Aarakocra Subraces

by Andi

Search GM Binder Visit User Profile

Aarakocra Subraces

Aarakocra are as vast and diverse as the stars in the sky or the birds of the air (and land). Waterbirds, game birds, birds of prey: all make their home in this realm. A secretive people hailing not from the Material Plane but the Elemental Plane of Air, Aarakocra have nonetheless made a home for themselves here.

Homelands

Here, there, and everywhere.

Aarakocra subspecies exist in every biome on this plane: Forest, Rainforest, Desert, Mountain, Tundra, Swamp, and Sea. Each biome provides different evolutionary challenges, and thus the Aarakocra evolved. Don't forget they're still birds, though. They like shiny things, have keen senses, and are always on the lookout for trouble.

Forest

Songbirds

Part of the large passerine family, songbirds are the small seed or bug eaters one might see in the yard. They are smaller than bird of prey Aarakocra, reaching only about 3 to 3 and a half feet tall, but not any less fierce when threatened.

Flight. As a passerine, your Flight is short and fast, moving quickly from perch to perch. You can use the Dash action to quickly move up to 30 feet in a straight line. You will fall at the end of your turn if nothing is keeping you aloft. You can use this feature twice per short rest.

Everyone Loves a Backyard Bird. Chances are, you are cute and quick. Choose Charisma or Dexterity to increase by 2. The other will increase by 1.

Birdey Sense. A long history of constantly watching for predators has given you proficiency in Perception checks.

A Merry Tune to Toot. Your talons are not strong enough to deal real harm to another creature. Instead, you can tweet or screech your song. Everyone in a 30-foot radius must make a Constitution Saving throw of 10+ your Charisma modifier or take 1d4+Charisma mod psychic damage (half as much on successful save). If you are a mockingbird, thrasher, catbird, or other mimid, you can give an extra d4 of damage as long as you make a satisfactorily awful sound to your DM.

Woodpeckers

Woodpecker Aarakocra make their homes deep in the forest, carving necessary materials out of trees and climbing high to make their communities safe from harm. Woodpecker Aarakocra vary in size, from 3-5 feet.

Flight. Like songbirds, you can take the Dash action to fly up to 30 feet to a perch. Unlike songbirds, however, you can perch in a climbing position on any surface except smooth metal.

Zygodactyl Bonus. You have two front claws and two back claws. With this, you have a climbing speed equal to your walking speed, even on seemingly sheer surfaces.

Land, Tree, and Sky. Adept at climbing, flying, and traveling horizontally, your Dexterity increases by 2. Choose either Strength or Charisma to increase by 1.

Predestined to Peck. You do not have Talon attack. Instead, with your specialized skull structure, you can Headbutt Attack for 1d6+ your Strength modifier bludgeoning damage. Alternatively, you can use your Beak to attack and deal 1d4+ your strength modifier piercing damage. Once per long rest, you may combine these attacks on a hit for 1d8 piercing damage.

Corvids

Crows, Ravens, and Jays are the most intelligent of the Aarakocra. You might mistake some of them for Kenkus were it not for their wings. Ravens are the largest, reaching 5 feet or taller, while crows and jays generally stay under 5 feet tall.

Flight. Like songbirds, you can take the Dash action to fly up to 30 feet to a perch. Once per day, Raven- and Crowfolk can fly high in the air for up to ten minutes, providing your speed does not go lower than 50 feet.

Birdy Geniuses. Your inquisitive nature makes you an apt detective. Increase your Intelligence by 2.

Super Bite. Your strong jaw muscles can clamp down on an attacker or object. When you try to grapple or restrain someone with your beak, or try to hold something in it while doing another action, you have advantage on your Strength checks. You can also bite as an unarmed attack for 1d4+STR bludgeoning damage.

Aerial Acrobat. Ravenfolk have proficiency in acrobatics, and advantage on acrobatics checks while in flight. Increase your Strength by 1.

Vigilant Investigators. Crowfolk have proficiency in Investigation checks and increase Wisdom by 1.

Passerine Nimbleness. Jayfolk have proficiency in Acrobatics and increase Dexterity by 1.

Birds of Prey

Your quintessential Aarakocra. Birds of prey include Owls, Eagles, Hawks, Falcons, Vultures, Condors, Caracaras, and the Secretary Bird. Your size can vary depending on the specific species, but generally you are 5 to 5 and a half feet tall.

