Aarakocra Subraces - GM Binder

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Aarakocra Subraces

A
arakocra are as vast and diverse as the stars in Zygodactyl Bonus. You have two front claws and two back Fli
the sky or the birds of the air (and land). claws. With this, you have a climbing speed equal to your is 15
Waterbirds, game birds, birds of prey: all make walking speed, even on seemingly sheer surfaces. your
their home in this realm. A secretive people Land, Tree, and Sky. Adept at climbing, flying, and perch
hailing not from the Material Plane but the traveling horizontally, your Dexterity increases by 2. Choose groun
Elemental Plane of Air, Aarakocra have either Strength or Charisma to increase by 1. below
nonetheless made a home for themselves here. Predestined to Peck. You do not have Talon attack. from
Instead, with your specialized skull structure, you can
Homelands Headbutt Attack for 1d6+ your Strength modifier
bludgeoning damage. Alternatively, you can use your Beak to
Here, there, and everywhere. attack and deal 1d4+ your strength modifier piercing
Aarakocra subspecies exist in every biome on this plane: damage. Once per long rest, you may combine these attacks
Forest, Rainforest, Desert, Mountain, Tundra, Swamp, and on a hit for 1d8 piercing damage.
Sea. Each biome provides different evolutionary challenges, Corvids
and thus the Aarakocra evolved. Don't forget they're still
birds, though. They like shiny things, have keen senses, and Crows, Ravens, and Jays are the most intelligent of the
are always on the lookout for trouble. Aarakocra. You might mistake some of them for Kenkus were
it not for their wings. Ravens are the largest, reaching 5 feet
Forest or taller, while crows and jays generally stay under 5 feet tall.
Flight. Like songbirds, you can take the Dash action to fly
Songbirds 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
Part of the large passerine family, songbirds are the small speed does not go lower than 50 feet.
seed or bug eaters one might see in the yard. They are Birdy Geniuses. Your inquisitive nature makes you an apt
smaller than bird of prey Aarakocra, reaching only about 3 to detective. Increase your Intelligence by 2.
3 and a half feet tall, but not any less fierce when threatened. Super Bite. Your strong jaw muscles can clamp down on
Flight. As a passerine, your Flight is short and fast, moving an attacker or object. When you try to grapple or restrain
quickly from perch to perch. You can use the Dash action to someone with your beak, or try to hold something in it while
quickly move up to 30 feet in a straight line. You will fall at doing another action, you have advantage on your Strength
the end of your turn if nothing is keeping you aloft. You can checks. You can also bite as an unarmed attack for 1d4+STR
use this feature twice per short rest. bludgeoning damage.
Everyone Loves a Backyard Bird. Chances are, you are Aerial Acrobat. Ravenfolk have proficiency in acrobatics,
cute and quick. Choose Charisma or Dexterity to increase by and advantage on acrobatics checks while in flight. Increase
2. The other will increase by 1. your Strength by 1.
Birdey Sense. A long history of constantly watching for Vigilant Investigators. Crowfolk have proficiency in
predators has given you proficiency in Perception checks. Investigation checks and increase Wisdom by 1.
A Merry Tune to Toot. Your talons are not strong enough Passerine Nimbleness. Jayfolk have proficiency in
to deal real harm to another creature. Instead, you can tweet Acrobatics and increase Dexterity by 1.
or screech your song. Everyone in a 30-foot radius must
make a Constitution Saving throw of 10+ your Charisma Birds of Prey
modifier or take 1d4+Charisma mod psychic damage (half as
much on successful save). If you are a mockingbird, thrasher, Your quintessential Aarakocra. Birds of prey include Owls,
catbird, or other mimid, you can give an extra d4 of damage Eagles, Hawks, Falcons, Vultures, Condors, Caracaras, and
as long as you make a satisfactorily awful sound to your DM. the Secretary Bird. Your size can vary depending on the
specific species, but generally you are 5 to 5 and a half feet
Woodpeckers tall.
Eagle Eye. Your eyes developed to hone in on prey far
Woodpecker Aarakocra make their homes deep in the forest, below you in flight. You have darkvision in shades of grey up
carving necessary materials out of trees and climbing high to to 60 feet. If you are an owl, you have darkvision like regular
make their communities safe from harm. Woodpecker vision up to 60 feet, and shades of grey beyond.
