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[[File:Corvum.jpg|thumb|right|300px]] '''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 [[vulpin]]s 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. [[Category: Dungeons & Dragons Races]] [[Category: Humblewood]][[Category:Furry]][[Category:Dungeons & Dragons Third Party]]
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