Homebrew Penguinfolk Species Details

Found in harsh arctic coasts and ice biomes throughout the Material Plane, Penguinfolk live in large groups that allowed them to thrive for centuries.

 

Penguinfolk 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 Constitution score increases by 2, and your Dexterity score increases by 1.

Age

Penguinfolk mature at 14 years old and can live up to 80 years.

Alignment

Due to close ties with their families, Penguinfolk make decisions that will benefit them and their tribes only. This pride is so great that many of these birds are willing to die for the safety of their loved ones. They tend to fall Neutral when compared to other races.

Size

Penguinfolk stand between 5 to 6 feet tall and weigh anywhere between 175 and 300 pounds. Your size is Medium.

Speed

Your base walking speed is 25 feet.

Languages

You can speak, read, and write Common, Aarakocra, and Aquan.

Master Diver

Penguinfolk have learned to be exceptional underwater. You can hold your breath for 15 mins and have a swimming speed of 50 feet.

Tundra Adaptation

Penguinfolk have adapted to withstand blizzards and survive in the tundra. You have resistance to Cold damage and are immune to any negative effects caused by Extreme Cold.

Peck Fencing

A common sport many Penguinfolk enjoy is known as Peck Fencing. In this sport, tribe members face off against one another in a duel using their beaks as one might use a sword. Your unarmed strikes deal 1d4 plus your Strength modifier Piercing damage and you may add your Strength modifier to the attack bonus.

Toboganny Slide

You may spend an action to slide on your belly, granting an additional half of your movement speed. However, you must travel the full distance. If you happen to ram into a creature during this slide, the target will take 1d6 plus your Strength modifier with your Strength modifier as the attack bonus. If you miss a creature that is a size or more larger than you, you may continue to slide. If the ram is a critical hit, the target is knocked prone. At level 7, 12, and 16, add an extra d6 to this attack. This ability can be used 3 times per short rest.

 

 

Comments

Posts Quoted:
Reply
Clear All Quotes