Aarakocra vary in size, from 3-5 feet. Ability Increase. Your Dexterity increases by 1. Choose
Flight. Like songbirds, you can take the Dash action to fly Strength or Charisma to increase by 2.
up to 30 feet to a perch. Unlike songbirds, however, you can
perch in a climbing position on any surface except smooth
metal.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feet of Fire. You can use your talons as an unarmed strike to Fury of the Fowl. You ever seen a chicken get pissed off? Bir
deal 1d6+STR slashing damage on a hit. If you are a This is that. Once per long rest, you can go berserk for 1
secretary bird, you can stomp on a prone creature for round, adding your Constitution modifier to all attack rolls Flam
1d6+STR bludgeoning damage on a hit. You can also bite for and proficiency bonus to all damage rolls. in the
1d4+STR piercing damage on a hit. Fight AND Flight. You use your talons for unarmed world
Distinguished Doings. You are proficient in Intimidation. strikes, but you can use your wings to get an extra burst of extra
Additionally, you can gain advantage on Persuasion rolls if strength. On a hit, you deal 1d6+STR slashing damage. pride
you are using your majestic aura to convince. Small owl and Fli
hawkfolk have proficiency in Stealth. Rainforest perch
Vulturic Heritage. Vulturefolk, like their ancestors, have long,
incredibly corrosive stomach acid. You have resistance to Hummingbirds
poison damage. Additionally, once per long rest, you can
projectile vomit at a creature within melee range, forcing The quickest and smallest of the Aarakocras, hummingbirds
them to make a Dexterity saving throw of 10+your have sharp senses and a temper to match. Starting at 2 feet
Constitution modifier. On a failure, they take 1d8 acid tall and growing as tall as 3 and a half, your world is
damage, and half as much on a success. enormous, but you are undaunted.
Flit Flight. You can fly as your movement for 1 minute
Nightjars during combat or 10 minutes out of it. However, due to your
extremely high metabolism, while flying during combat you
Some of the most elusive and baffling of the bird family, you must spend your bonus action of each turn sipping nectar or
have strange features that make you off-putting to other eating. If you fail to do this for two consecutive turns, you
Aarakocra and some other creatures. Your height is between must make a constitution saving throw. On a failure, you
2 and 4 feet. plunge from your place in the sky to the ground, falling into
Hidden in Plain Sight. Your plumage allows you to Torpor. At the top of each following turn, you may reroll the
seamlessly blend in among trees, leaves, and dirt. You have save to awaken.
proficiency in Stealth, and advantage on Stealth rolls when Torpor. Because of your metabolism, you go into a
you are remaining motionless. hibernative state called Torpor instead of sleeping. You may
Flight. You are a weird flyer, somewhere between songbird choose to enter this state during a short rest once per day to
and bird of prey. As such, you can use Dash to fly 30 feet, regain double HP from your hit dice. However, you will not
landing on a perch or the ground twice per short rest. You awaken for 30 minutes, no matter what.
can also fly for up to 5 minutes once per long rest, and you do Small but Mighty. Your Dexterity increases by 2, and your
not have to go in a straight line. Roll Acrobatics to stay aloft Constitution increases by 1. You have resistance to cold
after 5 minutes. damage provided you are not starving or exhausted.
Non-Magic Mouth. Your mouth opens very, very wide. Hereditary Rapier. You can use your long, pointed beak to
Like, too wide for comfort. You have proficiency in attack for 1d4 + strength mod piercing damage.
Intimidation and Performance.
Ability Score Increase. Increase your Dexterity by 2. Parrots
Choose either Intelligence or Charisma to increase by 1.
Wing Beat. Your unarmed strike is beating your opponent Intelligent and wily, parrot Aarakocra take to city life
with your wings and beak in a flurry of small blows. On a hit, surprisingly well, though they prefer to call the bustling
you deal 1d6+STR bludgeoning damage. Once per day, you rainforest home. Some of the largest, parrots range from 3
can replace this with 1d6+CHA psychic damage, opening foot parakeets to 5 foot macaws.
your mouth and scaring your opponent with your gaping Flight. You can fly well but loudly. You can fly 30 total feet
maw. 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
Ground Birds day at a speed of 50 feet.
Beak of Steel. Your thick and strong beak can be used to
You come from a long line of proud hiders. Your people have crack nuts, to grapple/restrain a creature, or catch yourself
carved out quiet lives deep in the woods or out in the plains. from falling. When you use your beak to make a strength
Quailfolk remain on the smaller end of the race, growing to 3 ability check, you get advantage.
and a half feet, generally, while peafowl tip the scales at 5 Ability Score Increase. Increase Intelligence by 2. Choose
feet, not including their enormous tails. Strength, Dexterity, or Charisma to increase by 1.
