Order of the Roll - Dungeons and Dragons Aarakocra Race - Order of the Roll

Aarakocra Race

Dnd Aarakocra Race

The Aarakocra live on the island of Clip­per, togeth­er with many oth­er bird­like races. They form a fair­ly ordi­nary peo­ple with­in this world. Although they may resem­ble oth­er birds at first glance, they are still a unique race. They have a beak, feath­ers, and are capa­ble of flight.

On Clip­per, the Aarakocra make up the major­i­ty of the pop­u­la­tion, part­ly because there are many dif­fer­ent vari­ants of this race. In gen­er­al, Aarakocra are a neu­tral peo­ple. They do not cause trou­ble and are known for their friend­li­ness, espe­cial­ly toward tourists.

Government: the Ozwok

Pow­er on Clip­per lies with the Ozwok, a vul­ture-like peo­ple who can also fly. They are seen as lead­ers and rule over the land. The Ozwok make the impor­tant deci­sions and are often referred to as the High Coun­cil.

The Land of Clipper

Clip­per is a well-known island thanks to its enor­mous diver­si­ty of bird races. Near­ly every type of bird­like being can be found here. The land­scape is a mix of dense veg­e­ta­tion, many palm trees, count­less moun­tains, forests and wide sandy areas includ­ing beaches.because every bird species lives there. Not every moun­tain is open to all races, how­ev­er, as the Ozwok live there and restrict access for rea­sons of pro­tec­tion.

Stats

  • Abil­i­ty Score Increase. When deter­min­ing your character’s abil­i­ty scores, increase one score by 2 and increase a dif­fer­ent score by 1, or increase three dif­fer­ent scores by 1. You can’t raise any of your scores above 20.
  • Crea­ture Type. You are a Humanoid.
  • Size. it depends on which bird you pick, dis­cuss this with your DM
  • Speed. Your walk­ing speed is 30 feet.
     
  • Flight.Because of your wings, you have a fly­ing speed equal to your walk­ing speed. You can’t use this fly­ing speed if you’re wear­ing medi­um or heavy armor.
  • Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength mod­i­fi­er slash­ing dam­age, instead of the blud­geon­ing dam­age nor­mal for an unarmed strike.
  • Wind Caller. Start­ing at 3rd lev­el, you can cast the Gust of Wind spell with this trait, with­out requir­ing a mate­r­i­al com­po­nent. Once you cast the spell with this trait, you can’t do so again until you fin­ish a long rest. You can also cast the spell using any spell slots you have of 2nd lev­el or high­er.
    • Intel­li­gence, Wis­dom, or Charis­ma is your spell­cast­ing abil­i­ty for it when you cast Gust of  Wind with this trait (choose when you select this race).
  • Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, bird and one oth­er lan­guage that you want.
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