Homebrew Duckacora Species Details

Sequestered in lakes, ponds, the Duckacora, some 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, Duckacora are like small birds what can grow up to 5"0. Their webbed feet have talons to help them climb up bushes, and sometimes trees to build nests or forage for berries.

Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Both male and female are brightly colored, with feathers of red, orange, or yellow. Their heads have  distinct tribal variations depending with tribes they are part of.

Pond Wardens

Nowhere are the Duckacora more comfortable than in the pond and lakes. They can spend hours swimming. In battle, they prove dynamic and acrobatic, moving with remarkable speed and grace, diving to lash opponents with  talons before turning and flying away.

Avian Mannerisms

Duckacora 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. Many Duckacora speak in duck with the occassional chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An  duckacora might become frustrated with people who fail to pick up on the nuances; an duckacoraa’s threat might be taken as a jest and vice versa.

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.

, they appear alert, with eyes moving and bodies ready to take waddle.

Homelands

 

Once tribes of duckacora 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

Duckacora enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time in cities. For this reason, it takes an exceptional circumstance for an duckacora 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 duckacora adventurer’s chosen path.

Duckacora Names

As with much of their speech, Duckacora 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, Duckacora may use nicknames gained from people they meet or shortened forms of their full names.

An duckacora of either gender are pronounced in quacks which can varies in length of quacks.

Duckacora BACKGROUNDS

Backgrounds that are most appropriate for duckacora include the outlander, the hermit, and the sage.

 No more than a few dozen duckacora live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.

Duckacora Traits

As an duckacora, you have certain traits in common with your people. Being able to swim at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an duckacora requires special consideration by your DM.

Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age

Duckacora reach maturity by age 2. Compared to humans, Duckacora don’t usually live longer than 50 years.

Alignment

 Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Duckacora 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.

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 duck, celestial duck and read common, duck

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