls. 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 grasslands or forests with pools or rivers where they can catch mice and bathe themselves.
Many owlfolk punctuate their speech with hoots, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An owlfolk might become frustrated with people who fail to pick up on the nuances; an owlfolk’s threat might be taken as a jest and vice versa.
They find it hard not to pluck treasure and bring it back to their settlement to beautify it. An ibisfolk who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the owlfolk. To be trapped underground, or imprisoned by the cold, unyielding earth is a torment few owlfolk can withstand. Even when perched on a high branch or at rest, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most ibisfolk live among trees or grasslands. Aarakocra can be drawn into other biomes, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of the owlfolk tumbling into another area.
Once tribes of owlfolk settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.
Great Purpose
Ibisfolk enjoy peace and solitude, but wealth is a thing most cannot resist. Most of them have an interest in dealing with other peoples but less interest in spending time out of the trees or on the ground. Most owlfolk leave his or her tribe or forest and undertake the adventurer’s life. Treasure and glory are enough to lure them from their tribes, but also a dire threat, a mission of vengeance, or a catastrophe can lie at the heart of the owlfolk adventurer’s chosen path.
Ibisfolk Names
As with much of their speech, owlfolk names include hoots, 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, owlfolk 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, Aur, Deekek, Errk, Heehk, Hoo, Hoot, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.
Balanced Ibisfolk Traits
As an ibisfolk, 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 owlfolk requires special consideration by your DM.Darkvision
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Ibisfolk reach maturity by age 5. They usually are still considered young until age 30. Compared to humans, owlfolk usually live about 150 years.
Alignment
Most Ibisfolk are almost always nuetral and rarely choose sides when it comes to law and chaos. Owlfolk are almost never lawful, but there are some exceptions.
Size
Ibisfolk are about 4 and a half to 5 feet tall. They have lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Flight
You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or 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, Giant Owl, and Auran.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/24/2020 7:22:23 PM
|
6
|
1
|
--
|
Coming Soon
|
Comments