
Aarakocra
Legacy
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Species Details
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra 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. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.
Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.
Avian Mannerisms
The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra 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. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.
Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa.
The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.
They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.
Once tribes of aarakocra 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.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts within the High Forest, in the Storm Horns in Cormyr, in the Cloven Mountains on the Vilhon Reach, and in the Mistcliffs in Chult.
Those colonies established in the Star Mounts, closest to the Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path.
Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider.
When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.
Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.
Aarakocra Names
As with much of their speech, aarakocra names include clicks, 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, aarakocra 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, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.
AARAKOCRA BACKGROUNDS
Backgrounds that are most appropriate for aarakocra include the outlander, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.
Aarakocra Traits
As an aarakocra, 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 aarakocra requires special consideration by your DM.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
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.
Size
Aarakocra are about 5 feet tall. They have thin, 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, Aarakocra, and Auran.
this helped me a lot i wanted to make a Aarakocra thief thx :)
Aarakocra gunslinger. I rest my case
Depends on the dm
No
i think it depends what your DM says really, i'm designing a cleric aarakocra that has a more pelican design
lol
been having a chat with one of my Dungeon masters about this race possibly being under powered, after chatting for a bit iv come up with the following suggestions for those that feel that the Aarakockra don't quite have enough going for them.
racial proficiency, start with athletics then can choose either nature or survival
Aarakocra rogue would be insane. Fly down, sneak attack, and then disengage with cunning action and fly away. With a high AC, high dexterity save bonus, uncanny dodge, and evasion, it'd be impossible to get a solid hit with either ranged attacks or most spells
It says that it depends in the tribe variations, i like to think of this as there being tribes of different bird species, each having different characteristics. This also comes with different manerisms for different species, eagles tall and proud, owls wise and cautious, hawks quick and mercyless.
Allen Poe?
10 Kobolds with magic missiles...
My understanding is they have arms, but they don't have a proficiency for weapons. In other words, you can use them, but get the bonus attack if you melee unarmed. (Which still isn't much)
Leather armor's AC is 11 + your dex mod and +2 from shield.
When you have an aarakocra who has a wisdom of 19, so of course they pick a rouge and put an immense effort into getting passive perception into 20, because and quote: "it's a hawk-person, right? so it needs to see really good."
I've heard several people comment on both sides of the "Aarakocra are over-/underpowered debate" ( or argument for those who are more passionate about their beliefs ;-p ), and I would like an opportunity to both express my considerations and receive feedback on what I think.
Now, this is going to be very wordy, so... TLDR; Age range could be a decade or 2 longer, Walking speed could be 5 feet slower, Flight needs to take into account wingspan and encumbrance (perhaps removing the medium armor restriction), Talons really aren't that big of a benefit (so stop complaining about them), a penalty should be the reverse of the Powerful Build race feature (meaning Aarakocra carry capacity = STR *7.5 rather than *15), and I see no issue with Alignment, Size or Languages.
NOTE: Some of my considerations have been towards specific race/class feature combinations; I haven't tried to consider every possible combination, but I hope to have contemplated the more worrisome ones.
ASI: +2 Dex +1 Wis. I have no issue with this. Whenever I envision this race it is always nimble enough to express themselves mid-flight with aerobatic grace and living somewhere away from largely developed civilization where wisdom and understanding of nature is an essential.
Age: 3/30. I feel this is very short for a races lifespan, and my worry about this is partially derived from thoughts of DMs using ageing effects to kill off Aarakocra characters that they've failed to rein in and partially from trouble I've experienced trying to give a 3-year-old character (or a young character in general) a meaningful backstory to explain an adventuring lifestyle. Perhaps a maturity of 7 years and a lifespan of 45-50? I'm just spit-balling this one because I take personal pride in developing a sound and half-decent backstory for my characters. *Shrugs*
Alignment. Size. Languages. I have absolutely no issues with any of these traits as detailed in the supplemental material and haven't seen any arguments including any of these to a notable extent.
Speed. I agree with the idea that a creature with a leg physicality that wasn't developed for running corresponds to a reduced movement speed; Though considering the massive alternative movement speed they receive in the form of flight, I would say this could be made to be even lower, possibly to 20. I do say this at the risk of making an Aarakocra character completely inept in situations where they are stuck on the ground and may even further enforce the desire to be airborne whenever possible.
Flight. This feature is by far the biggest concern I've heard from the 'overpowered' argument, and I think that can be blamed on an observation that it isn't quite restrained enough. The detail that glares at me... wingspan definitely needs to be considered and mentioned; Spaces too tight to spread ones wings are areas where flight isn't possible.* Also, they had the right idea of restricting flight to characters not wearing medium or heavy armor but I think it needs to go further. Either as an addition to the 'No Medium or Heavy Armor' flight restriction there needs to be the explicit statement that encumbered Aarakocra cannot fly; It may seem obvious but it becomes a loophole if it isn't stated. I have an additional proposal further down to replace the Armored Flight restriction with an alternative ruling.
Now, there is the mesh between this feature and +movement features from classes like Barbarian or Monk. To that I'd say give them half the normal bonus. Flight is a natural movement speed for Aarakocra, and thus should receive SOME benefit of +movement bonuses, within reason. Class features, yes, you're applying what you've learned to a form of travel that comes natural to you. Enchantments, depends, for example: Boot Enchantments, probably not, since shoes have little to do with your ability to fly aside from their possible weight. Spell effects, for sure, its directed magic.
* Thoughts on Wingspan: Typically, wingspan of a creature is equivalent to twice their height. Based on this, the wingspan of an average Aarakocra would be 10-feet-wide. In my mind, this makes flight in a space smaller than 15-feet-wide nearly impossible; The space is simply too tight to fly in without running the risk of smashing into a wall. Now, players have the right to try risky things in D&D, so a skill check would be a consideration if they insist on trying.
Talons. I have seen people argue that this adds to the overpowered status of Aarakocra, but consider this... it's 1d4. The only way that this feature could become a big deal is if the player goes Monk, and even then the unarmed attacks wouldn't be any more powerful than a monk of any other race; The biggest addition this feature adds is that they have the option to attack with bludgeoning or slashing damage with unarmed, and I'd even give them piercing following a loose explanation of why they should get it.
Lightweight Frame. This is not a feature you'll find above, but it ties into avian body structure and while permitting flight also makes their bones more brittle. Starting off, I've considered some kind of damage weakness and I highly disagree that that is an appropriate penalty for flight; It decreases character survivability and that isn't something that should be used as a race-feature balancing consideration. Now, looking through other races, there are a few that have a nifty feature called Powerful Build which represents a powerful frame that can support the stress of extra weight and can do more work when pushing, dragging, or lifting; I think the opposite is absolutely applicable here. Aarakocra should be considered one size smaller when figuring their carry capacity and what they can push, drag, or lift. For those who don't have the carry capacity formula memorized, what this will mean is, with a base STR of 10, an Aarakocra cannot carry more than 75 pounds of stuff without being encumbered and a Max-STR L20 Barbarian still can't carry more than 180 pounds. For someone playing an Aarakocra, even if they ARE trying to abuse the flight mechanic, that is a hefty attribute to consider.
Thank you and kudos to anyone who has gotten this far. I look forward to any (preferably constructive) feedback you may have ^.^
currently playing a warlock with this race, with the fiend and pact of the tome....
Eldridch Blast...
Imma rogue aarakocra and it’s quite interesting
who cares? if u want it to, then why not?
can they be birds that can't fly? because you can't play them in public games also I want to be a penguin
Oh...