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View Full Version : D&D 5e/Next Airran - Umbrella term for flying races



KoyukiTei13
2016-06-18, 06:27 PM
”Airran” is a term for denizens of Angel’s Hold that can fly or are capable of gliding. They are seen as superior in every fashion over their human counterparts by both humans and Airran. “Airran” doesn’t describe a specific appearance, as it is an umbrella-term. Airrans are typically bird-human appearing hybrids, but are often bats, sugar gliders, dragonkin, insectoid, and altered beings — usually those who have grafted metal wings into their backs.

Example Airran names:
Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, Zeed.

Airran Traits
Ability Score Increase. Your Dexterity increases by 2.
Age. An airran reaches adulthood at the age of 5 and they have been known to live as long as 110 years.
Alignment. Most airrans are lawful, tending to err on the side of rules and regulations over anything they cannot control. They also tend towards evil or neutral, being selfish and greedy for money, power and renown.
Size. Airran are smaller and thinner than the average human, ranging from 5 to 5-and-a-half feet tall, and weighing between 90 and 120 pounds. Their wingspan is their most impressive feature, averaging 11 feet. Your size is medium.
Speed. Your base walking speed is 25 feet. You also have a fly speed of 40 feet.
Wings. To use your flying speed, you can’t be wearing medium or heavy armor. You must be in a space wide enough to accommodate your wingspan to fly. Your wingspan is approximately twice your height. You may not fly in normal backpacks or armor. The cost to alter your gear to be suitable for flight is equal to half the cost of the gear.
If you take damage while flying, make a Constitution save with a DC equal to 10 or half of the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.
Due to the concentration you need to fly, however, you cannot focus enough to cast any spells except cantrips.
Perfect Landing: You have the ability to reduce fall damage with a Dexterity saving throw (DC up to DM discretion). On a successful save, you take no damage; on a failed save, you take half damage.
Hawkeye. You can see up to three times as far as the average humanoid in clear weather. You have proficiency in the Perception skill and may double your proficiency bonus on any skill check that involves sight.
Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit. Airran monks and those trained in similar forms of unarmed combat, deal unarmed damage as their class indicates, but may choose to deal either bludgeoning or slashing damage with each unarmed attack.
Languages. You can speak, read and write Common, Draconic, and Auran. Auran is the common languages of the aeries, voiced with squawks, chirps and whistles.
Subraces. There are several castes of airrans, as well as a variety of appearances and traits, due to the sheer diversity of flying beings on the aeries. There are three main castes: Royal, Common and Lesser.

Royal Airran
These airrans were not just born into a powerful and revered family, but are biologically different from their lessers. Their arms are their wings, with their “hands” being two taloned fingers and a thumb extending from the wrist joints of their wings. They are often brighter colored and their feathery hair grows much quicker and longer than the Commons.
Ability Score Increase. Your Charisma score increases by 1.
Royalty. Your superior anatomy has unfortunate drawbacks; you are unable to carry anything in your hands while flying unless it is exceptionally small and light. Jewelry does not interfere with flight unless it is unwieldy, shiny, or binding. You are able to perform all other tasks that require hands as well as anyone else.
You Dare Doubt Me? You have proficiency in one of the following: Charisma(Deception), Charisma(Persuasion), or Charisma(Intimidation). You have advantage on all rolls against other Airrans.
Birds of Feather. You are one of three larger variations of Royal airran: reptilian, avian, or mammalian. Pick an animal you anatomy takes after.
Examples of each:

Reptilian: True Dragon, Wyvern, Couatl
Mammalian: Bats, Griffin, Hippogriff
Avian: Phoenix, Harpy, Valkyrie


Common Airran
Individuals with both wings and arms. The Common airran are the most varied of the castes, with a healthy mix of avian, mammalian and reptilian fliers. The three variations are fairly evenly split among each urban aerie.
Ability Score Increase. Your Wisdom score increases by 1.
Commoner. You have both wings AND arms. You are considered much less attractive than your Royal counterparts. Due to your average lifestyle, you have proficiency in one artisan tool or gaming set.
Winged and Armed. You are able to carry medium loads in your arms while flying. You may wield weaponry while flying.

Melee Weaponry: You may take both your movement and action to perform an attack while flying with disadvantage to hit. On a hit, the attack deals one additional die of damage with the first melee attack made during that round.
Ranged Weaponry: You may take your action to perform an attack while flying with a -2 to hit.
Special Weaponry: Up to DM’s discretion of use, effect, etc.

Flock Together. You are one of three larger variations of Common airran: reptilian, avian or mammalian. Pick an animal your anatomy takes after.
Examples of each:

Reptilian: Pseudodragon, Dragonborn, Pterodactyl, Couatl
Mammalian: Bats, Tiefling, Griffins, Hippogriffs
Avian: Aarakocra, Birds of Prey, Songbirds, Waterfowl, Rocs, Phoenixes


Lesser/Glider Airran
Wingless Dragonborn, gliding mammals and reptiles, flightless birds etc.
Ability Score Increase. Your Intelligence score increases by 1.
Speed. Your base movement is 30 feet. You also have a gliding speed equal to your movement, but each round you glide, you drop 5 feet of altitude. A dive can be taken on your turn to lose altitude equal to your movement.
Glider. You are able to fall from high altitudes and glide. You either have biological or artificial “wings” that you use to take to the skies. You may not carry anything in your hands while gliding unless it is exceptionally small and light. If you have artificial “wings”, you are proficient with the particular artisan tools used to make them, repair them and maintain them.
Pecking Order. You are on the second-to-last rung of society, just before the aeriebred humans. You are one of the three larger variations of Lesser/Glider airran: reptilian, avian, or mammalian. Pick an animal your anatomy takes after.