Eagle Eye. Your eyes developed to hone in on prey far below you in flight. You have darkvision in shades of grey up to 60 feet. If you are an owl, you have darkvision like regular vision up to 60 feet, and shades of grey beyond.

Ability Increase. Your Dexterity increases by 1. Choose Strength or Charisma to increase by 2.

Flight. As a large and inertia-ful creature, your flight speed is 15 feet. Once per short rest, you can use a Dash action plus your movement to fly 15 feet and land on the ground or on a perch. Once per long rest, you can soar high above the ground for 10 minutes, provided your speed does not fall below 30 feet. While you are soaring, you cannot hear sound from the ground unless it is very loud.

Feet of Fire. You can use your talons as an unarmed strike to deal 1d6+STR slashing damage on a hit. If you are a secretary bird, you can stomp on a prone creature for 1d6+STR bludgeoning damage on a hit. You can also bite for 1d4+STR piercing damage on a hit.

Distinguished Doings. You are proficient in Intimidation. Additionally, you can gain advantage on Persuasion rolls if you are using your majestic aura to convince. Small owl and hawkfolk have proficiency in Stealth.

Vulturic Heritage. Vulturefolk, like their ancestors, have incredibly corrosive stomach acid. You have resistance to poison damage. Additionally, once per long rest, you can projectile vomit at a creature within melee range, forcing them to make a Dexterity saving throw of 10+your Constitution modifier. On a failure, they take 1d8 acid damage, and half as much on a success.

Nightjars

Some of the most elusive and baffling of the bird family, you have strange features that make you off-putting to other Aarakocra and some other creatures. Your height is between 2 and 4 feet.

Hidden in Plain Sight. Your plumage allows you to seamlessly blend in among trees, leaves, and dirt. You have proficiency in Stealth, and advantage on Stealth rolls when you are remaining motionless.

Flight. You are a weird flyer, somewhere between songbird and bird of prey. As such, you can use Dash to fly 30 feet, landing on a perch or the ground twice per short rest. You can also fly for up to 5 minutes once per long rest, and you do not have to go in a straight line. Roll Acrobatics to stay aloft after 5 minutes.

Non-Magic Mouth. Your mouth opens very, very wide. Like, too wide for comfort. You have proficiency in Intimidation and Performance.

Ability Score Increase. Increase your Dexterity by 2. Choose either Intelligence or Charisma to increase by 1.

Wing Beat. Your unarmed strike is beating your opponent with your wings and beak in a flurry of small blows. On a hit, you deal 1d6+STR bludgeoning damage. Once per day, you can replace this with 1d6+CHA psychic damage, opening your mouth and scaring your opponent with your gaping maw.

Ground Birds

You come from a long line of proud hiders. Your people have carved out quiet lives deep in the woods or out in the plains. Quailfolk remain on the smaller end of the race, growing to 3 and a half feet, generally, while peafowl tip the scales at 5 feet, not including their enormous tails.

Flight. Your bulky body and round wings allow short bursts of speedy flight. Once per short rest, you can use a Dash action to fly up to 20 feet in any direction, landing on the ground or on a perch. This action decreases by 5 feet if your tail is half your body length or longer.

Ability Score Increase. Your Constitution increases by 1. Choose Charisma, Strength, or Dexterity to increase by 1.

Fury of the Fowl. You ever seen a chicken get pissed off? This is that. Once per long rest, you can go berserk for 1 round, adding your Constitution modifier to all attack rolls and proficiency bonus to all damage rolls.

Fight AND Flight. You use your talons for unarmed strikes, but you can use your wings to get an extra burst of strength. On a hit, you deal 1d6+STR slashing damage.

Rainforest

Hummingbirds

The quickest and smallest of the Aarakocras, hummingbirds have sharp senses and a temper to match. Starting at 2 feet tall and growing as tall as 3 and a half, your world is enormous, but you are undaunted.

Flit Flight. You can fly as your movement for 1 minute during combat or 10 minutes out of it. However, due to your extremely high metabolism, while flying during combat you must spend your bonus action of each turn sipping nectar or eating. If you fail to do this for two consecutive turns, you must make a constitution saving throw. On a failure, you plunge from your place in the sky to the ground, falling into Torpor. At the top of each following turn, you may reroll the save to awaken.

Torpor. Because of your metabolism, you go into a hibernative state called Torpor instead of sleeping. You may choose to enter this state during a short rest once per day to regain double HP from your hit dice. However, you will not awaken for 30 minutes, no matter what.

