Corvum - 1d4chan

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Corvum

From 1d4chan

Corvum are one of the five Birdfolk races in the Dungeons & Dragons
5th Edition setting of Humblewood. As their name implies, they are a
race of humanoid corvids; by default, they resemble crows, but
aesthetic variants include blackbirds, grackles, jays, nutcrackers and
jackdaws - really, any corvid or bird particularly characterized by its
dark feathers. Despite this variety, only two corvum subraces are
recognized, at least on a mechanical level; Dusk Corvum are highly
adapted to urban environments and are native to the larger towns of
Humblewood, whilst Kindled Corvum possess even sharper minds than
is normal for their kind.

Regardless of appearance, or subrace, corvum are considered to be


amongst the smartest of all birdfolk, with a natural talent for
observation and an innate hunger for learning.

They are also considered the most sinister of their feathery brethren,
and are to birdfolk what the vulpins are to the humblefolk; a race of
natural villains, stereotyped as thieves, con artists, tricksters and
murderers. If a corvum shows up in a birdfolk song, story or poem,
they're usually going to be the bad guy.

It is widely believed that corvums only look out for themselves. Sometimes this presents as flexible morals, and
at other times it simply means they follow a personal code instead of subscribing to general law. Either way,
corvums are a crafty race and they tend to get what they want, one way or another.

Corvums are typically found in positions with a modicum of power, such as advisors or minor officials. The
stigma they face usually prevents them from attaining too prominent a position in birdfolk society, but corvums
are adept at working behind the scenes, spreading their influence subtly and to great effect.

The patron Amaranthine of the corvum race is Gesme the Brilliant; their black feathers, referred to as "The
Mark of Gesme", are thought to impart some of her reckless curiosity.

PC Stats
Ability Score Increase: +2 Intelligence
Size: Medium (average 4'6" to 5'6" tall, 100 pounds)
Speed: 30 feet
Age: Corvums reach adulthood at 18 years of age, and live slightly shorter than other birdfolk,
typically expiring around the age of 70.
Alignment: Shrewd and capable, corvums prefer moral flexibility and are more likely to be neutral
than either good or evil. Nonetheless, corvums see the benefit of rules, even if many attempt to turn
them to their own advantage. Because of this they favor lawful alignments.
Glide: Using your feathered arms, you can slow your fall, and glide short distances. When falling
you can use your reaction to spread your arms, stiffen your wing feathers, and slow your descent.
While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage
when you land. If you would fall at least 10 feet in this way, you may fly up to your movement
speed in one direction you choose, although you cannot choose to move upwards, landing in the
space you finish your movement. You cannot glide while carrying heavy weapons or wielding a
shield (though you may drop any held items as part of your reaction to spread your arms). You
cannot glide while wearing heavy armor, or if you are encumbered.
Talons: Your unarmed strikes do 1d4 Piercing damage, and you have Advantage on Strength
(Athletics) checks made to climb.
Learned: You have Proficiency in one of the following skills: Arcana, History, Nature, or Religion.
Appraising Eye: Once per short rest, by spending an action to examine an item, you can determine
any magical properties that it has, as well as how they might be used or activated, and also gain a
fair estimation of its market price.
Subrace: Choose the Dusk Corvum or Kindled Corvum subrace.

Dusk Corvum:

Ability Score Increase: +1 Dexterity


Skulker: You have Advantage on Dexterity (Stealth) checks made in dim light or darkness.
Street Smarts: You have Proficiency in the Insight skill.

Kindled Corvum:

Ability Score Increase: +1 Charisma


Convincing: You have Proficiency in either Deception or Persuasion, and gain Advantage on
Charisma checks made to convince someone of your exceptional knowledge on any topic relating
to the skill you selected for the Learned trait.
Sharp Mind: You gain a bonus langauge and a tool proficiency of your choice, and are able to
accurately recall with perfect clarity anything you have seen or heard within the past month.

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