Aarockra
Aarockra
In bird culture not allowing aarockra to be a playable race at the table is what is known as “a dick move”(Scrah!). Thats right even though officially aarockra are a recognized playable race by wizards of the coast, Some DM’s are a little hesitant to allow them in the game (you will probably be able to figure out why pretty soon). Though I have to say that I am obsessed with the current idea of an incredibly low Intelligence / Wisdom aarockra thats a freaking tank and I just act like a pigeon the whole game (that being said I would only do this to annoy my friends).
Just like normal I will break this down to #1 and #2, for those that want quick info needed to play the game, and those that will spend extra time to explore the impossibly infinite possibilities they can make with their imagination. Anyways onto the show.
#1
Race: Aarockra
A Large bird like humanoid figure fully covered in feathers, Talons, Wings and a Beak
Stat Boost: 2 Dex, 1 Wis
Walking Speed: 25 (And hear is the interesting part) Flying Speed - 30
Cool Swag
- Keen Senses: You are proficient in the perception skill and double your proficiency on any checks involving sight
- Child of Aaqua: Advantage on all Thunder, Lightning and Air saving throws
- Wings: You have a flying speed of 30, however you may only fly if you have 10+ feet above you open ( proper take off). You also cannot fly while restrained, lassoed, netted, grappled, weighed down (by a heavy load or armour) and badly injured. At level 5 this increases to 50 ft flying per second
- Dive Attack: An aarakocra who flies 30 feet during a round, and has descended at least 10 feet at the end of that movement, deals one additional 1d6 die of damage with the first melee attack made during that round. The size of the die will increase with your level
- Talons: You may use your talons in the place of an unarmed attack. Just as with a monk the new attack is a 1d4 as opposed to the 1 bludgeoning (you may choose between bludgeoning and piercing damage)
- Summon Air Elemental: Now this one will more than likely be a moot point but its so cool. 5 or more Aarockra have the ability to summon an air elemental. This will very rarely come into play but i sincerely hope that as a DM you make it happen at least once for this player
- Languages: You speak both common and Auran (as a secondary option I like to say they also speak bird)
That's all you really need to know to play them. I would say with the stats and ability to fly. The metagaming side of me says to go rogue
- Rogue: Added dex is always a good thing, but I am mostly focusing on adding the stealth damage and the charge damage to crush enemies in one hit. Not to mention added advantage on saving throws for lightning and thunder (which i'll be it is rarely used in trap form, but it happens). Double proficiency on perception checks. Now I know rogue is OP and over played in nature but so help me god I love the idea of a dive bombing double dagger weilding black feathered eagle just destroying people. It's basically like casting yourself as batman if you take the assassin class
#2 style now
Aarakocra are raised to oppose the forces of Elemental Evil and lean toward good alignments. Personal freedom is at home beside their loyalty to the Wind Dukes of the Elemental Plane of Air, therefore most aarakocra are neutral good, though lawful and chaotic members of the race are not uncommon. Though rare, evil members of the race are sometimes recruited or blackmailed into working for elemental cults or for the fiend lord Pazuzu.
Your natural enemy is gargoyles. You are the embodiment of air and freedom and you don't understand people that live on the ground. They have no need of money and possessions that people on land are so concerned about.
“Aarakocra are commonly perceived as tenacious hunters, aloof and quiet, and overly serious. This perception is born from their most common interactions with other humanoid races--undermining evil organizations. Aarakocra are staunch enemies of cults of Elemental Evil and the fiend lord Pazuzu and let very little distract them when they are close to unraveling their enemies' plans. However, aarakocra are an intelligent, kind and good-humored race whose serious nature is reserved for combating their enemies. They find little in common with most earthbound races outside of the temporary alliances against evil, but those who have taken the time to see past their differences have discovered that aarakocra make steadfast allies and lifelong friends.
Most aarakocra find no need for excess wealth, believing that an individual or family should use only what they need to thrive in their chosen profession and give all excess to others, freeing them from the burdens of survival in order to better themselves. On a practical level, this means that an aarakocra with money to burn will often spend it on their friends, and even strangers, without second thought, creating both friends and enemies. Though some have been "taken advantage of" by less scrupulous humanoids, the aarakocra simply don't care. At times an aarakocra's attitude has lead those same unscrupulous humanoids to either question their own motives and make life choices for the better, or push their luck beyond the tolerance of their "benefactors".
Aarakocra are particularly confused by the dwarven, halfling and human passion for gems and gold. Oddly enough, those aarakocra who have befriended earthbound humanoids in the past have found that the same dwarves, halflings and humans who confuse them so greatly make the best of friends. Though elves timeless perspective gives them a more enlightened view of the fluidity of wealth, aarakocra find elves to be condescending and rude, while many elves assume aarakocra are primitive at best, ignorant at worst.”
An incredible blog that puts words beyond my capability for certain.
I think Aarockra is a really interesting race for roleplaying purposes as well as I feel like they might be slightly OP as a race in total which is why you should ask your DM if he is allowing aarockra PC’s in his sessions. Personally I love the partially uncontrollable characters that are hard to control (they keep me on my toes as a Dm). Also if they are crushing all opposition feel free to toss them an encounter that they won't win to keep them on edge.
Thank you so much for checking in and reading to the end. Up next you have Angels of a certain kind? Known as Aasimar Paladin, Cleric, Rogue, Ranger, Fighter, Warlock they have a lot of options so it's up to you to decide what works best.
Good luck and keep it dicey friends
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