Small but Mighty. Your Dexterity increases by 2, and your Constitution increases by 1. You have resistance to cold damage provided you are not starving or exhausted.

Hereditary Rapier. You can use your long, pointed beak to attack for 1d4 + strength mod piercing damage.

Parrots

Intelligent and wily, parrot Aarakocra take to city life surprisingly well, though they prefer to call the bustling rainforest home. Some of the largest, parrots range from 3 foot parakeets to 5 foot macaws.

Flight. You can fly well but loudly. You can fly 30 total feet low and close to the ground once per short rest, and soar high in the air for an unbroken period of 10 minutes once per day at a speed of 50 feet.

Beak of Steel. Your thick and strong beak can be used to crack nuts, to grapple/restrain a creature, or catch yourself from falling. When you use your beak to make a strength ability check, you get advantage.

Ability Score Increase. Increase Intelligence by 2. Choose Strength, Dexterity, or Charisma to increase by 1.

Slash and Bird. You can attack with your talons as an unarmed strike, inflicting 1d4+ your Strength modifier slashing damage on a hit.

Birds of Paradise

Flamboyant and lavish, Bs of P Aarakocra generally remain in the deepest parts of the rainforest to keep the outside world out. They can reach a size of 4 feet, not including their extra long tail or crest feathers, in which they take great pride.

Flight. You can use the Dash action to fly 30 feet to a perch. If you have a tail as long as your body or a crest half as long, reduce the flight by 5 feet per foot of extra feather.

Gaudy and Bawdy. You grew up preparing and training to dance your pants off for love. Increase your Charisma score by 2. You have proficiency in Performance, and can have advantage on any rolls you make while trying to seduce someone.

Fight? Moi? Your body is not bursting with natural weaponry, but if needed, you can bite for 1d4 bludgeoning damage on a hit.

Waterbirds

Waterfowl

Ducks, geese, and swans are the amphibians of the bird world: swimming, flying, and walking with (relative) ease. Ducks can reach a height of 4-5 feet, depending on your species, while geese and swans tend to run 5-6 feet tall. You have a swimming speed equal to your walking speed.

Flight. Like many larger species, you can fly for slightly longer distances than smaller perching birds. However, you need a runway of at least 15 feet in order to take off. You can fly for up to 5 minutes at a speed of 40 feet, and need a space of 30 feet to land or 15 feet of water. You cannot perch.

Duck-Footed. As a water-loving creature used to colder climates, you can regulate the blood flow to your limbs. Because of this, you have resistance to cold damage always, and can choose one hit per long rest to have immunity to it.

Like Water Off Your Back. Duckfolk increase their Charisma and Constitution by 1. Goosefolk increase Constitution by 2. Swanfolk increase Constitution by 1 and Strength by 2.

Dabblers and Divers. Some waterfowl dive for food and some dabble, sticking their little bums in the air to get at algae and other food. If you are a diving duck like a Merganser, Bufflehead, Scaup, or Scoter, your swimming speed is 50 feet. If you are a dabbler like a Mallard, Goose, Swan, Teal, or Wigeon, you have proficiency in Nature checks.

Cobra Chickens from Hell. Evolution has given you no fancy natural weaponry. However, your territorial instincts can make you very intimidating. Once per short rest, you can use an action to quack or honk and flail wildly, forcing any creature you can see who is not allied with you to make a Wisdom saving throw with a DC of 10+ your charisma modifier. On a failure, they are Frightened for the next round.

Loons and Grebes

Loons and Grebes share many similarities with Ducks, but with a few key differences.

Flight. Like many larger species, you can fly for slightly longer distances than smaller perching birds. However, you need a runway of at least 15 feet in order to take off. You can fly for up to 5 minutes at a speed of 40 feet, and need a space of 30 feet to land or 15 feet of water. You cannot perch.

Diving Expert. Your ancestors dove deep to catch fish and other small creatures, using their powerful webbed feet and wings to slide through the water with ease. Your underwater swimming speed is 60 feet, and surface speed is 30 feet.

Never Bothered You Anyway. As a water-loving creature used to colder climates, you can regulate the blood flow to your limbs. Because of this, you have resistance to cold damage always, and can choose one hit per long rest to have immunity to it.

Abilities and Proficiencies. Increase your Constitution by 1 and Dexterity by 1. You have Proficiency in Survival and advantage on Acrobatics checks when flying or swimming.

Sharp as a Beak. You can use your sharp beak as an unarmed strike. On a hit, you deal 1d4+STR piercing damage.

