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Birdfolk

There are many kinds of birdfolk in the world, all with their own cultures and origin stories.

True to their avian roots, birdfolk have feathers instead of hair, as well as flight feathers along the sides of their forearms. Beyond that, however, their feather coloration can vary greatly, and their skin color runs the gambit of human coloration and occasionally beyond. A birdfolk connected with a kind of parrot may be bright green with deep brown skin and brown eyes without whites to them, while one connected to a gyre falcon may have gray feathers, pale skin, and yellow eyes.

 

Birdfolk Traits

Characters with the birdfolk heritage share a variety of traits in common with one another.

Age: Birdfolk reach physical maturity around age 20, when they shed their drab juvenile feathers for a new, adult coloration. It is very rare for them to live past 100 years.

Size: Birdfolk often have lean builds. They stand between 5 to 7 feet tall, though due to their hollow bones they average 90 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Avian Senses. You gain an expertise die on Perception checks that rely on sight or hearing.

Wind Rider. Your arms function as protowings that allow you to glide safely to the ground. Each round you can move horizontally 5 feet for every 5 feet you descend, up to a distance equal to your speed. You cannot hover and so must move your full Speed each turn or land. Otherwise, you fall as normal. To use this movement, you cannot be encumbered and cannot wield a weapon. At the Narrator’s discretion you may be able to hold a small weapon, such as a dagger, or a small item, such as a potion, but cannot use them while gliding. Whenever you spend 3 full consecutive rounds gliding without landing, you gain a level of fatigue . Any fatigue gained in this way is removed upon finishing a short or long rest.

Additionally, you have resistance to falling damage as long as you are not incapacitated .


Birdfolk Gifts

Birdfolk can vary greatly from each other. In addition to the traits found in your birdfolk heritage, select one of the following gifts.

Aspect of the Hunt

Birdfolk especially in tune with birds of prey are never unarmed. You gain the following trait:

Sharp Talons. Your talons are sharp enough to be used as deadly weapons. The talons are natural weapons with the finesse trait, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength or Dexterity modifier. They do not require an empty hand to use.

Darkvision. 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.

Wind Mastery

Rarely, a birdfolk is born with true wings sprouting from their back, as well as tail feathers to help them fly. While not capable of sustained flight, such chicks are considered blessed and often go on to hold roles of spiritual or political significance. You gain the following trait:

Flight. You gain a fly speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue . Any fatigue gained in this way is removed upon finishing a short or long rest .

You can use your Wind Rider trait to glide on a following round, but if you resume flying before landing you gain fatigue as normal. Similarly, you can begin flying during a glide but are still subject to gaining fatigue if you resume gliding.


Birdfolk Paragon

As a birdfolk matures, they achieve their full potential, boosting their innate abilities to higher levels. When you reach 10th level, your heritage gift improves considerably.

Greater Aspect of the Hunt

The range of your darkvision increases to 120 feet and your talons’ damage die increases to 1d8. Additionally, you can now make an attack roll with your talons as a bonus action.

Greater Wind Mastery

Your fly speed increases to 40 feet and you can fly while wearing medium or heavy armor. When you would suffer fatigue from using your fly speed, you make a Constitution saving throw (DC 10 + 1 per previous save in the last minute). On a success, you do not suffer fatigue from flying that round and you do not suffer fatigue from flying that round.


Birdfolk Culture

Often deeply attuned to the spirits and small gods of nature, most birdfolk flocks are a reverent people culturally encouraged to consider the effects their actions will have on the greater web of the community and the land around them. No matter where it is found, community is the most important pillar of a birdfolk’s life, with protection of and service to the flock seen as the highest calling. Birdfolk who strike out as adventurers or settle among other peoples tend to consider party members and neighbors as part of their personal flock.


Suggested Cultures

While you can choose any culture for your birdfolk character, the following cultures are linked closely with this heritage: crag-keeper simirengo , far-flyer simirengo , nomad , sky-seeker simirengo , wildling .

 

 

Variant Birdfolk Gifts: Flightless

These birdfolk resemble ostriches, emus, and cassowary on the larger end, as well as kiwis and kakapo on the smaller. A rare few even resemble penguins. In addition to the traits granted by your heritages, choose one of the following.

Aquatic Avian


While some birdfolk are comfortable swimming or diving, these birdfolk have truly adapted to the water and its dark, icy depths. You replace your Wind Rider trait with the following:

Deep Diver. You have a swim speed of 30 feet and can hold your breath for up to 15 minutes. 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. In addition, your eyes are perfectly adapted for spotting movement at depth, and the radius of your darkvision increases to 120 feet underwater.

You also have the following traits:

Cold-Hardened. You have resistance to cold damage.

Countershaded. You gain an expertise die on Stealth checks made in the water.

Resolute Marcher. You gain an expertise die on saving throws made to resist fatigue for marching longer than 8 hours.
 



