Ancestry: Fledgling (5.5)

by SovereignLeaderLore

Search GM Binder Visit User Profile

Ancestry: Fledgling


The proud, honorful Fledgling are winged people who originated on the Elemental Plane of Air. Nesting in small communities in high mountains and atop tall trees, they regularly travel across the world as they learn to fly and live amongst other groups of people, interested in learning as much as they can about others.


Fledglings appear to be humanoids with avian features, with wings, feathers, beaks, and feet that end in talons of varying sharpness. They have bright eyes, often yellow or blue.

Fledgling Traits

Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.


Age. Fledgling reach maturity by age 3. Compared to humans, Fledglings don’t usually live longer than 30 years.


Alignment. Most Fledglings are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.


Creature Type. You are a Humanoid.


Size. Fledglings are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.


Speed. Your base walking speed is 25 feet.


Fledgling Flight. Once per long rest, you can stretch your wings, gaining a flying speed equal to your walking speed for 1 minute. You can’t use this flying speed if you’re wearing medium or heavy armor.


Languages. You can speak, read, and write Common and Primordial.

Heritage: Aarakocra

The rarest of Fledglings, the Aarakocra are knowledge keepers and fierce defenders. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien to them.

Aarakocra appear as eagle-like humanoids, with usually red, orange, yellow, brown, or gray colored feathers. They have either yellow or black eyes.


Gale Winds. Starting at 3rd level, you can cast the Gust of Wind spell as a 2nd level spell, requiring no material components. You must finish a short or long rest to cast this spell again with this trait. Constitution is your spellcasting ability for it.


Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier Slashing damage, instead of the Bludgeoning damage normal for an unarmed strike.

Heritage: Kenku

Kenku are Fledglings with the appearance of ravens. Kenku are reclusive collectors, collecting all manner of shiny and interesting things to fill their secretive homes.

Kenku appear as raven-like humanoids with black or obsidian colored feathers and black eyes.


Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.


Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Heritage: Owlin

Distant kin of giant owls from the Feywild, the nocturnal Owlin are studious Fledglings with an interest in knowledge over material possessions. They form small communities they call libraries where they store information for themselves and anyone else who needs it.

Owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.


Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.


Owlin Feathers. You have proficiency in Stealth.

Prestige Ancestry: Fledgling No More

When a Fledgling grows, it grows into its wings until it can soar across the world with ease. These Fledglings are Fledglings No More- they have become a fully realized member of their heritage.

Prestige

The Fledgling No More is a Prestige Ancestry. It can be taken after character creation at any point when you would receive a Feat in place of taking a regular Feat. A character must meet the following prerequisites to do so:

  • You must have a Constitution score of 16 or higher.
  • You must be at least 8th level.
  • You must have the Fledgling ancestry.
  • You can't already have a Prestige Ancestry.

Your DM might allow you to ignore the Constitution Modifier prerequisite, and may allow you to take this Prestige ancestry at 1st level.


Regardless of when you gain this ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the prestige ancestry and the base ancestry, you take the version of the feature in the prestige ancestry. If you gain more than one prestige ancestry, you use the newest version of any feature it has that you previously gained.

Fledgling No More Traits

Superior Fledgling Flight. You have a fly speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.


Dive Attack. If you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack or unarmed strike, the attack deals an extra 1d6 damage to the target, and if the target is your size or smaller, it is knocked Prone.

 

This document was lovingly created using GM Binder.


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