Homebrew Da'Rook Fey Species Details

Sequestered in high mountains atop tall trees, the Da'Rook fay, sometimes called Darooks, evoke fear and wonder. Many aren’t even native to the Material Plane; rather, they Rome the borders to the fay wilds having the fay wood as their main dominion. They hail from a world beyond — The wilds of the fay.

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a strange and alien world.

Fey

Your creature type is fey, rather than humanoid.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Horns and Feather

dark Fay stands anywhere from 5'5" to 7'ft tall. This is determined by the biome that surrounds their home. Desert and tundra Da'Rook fay are normally shorter, and their coloration is the same as the surroundings.  

Darkvision

Accustomed to twilit forests 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.

Fay Weakness

Iron reacts like acid when Da'Rook Fay comes in contact with it. Touching iron dead 2d4 acid to you. This damage is added to any weapon attack from an iron weapon.

Homelands

Most Da'Rook Fay live on the edge of the Fay Wild.

Once tribes of Da'Rook Fay 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 a leader with a shaman's support. 

Creatures of chaos

Creatures of chaos, as the only race to have been born from the Grate merg the Da'Rook fay are often prone the the chaotic alinement.  

 

Da'Rook Fey Traits

As an Da'Rook Fay, 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 Da'Rook Fey requires special consideration by your DM.

One with the wilds

Da'Rook fey has this connection to the wilds and gains one druid cantrip wisdom is your casting modifier.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Darkvision

Accustomed to twilit forests 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

Your creature type is fey, rather than humanoid.

Ability Score Increase

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

Age

Da'Rook Fey reach maturity by age 16. Da'Rook Fey usually live around 150 to 200 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

Da'Rook Fay are about 5'5" to 7' feet tall. They have bodies similar to humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Flight

You have a flying speed of 40 feet.

Horns

Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 2d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

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

Previous Versions

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