Reptilian: Flying Lizards, Dragonborn
Mammalian: Flying Squirrels, Sugar Gliders
Avian: Flightless birds, Chickens



NEW
You have the option to take a flaw in order to gain an Airran racial feat.

Flaws:
Claustrophobia. While in spaces under 10x10 and/or with no obvious access to the sky, you must make Wisdom save versus DC 8 each hour or become Frightened.
Wingspan. While in spaces under 10x10 for longer than 2 hours, your wings feel noticeably cramped, resulting in a -2 to all physical (Strength, Dexterity, Constitution). After 6 hours in spaces under 10x10, you have disadvantage on all physical rolls. When you leave spaces under 10x10, you can stretch your wings, you may make all rolls as normal.

Airran Racial Feat:
Prerequisites: Airran, Dexterity 15
You may select one feature as a reward for taking one of the racial flaws. You may take each feature or flaw only once.
Your talons damage increases by 1d4 when you reach 6th level, 11th level, and 16th level to 2d4, 3d4, and 4d4 respectively.
Your flight speed increases by 5 feet to 45 feet. Your base speed remains the same.

Pantheon of the Aeries

Major Gods and Goddesses

Aerie Corvosh the White Raven (Chief god, Father time, longevity, power)
Alessia the First Airran (weather, clouds, wind, air)
Xarxes the War Phoenix (fire, honor, reincarnation)
Meldros the Black Raven (Destruction, blood, change, and brotherhood)


Lesser Gods and Goddesses

Magliana the Songbird(arcana, sun, light, stars, insight)
Nordarr the Eagle (Mercy, justice, and rightful power)
Hyokay the Blackbird (Seasons, cycle of life, funerals)
Maurilas the Dove (mother-goddess, fertility, peace, love, marriage)
Zeht the Magpie (work, wealth, communication and commerce)
Diphala the Condor (beauty, sex, murder, deceit, treachery)
Hermoros the Owl (memory, knowledge, language, mathematics, logic)

KoyukiTei13
2016-06-20, 03:52 PM
Bump.

I'd really appreciate some feedback

Final Hyena
2016-06-20, 05:08 PM
Claustrophobia. While in spaces under 10x10 and/or with no obvious access to the sky, you must make Wisdom save versus DC 8 each hour or become Frightened.
Forcing personality traits onto a PC due to race is unusual.


Royalty. Your superior anatomy has unfortunate drawbacks; you are unable to carry anything in your hands while flying unless it is exceptionally small and light. Jewelry does not interfere with flight unless it is unwieldy, shiny, or binding. You are able to perform all other tasks that require hands as well as anyone else.
A dagger is small and light.


Royal Airran
You Dare Doubt Me? You have proficiency in the Charisma(Deception), Charisma(Persuasion), and Charisma(Intimidation) skills. You have advantage on rolls against other airrans.
I would limit this to one proficiency maybe two.

Edit; Can't you cast spells while flying undeterred whereas weapon attacks have penalties?

manny2510
2016-06-20, 08:15 PM
Forcing personality traits onto a PC due to race is unusual.


A dagger is small and light.


I would limit this to one proficiency maybe two.

Edit; Can't you cast spells while flying undeterred whereas weapon attacks have penalties?

Sunlight Sensitivity, we can't be all badass.

Final Hyena
2016-06-20, 08:49 PM
Sunlight Sensitivity, we can't be all badass.
I'm assuming this is in response to my first point on personality?
Sunlight sensitivity could arguably be either a mental trait or a physical trait (I lean towards physical given that every single one has it). Claustrophobia is mental.

KoyukiTei13
2016-06-20, 11:27 PM
Forcing personality traits onto a PC due to race is unusual.


A dagger is small and light.


I would limit this to one proficiency maybe two.

Edit; Can't you cast spells while flying undeterred whereas weapon attacks have penalties?

Maybe spells without somatic components, because your hands would be moving if you were a Royal.
Perhaps just deception, then?

And about the Claustrophobia, should I offer it as a flaw in trade off for a racial feat?

Final Hyena
2016-06-21, 09:09 AM
Maybe spells without somatic components, because your hands would be moving if you were a Royal.
Common Airranians can still cast which makes it much better than the others races, classes.


Perhaps just deception, then?
Whatever feels right, you could give a choice.


And about the Claustrophobia, should I offer it as a flaw in trade off for a racial feat?
That's a reasonable option, another would be to have a trait say "cramping muscles" being in a 10x10 space causes penalties on physical rolls.

KoyukiTei13
2016-06-22, 01:52 PM
Common Airranians can still cast which makes it much better than the others races, classes.


Whatever feels right, you could give a choice.


That's a reasonable option, another would be to have a trait say "cramping muscles" being in a 10x10 space causes penalties on physical rolls.

Made some changes, including removing all spells except for cantrips while casting.

Final Hyena
2016-06-23, 10:52 AM
The Airran Racial Feat speed boost adds up to a lot, maybe a flat 5 foot increase would be enough? given that being in such enclosed spaces for such a duration shouldn't happen too often.