Aarakocra Race Guide 5e – Abilities and History

The Aarakocra Race: What we know.

Aarakocra Race Guide 5e

From those in the Elemental Plane of Air, the Aarakocra race are a Good race. They almost never have to land, which makes them fearful of doing so. As a result, they often avoid doing so whenever possible.

The Aarakocra as a whole has vowed enmity against the earth elementals. Battles between the Aarakocra race and flying stone creatures are known as gargoyles. They frequently take place throughout the Elemental Plane of Air. They have a special hatred for these creatures.

Since they are outer space creatures, it is uncommon to encounter them in the Material Plane. When they discover portals or are continuing to pursue their enemies, some Aarakocra find them in the Material Plane.

Aarakocra vs. gargoyle battles frequently transcends into the Material Plane as well. It comes as no surprise that some of the bird-people are born on the Material Plane. This is because their parents chose to do so. Aarakocra typically found small tribes in mountain forests or even the canopy of prehistoric rainforests when they made the decision to live in the material plane. By leveraging their aerial dominant position to build a hunting domain that can stretch 100 kilometers, they gain a footing in the neighborhood.

Generally speaking, Aarakocra is unmotivated to leave their village because they enjoy living there. No matter if they are from the Elemental Plane of Air or the Material Plane, that bird-folk who chose the life of an adventurer typically has a very strong and distinct motivation.

An aarakocra is rarely taken from their tribe and family without a catastrophe. A serious threat to one of their own, or a mission of retribution.

Another reason an aarakocra would depart is to locate the Rod of Seven Parts, an artifact from the first edition. The rod, an artifact of Law, plays a crucial role in the battle between both the Wind Dukes of Aaqa as well as the Queen of Chaos and Miska the Wolf-Spider, who is supporting her.

If you plan to use that same old aarakocra quest as part of your character’s past, you might want to consult your DM first because it is a lengthy conflict that could be the focus of a separate campaign. Freedom is something that the Aarakocra hold in high regard. They feel empathy for individuals who are unable to fly because they are unable to properly comprehend the delight of the sky. Consequently, place a high value on the sky and flight relative to practically everything that exists on earth.

They also have intriguing ideas about ownership, which come from the fact that it is obviously impossible for anyone to “possess” any specific areas of the sky in the same way that people frequently own land.

An aarakocra could perhaps find the idea of theft confusing and unintentionally take things that are not theirs. Ownership and property are confusing concepts for them generally (especially shiny, glittery objects).

Table of Contents

The characteristics of the Aarakocra race are their abilities and traits.

Ability Score Increase:

Aarakocra gains a 2-point boost to Dexterity and a 1-point boost to Wisdom.

Age:

The typical lifespan of an aarakocra is 30 years, and they leave the nest at age 3.

Alignment:

The majority of Aarakocra is Good and hardly ever takes a side whenever it comes to The law and Chaos. Some members of the tribe, such as the leaders and warriors, may have a tendency toward lawful alignments, whereas adventurers may have a tendency toward chaotic alignments..

Size:

Aarakocra stands about 5 feet tall. Their body systems are lean and light, going to weigh between 80 and 100 pounds. They seem to be of medium size.

Speed:

Your base walking speed is 25 feet per second.

Flight:

The flying speed for aarakocra is 50 feet per second. They cannot be covered by medium or heavy body armor if they want to use this speed.

Talons:

Natural weapons that can be used to attack rather than using weapons are indeed the aarakocra’s talons. In place of the bludgeoning damage pretty standard for an unarmed strike, if they connect with them, they deal slashing damage equal to 1d4 + your Strength modifier.

Languages:

Aarakocra is able to communicate in Common, Aarakocra, and Auran in speech, writing, and reading.

 

The level 1 flight ability of the Aarakocra continues to stand out from all the other traits. It seems to be pretty much average and does not significantly affect your plot. In fact, it is highly likely that this is the reason the race was rejected by the Adventurers League.

Flight seems to have been remarkably capable of adapting skills that can start presenting you with new tactical options in combat as well as the ability to find solutions outside of combat. Having the ability to fly, for instance, allows you to drop items from such a great height and scale windows to enter buildings.

You are much more helpful to the group when used in conjunction with some of the other items and spells.

It is also important to note that the aarakocra’s racial bonuses to Speed and accuracy and Knowledge and understanding can actually be applied to any ability score if your DM uses the new race rules in Tasha’s Cauldron of Everything.

With that kind of new rule, the Aarakocra can more perfectly accommodate any class you want to play. It can be a +2 bonus and a +1 bonus are pretty standard for most races.

Among all the other racial characteristics, nothing continues to stand out. Natural weapons are nice to have, but then most characters will not be using them very often if a weapon is available.

Depending on the existence of the Tongues spell, languages also rarely play a role in most D&D campaigns. If you come across air elementals, it might be helpful at low levels.

Aarakocra is described as having these racial characteristics as well as the ability to summon an air elemental by collaborating in a group of five within 30 feet of one another for three rounds while trying to maintain mental focus on an aerial dance.

The air elemental appears within 60 feet of empty space, is amiable, and obedient to the spoken command line. It stays there for an hour until one of its spell casters chooses to dismiss it as a bonus action until all of its spell casters die, or till all the spell casters are alive.

Aarakocra can help lead an air elemental that breaks away the material spacecraft into the elemental plane of air if it is within 5 feet of it.

As though this information is not officially a skill for player characters, your DM can decide if this really applies to all members of the species or just the warriors that an explorer would come into contact with.

DMs should exercise caution before granting PCs access to this power because being able to effectively travel to the plane of Air at will, even if you do not even have a way back, could have been a broken ability.

What Classes Are Well Suited to the Aarakocra race?

