Quote Originally Posted by mcumoric View Post
Phoekra
The plane of fireís spin on Aarakocra.
These aarakocra are wreathed in red flames with eyes of burning charcoal. Their feathers give off a red glow.
Something to note is the flames their body gives off are somewhat warm, but not nearly as hot as regular flame.

Ability score increase. Your wisdom increases by 2, your intelligence increases by 1.
Age. Phoekra are extremely long lived, reaching adulthood by age 100, and living for 1000 years before dying. When many Phoekra die their body is set alight in flame, when they do this, a young Phoekra is born from itís ashes leading to the myth that Phoekra are immortal.
Alignment. Phoekra are wise creatures said to have the wisdom of several lifetimes. Most Phoekra seek peace rather than violence, making them lawful good.
Size. Phoekra are 5 feet in height on average, no different then their airy counterparts. Your size is medium.
Speed. You have a walking speed of 25 feet. You also have a flying speed of 30 feet. You may not use this speed while wearing medium or heavy armor.
Fire resistance. You are resistant to fire damage.
Glow. You emmit dim light from your body in a 5 foot radius around yourself.
Languages. You can speak, read and write in common and ignan.
I'd boost Glow a little bit to 15 or 20 feet, similar to a torch. It's a bit more of a benefit for the player and adds more flavour for the race in general. I also agree this race needs a bit of a boost; the only real ability it has is Fire Resistance. Compare this to Fire Genasi, which get 60 feet of darkvision, Produce Flame, and Burning Hands - not to say you have to put them on the same level, but without other characteristics, it's pretty weak on it's own.

Are these subraces, or actual races in their own right? I could see this working as a subrace with an additional minor feature, but as a standalone, it needs a bit more juice, IMO.

Quote Originally Posted by mcumoric View Post
Duckra (Water Aarakocra)
The plane of waterís spin on Aarakocra.
They take their appearance heavily from ducks.

Ability score increase. Your charisma increases by 2, and your dexterity increases by 1.
Age. Duckra live a tad longer then aarakocra, maturing at 5 and dying of old age at 50 years of age usually.
Alignment. Duckra are laid back creatures who seem to not have much of a care in the world. They are often True neutral.
Size. Duckra stand a tad shorter than Aarakocra standing between 4 and 5 feet. Your size is still medium however.
Speed. Your base walking speed is 25 feet. You have a swimming speed of 30 feet.
Wings. You have a flying speed of 30 feet. You cannot fly while wearing medium or heavy armor.
Hold breath. You can hold your breath up to 15 minutes at a time.
Languages. You can speak, read and write common and aquan.
I like the swimming speed here, and the ASIs are pretty decent. But, again, I don't see how this compensates for the lack of abilities given if they're not subraces. Why not simply make them Amphibious? - Water Genasi get this and Acid damage resistance, as well as a few additional spells. I'm not sure being able to fly in light armor is going to be a significant advantage compared to this.

Quote Originally Posted by mcumoric View Post
Emukra (Earth Aarakocra)
The plane of earthís spin on Aarakocra.
The main focus of Emukra is that instead of taking features from a bird that can fly, they take features from a ground bird, known as the emu.

Ability score increase. Your dexterity increases by 2, and your constitution increases by 1.
Age. Emukra live much longer then their airy counterparts, maturing at 10 years of age and living not much longer than 80 years.
Alignment. Emukra are neutral creatures, but stick with their family, being closely aligned with lawfulness.
Size. Emukra stand a bit taller than aarakocra, standing at 6 feet to 7 feet tall.
Speed. Your base walking speed is 50 feet.
Talons. You have a natural weapon in the form of talons on your feet. They count as unarmed strikes and deal 1d4 slashing damage instead of the normal amount.
Evasion. Once per short or long rest, you can take the dodge action as a bonus action.
Languages. You can speak, read and write common and terran.
This one is more balanced - there's a couple of cool combat abilities which help balance it out compared to it's opposites. I really like Talons; you could throw this in with the others, but it'd take up a space otherwise usable for an elemental-specific feature. Again, having a bit more of a boost could help here, though less so than the other races in direct comparison.

A lot of this depends on what you want for these races. Would you prefer them to be subraces? In that case, you could probably get away with one or two minor alterations and a movement change/ASI. That's personally what I would reccomend, given what I've seen here so far.

Keep up the good work! :)