Large Waders

Patient loomers and waders, Herons, Egrets, Limpkins, Ibises, Storks, Spoonbills, and Cranes are the giraffes of the bird world. You can grow up to 6 feet tall, and your neck is longer than most.

Perfectly Precise. You are a master of stillness and sneakery, sometimes standing motionless for minutes at a time to catch prey. You have proficiency in Stealth, and increase your Dexterity by 2.

Flight. Despite your large size, your huge wings allow you to take off without a runway. Your flight speed is 20 feet. Once per short rest, you can use a Dash action plus your movement to fly 20 feet and land on the ground or on a perch. Once per long rest, you can soar high above the ground for 5 minutes, provided your speed does not fall below 30 feet.

Sharp-dressed Beak. Your long, narrow beak evolved to stab and grab fish with. As an unarmed attack, you can stab at your opponent with your face for 1d4+STR piercing damage on a hit. If you are an ibis, you can replace this with 1d4+STR slashing damage. If you are a spoonbill, replace this with 1d4+STR bludgeoning damage.

Pipers and Plovers

Small but resilient, sandpipers have survived through fierce protection of their own and expert hiding skills. You can grow to 3 feet tall.

Flight. You are used to taking off with surprising speed. Your flight speed is 40 feet. Once per short rest, you can use the Dash action to fly 40 feet, but you must land on the ground. Once per long rest, you can fly for up to 1 minute at 40 feet speed.

Nonononononononono! When an elemental danger like a wave or fire is approaching, you can Dash from it as a bonus action.

Hey! Over here! Killdeer and some other pipers use a broken-wing trick to lead predators away from their nests. When you roll Deception or Performance using this fake-out method to protect your allies, your crit range is 18+.

One with the Sand. You have proficiency in Stealth and Survival. Increase your Charisma by 1, and choose either Constitution or Dexterity to increase by 1.

Small Waders

Like their larger counterparts, small waders like Rails, Gallinules, Jacanas, and Snipe have long legs and necks fitted to grabbing small mollusks and crustaceans. You can grow up to 4 feet tall.

Secretive and Shy. You have proficiency in Stealth and can find a hiding spot for your friends almost anywhere. Increase your Dexterity by 2. Additionally, you can still talk while hiding with no penalty to your Stealth.

Flight. Like sandpipers, you are used to taking off with surprising speed. Your flight speed is 40 feet. Once per short rest, you can use the Dash action to fly 40 feet, but you must land on the ground. Once per long rest, you can fly for up to 1 minute at 40 feet speed.

A Rail of a Time. As an unarmed attack, you can choose to use your beak or very long toes to deal 1d4+STR slashing damage on a hit.

At Home in the Muck. Marsh and swamp are not difficult terrain for you, so you can walk through at regular speed.

Kingfishers

Some of the smallest hunting birds, Kingfishers are masters of precision. Though some find their proportions odd, many find them strangely beautiful.

Flight. You can use the Dash action to quickly move up to 30 feet in a straight line. You will fall at the end of your turn if nothing is keeping you aloft. You can use this feature thrice per short rest.

Stately Stillness. You can hold your head completely still while the rest of your body moves, like your ancestors did to hone in on prey. While you do this, you have advantage on Investigation, Perception, and Intimidation checks.

Some clever thing. Your ancestors were masters of balance and patience. Add 2 to Dexterity and 1 to Wisdom. You have proficiency in Acrobatics and Nature.

Face Knife. You have one of the sharpest beaks known to birdkind. You can use it as an unarmed strike to deal 1d6+STR piercing damage on a hit.

Seabirds

Gulls

Ubiquitous and adaptable, you can make your home just about anywhere. Stealing cheetos from tourists on the beach or terrorizing local parking lots are just two options in a sea of destinies. Your height ranges from 3 to 5 feet.

Gullywasher. Once per short rest, if you are in melee range of an enemy, you can use your action to vomit next to them and Dash away as a bonus action without taking an attack of opportunity.

Ability Score Increase. Your Constitution and Dexterity both increase by 1. You are proficient in Sleight of Hand and Survival checks.

Flight. You need a runway of 10 feet on land and in water to take to the air, and a landing space of 10 feet. You can fly for 10 minutes at 40 feet speed, or 20 minutes if you're at sea and using ocean winds, but at the end of your time you will quickly nosedive to the ground. You can perch on rocks and other large things, but not in trees.

