Homebrew Avariel Species Details

Hidden in high mountains, the Avariel, sometimes called winged Elves, are considered a myth by most scholars and are unheard of by most people. Most Avariels do not even leave their home citadels for fear of being seen and those that do are often scouts, and explorers, trying to ensure the wellbeing of the citadel from outside threats and to keep them upto date with the ongoing of the world around them.

Of both Feather and Skin

Avariels either have feathery wings and body with their plumage typically denoting what family they come from. Both males and females can be brightly colored, with feathers of red, orange, or yellow; whilst some have more subdued colors, usually brown or gray. From below, these Avariel look much like large birds. Whilst other Avariel have leathery wings like that of a bat, and typically have only subdued colours of browns, greys and then some purely white and some with purely black skin. Only when at a close distance can their humanoid appearance be identified. Standing upright, Avariels usually reach 6 feet tall, and they have long legs.

Nowhere are the avariel more comfortable than in the sky. They can spend hours in the air, and can find walking to be to slow, although when they do walk the ground it is with purpose knowing that its a hiderence to their mobility they only do so when they really want to. Avariels tend to aim more towards peace however if ever called to arms they take to the skies with such grace and righteousness and fury that most threats balk at them. Once airborne, an avariel leaves the sky with reluctance, on the plane of air, they can fly for days or months, landing only in the crystaline citadels that they build on the forrest coated floating rocks that have a small essence of the Feywild that they originated from.

 

Crystaline Citadels

Avariels are the rarest of the elves and rarely leave their homes forming crystaline citadels ontop of mountain peaks in the Material Plane and in the Feywild whilst in the Plane of Air they live in crystaline citadels that they build on the forrest coated floating rocks that have a small essence of the Feywild buried into their core to remind them of where they're from, and as portals to the Feywild. Once a colony of Avariel have settled on a mountainous peak or rock, they build a citadel with magic from their most powerful archdruids, finding the divine natural magic to be easier to master than that of the arcane, ensuring that there is enough room inside it for the people to live and that enough food can be grown inside the citadel.

 

Avariel Traits

As an Avariel, 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 Avariel requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 1, and your Wisdom score increases by 1.

Age

Although Avariels reach physical maturity at about the same age as humans, being of Elven descent  Avariels understanding of adulthood goes beyond physical growth to encompass worldly experience. An Avariel typically claims adulthood and leave the roost at around the age of 100 and can live to be 750 years old.

Alignment

Most Avariel are good and rarely choose sides when it comes to law and chaos, although they tend to have a chaotic side that they like to explore they also know the importance of laws and rules. Tribal leaders and warriors might be  more lawful, while explorers and adventurers might explore their chaotic side more.

Size

Avariel are about 6 feet tall. They have lithe, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed

Your base walking speed is 20 feet.

Flight

You have a flying speed of 40 feet. To use this speed, you can’t be wearing heavy armor.

Languages

You can speak, read, and write Common and Auran.

Darkvision

Accustomed to mountains and the night sky, 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.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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