Forest Forager

Birdfolk with this gift have adapted to life on the forest floor. You replace your Wind Rider trait with the following:

Diminutive Dodger. Your size is Small, and you can move through the space of any creature that is of a size category larger than yours.

You also have the following traits:

Darkvision. Your kind developed to find 
safety in a nocturnal lifestyle. You have darkvision to 60 feet.

Darting Dash. While your legs are short, you can move quickly if the situation calls for it. When you take the Dash action, your movement this turn does not provoke  opportunity attacks. During this movement, you gain an expertise die on Acrobatics checks made to avoid hazards and Dexterity saving throws. Once you use this trait, you cannot use it again until you finish a short rest. Ground-Level. You’ve evolved to live—and hide—on the forest floor. You gain an expertise die on Stealth checks made to hide in a forested area and when using your sense of smell.


Longstrider

Birdfolk with this gift have long, powerfully built legs and feet with dangerous claws. You replace your Wind Rider trait with the following:

Ratite Runner. Your base walking speed is 35 feet.

You also have the following traits:

Deadly Kick. Backed by hard muscle, you can deliver a staggering attack with your talons. Choose bludgeoning or slashing when you select this gift. The claws are natural weapons, which you can use to make unarmed strikes that deal damage of the chosen type equal to 1d6 + your Strength or Dexterity modifier. As these claws are on your feet, they do not require an empty hand to use. Tireless. The first time between each long rest you would gain a level of fatigue, you do not gain that level of fatigue. You still suffer a level of fatigue from finishing a long rest without any Supply.

 

 

Suggested Flightless Cultures

While you can choose any culture for your birdfolk, these variants are linked closely to the following cultures:

 

Aquatic Avian: Mariner, reef singerwaterflow

Forest Forager: Forgotten folx, mischief makerwildling 

Longstrider: Caravanner, itinerant, nomad


Variant Birdfolk Gifts: Mystic

Certain kinds of birds have long been  considered omens of death, signs from the gods, or spiritual guides. Whether this belief first stems from the birds or or the birdfolk, some of this heritage do have a touch of the mystic to them. These birdfolk in particular vary wildly across lands and cultures, as does the magic they are blessed with. A simple answer for those that want a different theme for their birdfolk’s magic abilities is to work with their Narrator to choose an appropriate cantrip, 1st-level spell, and 2nd-level spell, to be learned at 1st, 3rd, and 5th level, respectively, as well as a related type of bird. For example, some may resemble migratory birds and have a penchant for travel magic, while those that look like sea birds may innately know water-based spells.

Mystic Gift: Protection

Often resembling vultures, eagles, or cranes, some birdfolk are capable of preservative magic.


Protective Magic. You learn the shield of faith spell and can cast it without using a spell slot once per short rest. Charisma is your spellcasting ability for this spell. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again.


Undaunted. You are immune to the effects of the frightened condition, whether caused by magic or natural phenomena.

 

Mystic Gift: Psychopomp

Typically resembling crows or ravens, these birdfolk have a connection to death and the worlds beyond.

Touch the Other Side. You know your choice of chill touch or spare the dying cantrips. Once you reach 3rd level, you can cast detect evil and good once per long rest. At 5th level, you can cast speak with dead once per long rest. Charisma is your spellcasting ability for these spells.

 

Suggested Mystic Cultures

While you can choose any culture for your birdfolk, these variants are linked closely to the following cultures: godbound, ethereal scoutforsaken, keeper of the land.


Variant Birdfolk Paragon Gifts

When you reach 10th level, you can choose from one of the following new paragon gifts.

Deepest Diver

You have no fear of the darkest depths. You gain a swim speed of 30 feet. If you already had a swim speed, it increases by 15 feet. You can breathe underwater, and you gain darkvision to 60 feet, or 120 feet under water. If you already had darkvision, your darkvision increases by 60 feet (or by 120 feet while underwater). Additionally, while underwater you gain an expertise die on saving throws and weapon attack rolls.

Gift of Fear

You haven’t lived this long without being keenly aware of the dangers around you. You gain a +5 bonus to initiative, can’t be surprised while conscious, and attacks against you do not gain advantage from the attacker being unseen or otherwise hidden from you. You can also try to hide even while you are only lightly obscured.

Lightning Stride

Nothing can stop you while you’re on the move. Your Speed increases by 10 feet. You ignore difficult terrain when you Dash. When you make a melee weapon attack against a creature, until the end of your turn you do no provoke opportunity attacks from it.

Powerful Mystic Gift

The mystic powers of your bloodline have fully matured. Choose one of the following:

Powerful Protection Gift: You can cast guards and wards once per long rest. Charisma is your spellcasting ability for this spell.


Powerful Psychopomp Gift: You can cast circle of death once per long rest. Charisma is your spellcasting ability for this spell.