Swimming. Your swimming speed is equal to your walking speed. You can take off from water, provided you have a space of 10 feet to prep.

EEK! If you are surprised, make a Wisdom saving throw with a DC of 10. On a failure, you vomit.

Ocean Dwellers

Your ancestors are some of the famousest of birds. Your height varies from small terns at 2 and a half feet to enormous Great Albatross at 6 feet.

Hydrate or Die-drate. You can drink salt water as if it's regular water, and your Constitution increases by 1.

Swimming. Your swimming speed is equal to your walking speed.

Flight. Your ancestors spent months aloft, sleeping on the wing and letting the winds carry them. You can't quite do that, but you can soar for up to an hour, provided you have a runway of 30 feet to take off from. After an hour, make a constitution saving throw, DC 15. On a success, you can soar slowly to the ground for 10 more minutes, landing safely. On a failure, you nosedive. You can also do short flights, up to 40 feet, as a Dash action, provided you have a 10 foot runway and landing strip.

Longevity. You hold ancient and storied pasts in your wings and feathers. Add 1 to your Wisdom and 1 to Constitution. Folks tell stories about the wonder of your heritage. You have proficiency in Persuasion and Intimidation.

Pelicans and Cormorants

It's not easy being a pelican (or cormorant). Your ancestors' eating habits, appearance, and behavior long baffled others, but now you use that to your advantage in your quests for adventure. Your height is between 4 and 5 feet.

Vomitrocious. Once per short rest, if you are in melee range of an enemy, you can use your action to vomit next to them and Dash away as a bonus action without taking an attack of opportunity.

Flight. You need a runway of 15 feet on land, 30 in water, to take to the air, and a landing space of 10 feet. You can fly for 10 minutes at 40 feet speed, or 20 minutes if you're at sea and using ocean winds, but at the end of your time you will quickly nosedive to the ground. You can perch on rocks and other large things, but not in trees; in other words, you can land, but not grab.

Swimming. Your swimming speed is equal to your walking speed. You can take off from water, provided you have a space of 30 feet to prep. Cormorant Aarakocra have a diving speed equal to their swimming speed and can hold their breath for up to 1 minute.

Ability Score Increase. Your Constitution increases by 1. Increase Strength by 1 if you are a pelican, and Dexterity by 1 if you are a cormorant or anhinga. You have proficiency in Intimidation and Survival checks.

EEK! If you are surprised, make a Wisdom saving throw with a DC of 10. On a failure, you vomit.


Alcids

Home Underground. Having been born in the dark, you feel at home in it. You have darkvision up to 60 feet in shades of grey.

Flight. Provided you have a 10 foot runway space, you can take the Dash action to fly up to 30 feet, landing on a perch large enough for your feet to fit on (i.e you cannot grab a branch with your feet) or in the water. You can fly for up to 10 minutes at 30 feet over land, or 15 minutes at 40 feet over open water, using the winds to aid you.

Flight Dive. You swim like you fly, and at the same speed. Additionally, you can dive deep and hold your breath for up to 1 minute. You can see in deep water with your darkvision.

Social Butterfly. You are naturally inquisitive and more than likely are good at making friends. Increase your Intelligence and Charisma by 1. You have proficiency in Investigation and Persuasion checks.

The Flightless

Ostrich, Emu, Cassowary, Rhea

The largest of the race, Ratite Aarakocra are strong and fearsome foes, with a history of unlikely victories and a thriving culture.

Movement. No flight, obviously, but you're used to walking and running distances. Your movement speed is 40 feet.

Strong and Proud. Your ancestors, still birds, won wars against humans. Add 2 to Strength, or 1 to Strength and 1 to Constitution. You have proficiency in Intimidation and Athletics.

Stomp, Stomp, Bitch. You can attack enemies by attempting to stomp on them, dealing 1d6 bludgeoning damage on a hit. Alternatively, a cassowary aarakocra can choose to deal 1d6 slashing damage on a hit, using your 5-inch-long claw.


Kiwi

Ancient folk wondered if your ancestors even counted as birds. You're here, though, so they must have.

Sly but Fly. Your brown coat of hair-like feathers camouflages you in most habitats. You are proficient in Stealth. You are also probably adorable, with your tiny wing nubs. Add 2 to Constitution, 2 to Charisma, or 1 to each.

Long-time Runner. Your movement speed is 30 feet. Difficult terrain in a forest setting does not slow you down.