When it comes to the Aarakocra, attempting to determine which class makes it the best of their features is heavily reliant on their ability to fly.

The other racial abilities can be said to work very well with the class, especially with Tasha’s Cauldron of Everything is new race rules.

You no longer have to worry about getting ability bonuses that work well with your build. You can change which ability scores apply to which extra rewards.

The list given below includes some classes and builds that work well with having a flight speed early on, as well as a few that doesn’t. So rather than listing each class, we have created a general guide. There are frequently multiple ways to play a single class.

Keep in mind that you could always play any class with any race, and there is frequently an excellent role. Playing opportunities for certain character concepts that may involve less mechanically efficient builds. The following guide is not intended to limit your character creation, but rather to provide mechanical guidance.

For your convenience, the guide is also color-coded.

Red will not significantly if at all, add to the strength and efficiency of your character build. Red options are generally less useful than other tiers. They can occasionally be helpful in specific circumstances and could be an interesting narrative decision to make.

Green seems to be a very good option. Solid but then again nothing extraordinary, or pretty good but only useful from time to time.

Blue is an excellent choice. It is widely considered to be somehow powerful, useful, and very effective.

Purple is S Tier. It is somehow very powerful or transformative. You do not have to make a choice in the   D & D, but it is important to consider these options when creating your very own character.

Barbarian and Melee Build:

At a flight distance of 50 feet, maneuverability is greatly improved, but Barbarians and other melee build need to stay low on the ground in most encounters. Therefore, the main advantage of Aarakocra racing is either wasted or at least not fully utilized.

In addition, paladins and fighters, in particular, tend to rely on medium and heavy armor to stay alive, making them impossible to fly in the first place. Trying to put on and take off your armor as needed, can be really painful.

Wizard:

Wizards can fly on their own, but they do not have access to flying spells up to level 5 and require a 3rd level spell slot. For level 1 flights that do not require concentration. The casters can stay in the back ranks and stay out of the reach of most enemies, greatly improving survival. From these lines of communication above the party, casters are free to spell enemies. Aarakocra’s 50-foot flight speed allows casters to easily enter within the range of perfectly placed fireball spells.

However, outside of combat, casters are already a very useful utility class. That is why there are only a few additional flights.

Monk:

Monks are often cited as a good class to play with Arakokura, for good reason. As an already mobile class, their speed, combined with the flight of Aarakocra, makes them monks who can cross the battlefield very quickly. The unarmored defense of the monk also works well with Arakokura’s flight restrictions. You never wear armor, so you don’t have to worry about not being able to fly while you are wearing it. It is important to note that Arakokura monks attacking with claws do slashing damage, only the damage listed in the monk’s class table or the racial traits of natural weapons, not both. ..

Ranged Builds:

Of course, the best use of flight is in combat with remote characters. Whether you are a ranger or fighter with a longbow or a warlock who loves to spam Eldritch Blast, flying over and shooting enemies can feel almost broken. This is especially effective if you are sitting outside. The enemy’s range of attack can do damage that the enemy cannot deal with unless you are vulnerable to other party members. The Warlock of the Eldritch Spear Summon is especially powerful. This summon increases the range of Eldritch Blast to 300 feet. If the caster can take advantage of Metamagic’s distant spells, it could theoretically be 600 feet apart.

600 feet puts you at the limit of the longbow’s range. This helps leave the majority of attackers out of reach of you.

Unfortunately, enemies with longbows are at a disadvantage, but they can still try to attack you, but nothing is perfect!

Aarakocra Race Appearance: General Looks Found Among Them:

Aarakocra is a typical bird folk, designed to resemble a bird in as many ways as possible while maintaining a humanoid shape with two arms and two legs.

About 5 feet tall and weighing 80-100 pounds. Arakokura is much smaller than a human but still taller than a dwarf or gnome.

Aarakocra, like a bird, has many feathers and follows the color of the bird. Men tend to have light-colored feathers, while women are calmer.

Their bird’s head and beak are quite similar to parrots and hawks but as a DM. You may want to see the appearance of certain species such as hawksbill turtles. B. Owls, assign different tribes.

If so, keep in your mind that some beaks are specific to a particular diet. Therefore, you may not want to use the toucan beak unless you have a tribe that eats nuts.

Aarakocra Race Names: Male, Female, Neutral

The name of Aarakocra is really similar in length to the human name. Usually 2-4 syllables. What makes them so unique is the frequent recording of bird calls such as whistles and clicks. These are usually difficult to pronounce for people without a bird’s larynx. So aarakocra race often comes with a nickname or a short version of the name.

Interestingly, their name is generally unisex.

Examples of Elemental Evil Player companion book names include Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Orr, Ouss, Quaf, Quierk, Alleek, Urrek, and Zeed.

AARAKOCRA: Are they suitable for your character?

In this article, we have protected the society and subculture of the aarakocra, their racial abilities, what lessons paintings excellent with their cap potential to fly, and their names and appearance. But perhaps you’re nonetheless thinking whether or not you need to make an aarakocra individual.

Will, they paint nicely together along with your individual concept? Will they be amusing to play together along with your build?

These are not trivial questions, however, if this manual and the facts it consists of are not sufficient that will help you make your decision, take into account the subsequent advice.

An excellent manner to determine whether or not you will experience gambling an individual is to take into account whether or not you will experience committing to roleplaying as an aarakocra. Would you experience seeing the sector from their bird-like angle, their eliminated and aerial lens?

At the top of the day, a quote-unquote “sub-ultimate build” can nonetheless be pretty amusing to play. If you want the concept of the race, their love of the sky and repulsion toward the earth, their angle on possession and property, and might experience roleplaying from their angle, then the aarakocra can be the first-rate desire for you.

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