Flight. Your bulky body and round wings allow short bursts Slash and Bird. You can attack with your talons as an
of speedy flight. Once per short rest, you can use a Dash unarmed strike, inflicting 1d4+ your Strength modifier
action to fly up to 20 feet in any direction, landing on the slashing damage on a hit.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gaudy and Bawdy. You grew up preparing and training to Never Bothered You Anyway. As a water-loving creature Se
dance your pants off for love. Increase your Charisma score used to colder climates, you can regulate the blood flow to can f
by 2. You have proficiency in Performance, and can have your limbs. Because of this, you have resistance to cold Incre
advantage on any rolls you make while trying to seduce damage always, and can choose one hit per long rest to have while
someone. immunity to it.
Fight? Moi? Your body is not bursting with natural Abilities and Proficiencies. Increase your Constitution by
weaponry, but if needed, you can bite for 1d4 bludgeoning 1 and Dexterity by 1. You have Proficiency in Survival and
damage on a hit. advantage on Acrobatics checks when flying or swimming.
Sharp as a Beak. You can use your sharp beak as an
Waterbirds unarmed strike. On a hit, you deal 1d4+STR piercing
damage.
Waterfowl
Large Waders
Ducks, geese, and swans are the amphibians of the bird
world: swimming, flying, and walking with (relative) ease. Patient loomers and waders, Herons, Egrets, Limpkins,
Ducks can reach a height of 4-5 feet, depending on your Ibises, Storks, Spoonbills, and Cranes are the giraffes of the
species, while geese and swans tend to run 5-6 feet tall. You bird world. You can grow up to 6 feet tall, and your neck is
have a swimming speed equal to your walking speed. longer than most.
Flight. Like many larger species, you can fly for slightly Perfectly Precise. You are a master of stillness and
longer distances than smaller perching birds. However, you sneakery, sometimes standing motionless for minutes at a
need a runway of at least 15 feet in order to take off. You can time to catch prey. You have proficiency in Stealth, and
fly for up to 5 minutes at a speed of 40 feet, and need a space increase your Dexterity by 2.
of 30 feet to land or 15 feet of water. You cannot perch. Flight. Despite your large size, your huge wings allow you
Duck-Footed. As a water-loving creature used to colder to take off without a runway. Your flight speed is 20 feet. Once
climates, you can regulate the blood flow to your limbs. per short rest, you can use a Dash action plus your movement
Because of this, you have resistance to cold damage always, to fly 20 feet and land on the ground or on a perch. Once per
and can choose one hit per long rest to have immunity to it. long rest, you can soar high above the ground for 5 minutes,
Like Water Off Your Back. Duckfolk increase their provided your speed does not fall below 30 feet.
Charisma and Constitution by 1. Goosefolk increase Sharp-dressed Beak. Your long, narrow beak evolved to
Constitution by 2. Swanfolk increase Constitution by 1 and stab and grab fish with. As an unarmed attack, you can stab
Strength by 2. at your opponent with your face for 1d4+STR piercing
Dabblers and Divers. Some waterfowl dive for food and damage on a hit. If you are an ibis, you can replace this with
some dabble, sticking their little bums in the air to get at 1d4+STR slashing damage. If you are a spoonbill, replace
algae and other food. If you are a diving duck like a this with 1d4+STR bludgeoning damage.
Merganser, Bufflehead, Scaup, or Scoter, your swimming
speed is 50 feet. If you are a dabbler like a Mallard, Goose, Pipers and Plovers
Swan, Teal, or Wigeon, you have proficiency in Nature Small but resilient, sandpipers have survived through fierce
checks. protection of their own and expert hiding skills. You can grow
Cobra Chickens from Hell. Evolution has given you no to 3 feet tall.
fancy natural weaponry. However, your territorial instincts Flight. You are used to taking off with surprising speed.
can make you very intimidating. Once per short rest, you can Your flight speed is 40 feet. Once per short rest, you can use
use an action to quack or honk and flail wildly, forcing any the Dash action to fly 40 feet, but you must land on the
creature you can see who is not allied with you to make a ground. Once per long rest, you can fly for up to 1 minute at
Wisdom saving throw with a DC of 10+ your charisma 40 feet speed.
modifier. On a failure, they are Frightened for the next round. Nonononononononono! When an elemental danger like a
wave or fire is approaching, you can Dash from it as a bonus
Loons and Grebes action.
