Homebrew Wind Children Species Details
Sequestered in high mountains, the wind children, sometimes called gwaifir, evoke wonder and are sometimes mistaken for angels. According to legend, they are descendants of gods of wind and sky, for which they are named.
Wide Wings
From below, wind children are sometimes mistaken for large birds. Only when they descend closer are they seen to be humanoids with vast wingspans up to twice their height. Standing upright, a wind child rarely reaches 6 feet in height, although the tops of their folded wings might reach up to a foot higher. Even with wings folded, wind children eschew close quarters where they cannot extend them and take flight at need.
At Home in the Sky
Nowhere are the wind children 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 before turning and flying away.
Once airborne, a wind child leaves the sky with reluctance. They choose their resting places or aeries with care, for shelter from the elements but also for access to the sky and wide enough spaces when roofed to stretch their wings; wide caves on the upper slopes of mountains or plateaus where partially open shelters may be constructed are prime nesting spots.
Confinement terrifies the wind children. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few 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. For these reasons, few if any will ever choose to adventure in subterranean dungeons or the Underdark, even if there exist caverns spacious enough for them to fly within.
Wind Children Traits
As a wind child, 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 a wind child requires special consideration by your DM.Ability Score Increase
Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age
Wind Children reach maturity by age 12, and are known to live up to 100 years.
Alignment
Most wind children 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
Wind children range from 5 feet to 6 feet tall. They have thin, lightweight bodies that weigh between 100 and 150 pounds, much of which is the weight of their wings. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Flight
You have a flying speed of 60 feet. To use this speed, you can’t be wearing medium or heavy armor.
Controlled Descent
A wind child's light frame and wings often allow them to safely descend from the heights. When falling:
- If in an open space with sufficient room to spread their wings, the wind child may do so as a Reaction and descend without harm. If the distance of the fall is greater than 60 feet, they may declare that they halt their descent above the ground and stay there until they use their flying movement at the start of their next turn.
- If in a space too confined to fully spread their wings, but not incapacitated or restrained, the wind child may take a Reaction to give themselves Resistance to the bludgeoning damage from a fall until the beginning of their next turn.
- If incapacitated or restrained, the wind child gains no benefits from this trait and takes normal falling damage unless mitigated by another feature.
Languages
You can speak, read, and write Common, Auran, and one other language of your choice.
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