Though You Be But Little. Many folks see your cute fluffy physique and assume you are shy and timid. If threatened, though, you can show them a thing or two. As an unarmed strike, you can use your beak for 1d4+STR bludgeoning damage or your feet for 1d4+STR slashing damage.

Aldabran Rails

The only species of bird that has been recorded re-evolving after an extinction event, you're resilient as hell. The universe has declared that you will exist, so here you are! You stand between 3 and 4 feet tall.

Here to Stay. Weather tried to wipe your ancestors out. Your ancestors responded by re-evolving. Boost your Constitution by 2 and your Wisdom by 1. You have proficiency in Survival.

Beachcomber. Your movement speed is 30 feet. Any swampy, marshy, boggy, or mucky terrain counts as normal, not difficult, for you.

Fight or Fight. You can use your sharp beak to inflict 1d4+STR piercing damage as an unarmed strike.


Penguins

Waddle. You have teeny legs compared to your body size, so your walking speed is 15 feet. However, if you're on ice or snow, you can push yourself along on your stomach at a speed of 40 feet, and snow and ice don't count as difficult terrain for you.

Dodos

Personable and diplomatic, your people were long believed to be foolish and naive. You know different, and you carry the torch of your ancestors to be friendly but strong. You can reach 5.5 feet, with thick, strong legs and arms and a chunky beak.

Underestimated. Despite long-held myth, you have a keen mind. Add 1 to Intelligence. Your body, which is heavy and muscular compared to many other birds', increases your Strength by 1.

Clap Trap. Your large, hooked beak is your unarmed weapon. On a hit, deal 1d6 piercing damage.

Dummy Thicc. With your well-muscled legs and gregarious nature, you are proficient in Athletics and Persuasion.


Kakapo

Your cousins, the flying parrots, may have advantages in the air, but your people carved out equally strong lives for themselves on the ground and in the lower canopy.

Beak of Steel. Your thick and strong beak can be used to crack nuts, to grapple/restrain a creature, or catch yourself from falling. When you use your beak to make a strength ability check, you get advantage.

Ability Score Increase. Increase Wisdom by 2. Choose Strength or Charisma to increase by 1.

Slash and Bird. You can attack with your talons as an unarmed strike, inflicting 1d4+STR slashing damage on a hit.

Resting Bird Face. Your naturally smiling-ish face might lead people to believe you're as happy as a clam. Increase your Charisma by 2, and choose either Strength or Wisdom to increase by 1. You have proficiency in Persuasion and Deception.

Species Index

Here's a list of Families, Orders, and Superfamilies that will tell you which stats to use. It's not exhaustive, because there are just...so many birds. If you can't find your bird, do some more research and see which of the above things works best with their real-life abilities and behaviors. Check with your DM if you're having trouble.

Accipitrimorphae: Birds of Prey (Hawks and Eagles)

Alaudidae: Songbirds

Alcae: Alcids

Anseriformes: Waterfowl

Apodidae: Songbirds

Bombycillidae: Songbirds

Botaurinae: Large Waders

Bucerotiformes: Parrots

Caprimulgidae, Nyctibiidae, Podargidae: Nightjars

Charadrii: Pipers and Plovers

Ciconiiformes: Large Waders

Columbiformes: Ground Birds

Coraciiformes: Kingfishers

Corvidae: Corvids

Cuculiformes: Songbirds

Falconiformes: Birds of Prey (Falcons)

Furnariidae: Songbirds

Galliformes: Ground Birds

Gaviiformes: Loons and Grebes

Gruidae: Large Waders

Hirundinidae: Songbirds

Icteridae: Songbirds

Laniidae: Songbirds

Laridae: Gulls

Mimidae: Songbirds

Palaeognathae: Ostrich, Emu, Cassowary, Rhea

Paradisaeidae: Birds of Paradise

Paridae: Songbirds

Pelicaniformes: Pelicans and Cormorants OR Large Waders

Phoenicopteriformes: Large Waders

Piciformes: Woodpeckers

Podicipediformes: Loons and Grebes

Procellariiformes: Ocean Dwellers

Psittaciformes: Parrots

Rallidae: Small Waders

Sittidae: Songbirds with Woodpecker climb

Sphenisciformes: Penguins

Strigiformes: Birds of Prey (Owls)

Sturnidae: Songbirds

Suliformes: Pelicans and Cormorants OR Ocean Dwellers

Trochilidae: Hummingbirds

Trogoniformes: Songbirds

Turdidae: Songbirds

Tyrannidae: Songbirds

Part 2 | Your Introduction
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.