Loons and Grebes share many similarities with Ducks, but Hey! Over here! Killdeer and some other pipers use a
with a few key differences. broken-wing trick to lead predators away from their nests.
Flight. Like many larger species, you can fly for slightly When you roll Deception or Performance using this fake-out
longer distances than smaller perching birds. However, you method to protect your allies, your crit range is 18+.
need a runway of at least 15 feet in order to take off. You can One with the Sand. You have proficiency in Stealth and
fly for up to 5 minutes at a speed of 40 feet, and need a space Survival. Increase your Charisma by 1, and choose either
of 30 feet to land or 15 feet of water. You cannot perch. Constitution or Dexterity to increase by 1.
Diving Expert. Your ancestors dove deep to catch fish and
other small creatures, using their powerful webbed feet and Small Waders
wings to slide through the water with ease. Your underwater Like their larger counterparts, small waders like Rails,
swimming speed is 60 feet, and surface speed is 30 feet. Gallinules, Jacanas, and Snipe have long legs and necks fitted
to grabbing small mollusks and crustaceans. You can grow
up to 4 feet tall.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Flight. Like sandpipers, you are used to taking off with Ocean Dwellers Fli
surprising speed. Your flight speed is 40 feet. Once per short take t
rest, you can use the Dash action to fly 40 feet, but you must Your ancestors are some of the famousest of birds. Your large
land on the ground. Once per long rest, you can fly for up to 1 height varies from small terns at 2 and a half feet to branc
minute at 40 feet speed. enormous Great Albatross at 6 feet. minu
A Rail of a Time. As an unarmed attack, you can choose to Hydrate or Die-drate. You can drink salt water as if it's open
use your beak or very long toes to deal 1d4+STR slashing regular water, and your Constitution increases by 1. Fli
damage on a hit. Swimming. Your swimming speed is equal to your walking Addit
At Home in the Muck. Marsh and swamp are not difficult speed. 1 min
terrain for you, so you can walk through at regular speed. Flight. Your ancestors spent months aloft, sleeping on the
wing and letting the winds carry them. You can't quite do
Kingfishers 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
Some of the smallest hunting birds, Kingfishers are masters constitution saving throw, DC 15. On a success, you can soar
of precision. Though some find their proportions odd, many slowly to the ground for 10 more minutes, landing safely. On
find them strangely beautiful. a failure, you nosedive. You can also do short flights, up to 40
Flight. You can use the Dash action to quickly move up to feet, as a Dash action, provided you have a 10 foot runway
30 feet in a straight line. You will fall at the end of your turn if and landing strip.
nothing is keeping you aloft. You can use this feature thrice Longevity. You hold ancient and storied pasts in your
per short rest. wings and feathers. Add 1 to your Wisdom and 1 to
Stately Stillness. You can hold your head completely still Constitution. Folks tell stories about the wonder of your
while the rest of your body moves, like your ancestors did to heritage. You have proficiency in Persuasion and
hone in on prey. While you do this, you have advantage on Intimidation.
Investigation, Perception, and Intimidation checks.
Some clever thing. Your ancestors were masters of Pelicans and Cormorants
balance and patience. Add 2 to Dexterity and 1 to Wisdom.
You have proficiency in Acrobatics and Nature. It's not easy being a pelican (or cormorant). Your ancestors'
Face Knife. You have one of the sharpest beaks known to eating habits, appearance, and behavior long baffled others,
birdkind. You can use it as an unarmed strike to deal but now you use that to your advantage in your quests for
1d6+STR piercing damage on a hit. 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
Seabirds them and Dash away as a bonus action without taking an
Gulls attack of opportunity.
Flight. You need a runway of 15 feet on land, 30 in water,
Ubiquitous and adaptable, you can make your home just to take to the air, and a landing space of 10 feet. You can fly
about anywhere. Stealing cheetos from tourists on the beach for 10 minutes at 40 feet speed, or 20 minutes if you're at sea
or terrorizing local parking lots are just two options in a sea and using ocean winds, but at the end of your time you will
of destinies. Your height ranges from 3 to 5 feet. quickly nosedive to the ground. You can perch on rocks and
Gullywasher. Once per short rest, if you are in melee other large things, but not in trees; in other words, you can
range of an enemy, you can use your action to vomit next to land, but not grab.
them and Dash away as a bonus action without taking an Swimming. Your swimming speed is equal to your walking
attack of opportunity. speed. You can take off from water, provided you have a space
Ability Score Increase. Your Constitution and Dexterity of 30 feet to prep. Cormorant Aarakocra have a diving speed
both increase by 1. You are proficient in Sleight of Hand and equal to their swimming speed and can hold their breath for
Survival checks. up to 1 minute.
