Aarakocra:
The Aarakocra are a feathered race of birdfolk, not to be mistaken for Kenku this proud species are fully capable of flight after their first molt. there are many variants and subspecies of Aarakocra, some named others not, Owlfolk are one example.
They are an uncommon sight in most parts of the world, often taking up trades that seem them travel. bards, Delivery birds. explorers, mercenaries anything soaked in excitement and adventure. its well known that an Aarakocra's time is short and so they make the most of everyday. Although its rare, For some Aarakocra this short life span leads to them seeking ways to extend their life or even develop anxiety over it. Stress is the biggest killer for most Aarakocra and they are taught very early and strictly to manage stress.

Physical Appearance
Nadalia appears as a Large monstrous Aarakocra, Rather than avian legs and winged arms her limbs are of a bestial appearance, long and lanky wit long claws. She lacks wings all together but is able to sprout a pair of daming spectral wings similar to an Asimar. These wings are fully capable of flight and are not a magical effect.
She has a very long lizard like tail. Her body is mostly of a dark grey complexion aside from her head and legs which are covered in bright yellow feathers. er body also as a mane of orange ethereal fire that increases and decreases in intensity based on her mood. The flames do not give of any heat and very mild light. They mainly consentare around her neck like a scarf but patches also appear on her elbows and run down her tail.
Nadalia has deep blue eyes and a full head of crest feathers similar to a parrot.

  • Ability Score:
    Increase one ability score by 2, and increase a different one by 1.
  • Creature Type:
    Your classified as a Humanoid.
  • Lifespan:
    Most Aarakocra reach maturity by age 3. Compared to humans, Aarakocra don’t usually live longer than 30 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: [6]
    Your size is Large. Large characters have a few things to consider when playing, several restrictions and benefits as listed bellow.
    • Armor: You can’t wear Armor made for creatures smaller than you by normal means.
    • Hit Dice: Your Hit Die increases by one stage.
    • Range Self: The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet).
    • Availing Arms: You can wield a two-handed melee weapon in one hand, and when you wield a weapon with the versatile property in one hand, you use the larger die for damage rolls.
    • Strength in Size: you gain a +5 to your strength checks, Athletics and saving throws and your unarmed strikes damage increases by one stage (1d8 to 1d10)
    • Cover less: terrain that would grant 1/2 cover grants you no cover, while 3/4 cover grants 1/2 cover and so on.
  • Speed:
    Your walking speed is 30 feet.
  • Languages:
    You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character
  • Wings of the Dammed
    Up to twice per day you ca use a bonus action, Ghostly Spectral wings filled with he wails of souls you have consumed sprout from your back coating the area in darkness and sorrow, While at full HP your wings last indefinitely until you dismiss the as a free action. When taken bellow full HP your wings last a number of rounds equal to your proficiency bonus, Restoring HP to full does not stop the timer once it starts.
  • Until the transformation ends, you have a flying speed equal to your walking speed.
  • Creatures other than your allies within 30 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minuet (The creature may repeat the save at the end of their turn).
  • Fey Ancestry
    You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Talons You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 2d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • character/nadalia/species.txt
  • Last modified: 3 weeks ago
  • by Cinder