Sorcerer
Base Class: Sorcerer

Your Aelin Aarakocra heritage provides you unique insights into the nature of magic.

Aelin Ancestry

You can speak Aarakocra. Additionally, whenever you make a Charisma check when interacting with Aarakocra, your proficiency bonus is doubled if it applies to the check.

Aelinic Resilience

As magic flows through your body, it causes physical traits of your Aelin ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of thicker hairs resembling the barbs of a feather. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Wind-carried Song

Starting at 6th level, when you cast a spell that deals wind or thunder damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Aelin Wings

At 14th level, you gain the ability to sprout a pair of patterned bird wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

 

Predatory Bird's Presence

Beginning at 18th level, you can channel the dread presence of your predatory bird ancestors from the days of old, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.