Flight. You need a runway of 10 feet on land and in water Ability Score Increase. Your Constitution increases by 1.
to take to the air, and a landing space of 10 feet. You can fly Increase Strength by 1 if you are a pelican, and Dexterity by 1
for 10 minutes at 40 feet speed, or 20 minutes if you're at sea if you are a cormorant or anhinga. You have proficiency in
and using ocean winds, but at the end of your time you will Intimidation and Survival checks.
quickly nosedive to the ground. You can perch on rocks and EEK! If you are surprised, make a Wisdom saving throw
other large things, but not in trees. with a DC of 10. On a failure, you vomit.
Swimming. Your swimming speed is equal to your walking
speed. You can take off from water, provided you have a space Alcids
of 10 feet to prep.
EEK! If you are surprised, make a Wisdom saving throw Home Underground. Having been born in the dark, you feel
with a DC of 10. On a failure, you vomit. at home in it. You have darkvision up to 60 feet in shades of
grey.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Social Butterfly. You are naturally inquisitive and more than Penguins
likely are good at making friends. Increase your Intelligence
and Charisma by 1. You have proficiency in Investigation and Waddle. You have teeny legs compared to your body size, so
Persuasion checks. 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
The Flightless terrain for you.
Ostrich, Emu, Cassowary, Rhea Dodos
The largest of the race, Ratite Aarakocra are strong and Personable and diplomatic, your people were long believed to
fearsome foes, with a history of unlikely victories and a be foolish and naive. You know different, and you carry the
thriving culture. torch of your ancestors to be friendly but strong. You can
Movement. No flight, obviously, but you're used to walking reach 5.5 feet, with thick, strong legs and arms and a chunky
and running distances. Your movement speed is 40 feet. beak.
Strong and Proud. Your ancestors, still birds, won wars Underestimated. Despite long-held myth, you have a keen
against humans. Add 2 to Strength, or 1 to Strength and 1 to mind. Add 1 to Intelligence. Your body, which is heavy and
Constitution. You have proficiency in Intimidation and muscular compared to many other birds', increases your
Athletics. Strength by 1.
Stomp, Stomp, Bitch. You can attack enemies by Clap Trap. Your large, hooked beak is your unarmed
attempting to stomp on them, dealing 1d6 bludgeoning weapon. On a hit, deal 1d6 piercing damage.
damage on a hit. Alternatively, a cassowary aarakocra can Dummy Thicc. With your well-muscled legs and
choose to deal 1d6 slashing damage on a hit, using your 5- gregarious nature, you are proficient in Athletics and
inch-long claw. Persuasion.
Kiwi Kakapo
Ancient folk wondered if your ancestors even counted as Your cousins, the flying parrots, may have advantages in the
birds. You're here, though, so they must have. air, but your people carved out equally strong lives for
Sly but Fly. Your brown coat of hair-like feathers themselves on the ground and in the lower canopy.
camouflages you in most habitats. You are proficient in Beak of Steel. Your thick and strong beak can be used to
Stealth. You are also probably adorable, with your tiny wing crack nuts, to grapple/restrain a creature, or catch yourself
nubs. Add 2 to Constitution, 2 to Charisma, or 1 to each. from falling. When you use your beak to make a strength
Long-time Runner. Your movement speed is 30 feet. ability check, you get advantage.
Difficult terrain in a forest setting does not slow you down. Ability Score Increase. Increase Wisdom by 2. Choose
Though You Be But Little. Many folks see your cute fluffy Strength or Charisma to increase by 1.
physique and assume you are shy and timid. If threatened, Slash and Bird. You can attack with your talons as an
though, you can show them a thing or two. As an unarmed unarmed strike, inflicting 1d4+STR slashing damage on a hit.
strike, you can use your beak for 1d4+STR bludgeoning
damage or your feet for 1d4+STR slashing damage. Resting Bird Face. Your naturally smiling-ish face might
lead people to believe you're as happy as a clam. Increase
Aldabran Rails your Charisma by 2, and choose either Strength or Wisdom
to increase by 1. You have proficiency in Persuasion and
The only species of bird that has been recorded re-evolving Deception.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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


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