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Corvum

Alignment. Shrewd and capable, corvums


prefer moral flexibility and are more likely to be neutral
Hungry for knowledge than either good or evil. Nonetheless, corvums see the
Corvums are a crow-like race with dark benefit of rules, even if many attempt to turn them to
feathers and sharp minds. Their reputation in birdfolk their own advantage. Because of this they favor lawful
society is nothing short of villainous, and they are alignments.
regularly cast as the antagonists of any given situation. Size. Corvums cut imposing figures, standing
It’s hard to say whether the corvums are distrusted between 4 and a half and 5 and a half feet tall,
because they behave the way they do, or if they encompassing a variety of different builds. They weigh
behave the way they do because they are distrusted. around 100 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Glide. Using your feathered arms, you can slow
For Personal Gain
your fall, and glide short distances. When falling you
It is widely believed that corvums only look out for
can use your reaction to spread your arms, stiffen your
themselves. Sometimes this presents as flexible
wing feathers, and slow your descent. While doing so,
morals, and at other times it simply means they follow
you continue to fall gently at a speed of 60 feet per
a personal code instead of subscribing to general law.
round, taking no fall damage when you land. If you
Either way, corvums are a crafty race and they tend to
would fall at least 10 feet in this way, you may fly up to
get what they want, one way or another.
your movement speed in one direction you choose,
Corvums are typically found in positions with a
although you cannot choose to move upwards, landing
modicum of power, such as advisors or minor officials.
in the space you finish your movement. You cannot
The stigma they face usually prevents them from
glide while carrying heavy weapons or wielding a
attaining too prominent a position in birdfolk society,
shield (though you may drop any held items as part of
but corvums are adept at working behind the scenes,
your reaction to spread your arms). You cannot glide
spreading their influence subtly and to great effect.
while wearing heavy armor, or if you are encumbered.
Talons. Your sharp claws aid you in unarmed
Too Smart combat and while climbing. Your damage for an
unarmed strike is 1d4 piercing damage. Additionally,
Corvums are commonly accepted, sometimes
you have advantage on Strength (Athletics) checks
begrudgingly, to be among the smartest of birdfolk.
made to climb any surface your talons could
Keen observers, they trade in information the way
reasonably grip.
others trade goods. They are hungry for knowledge
Learned. You gain proficiency in one of the
and leverage it to further their goals whenever
following skills: Arcana, History, Nature, or Religion.
possible. Their undeniable skill in matters of logistics
Appraising Eye. You have an almost supernatural
and planning make them valuable to councils and
ability to appraise objects. By spending an action
powerful individuals alike.
examining any object, you can determine any magical
properties the item has, how they might be used or

Corvum Traits activated, as well as a fair estimation of market price.


Using this skill strains the eyes, and you must complete
Ability Score Increase. Your Intelligence score a long or short rest before you can use it again.
increases by 2. Languages. You can speak, read, and write
Age. Corvums reach adulthood at around 18 Birdfolk. You can also understand Auran, though you
years. They live slightly shorter lives than other cannot speak it naturally.
birdfolk, approximately 70 years.
Dusk Corvum
As a dusk corvum, you are more at home in the bustle
of society than in the wilds of the forest. You
understand subtle social cues the way a hunter
understands their prey, and you’re just as quick to
capitalize on an advantage.
Ability Score Increase. Your Dexterity score
increases by 1.
Skulker. You have advantage on Dexterity
(Stealth) checks made in dim light or darkness.
Street Smarts. You gain proficiency in the
Insight skill.
Bandit Defector Characteristics
Those who have chosen to leave the Coalition
You were once a member of the Bandit
behind have not made the choice lightly. Some wrestle
Coalition, moving from place to place, ambushing and
with their doubts, still caring deeply about the friends
robbing passing merchants. Something made you
they left behind, while others have forsaken their
decide that path was no longer worth pursuing, and
former lives entirely.
you left that life behind. But quitting the Bandit
Coalition isn’t so easy.
Skill Proficiencies: Deception, Survival Personality Traits
Tool Proficiencies: Disguise Kit, one type of You mess with my friends, you mess with me.
gaming set or musical instrument I’m as cautious as they come.
Equipment: a knife, a cooking pot, a winter
blanket, an object you received as your cut from a
Ideal
successful robbery, a set of common clothes, and a
pouch containing 10 gp Freedom. I just want to be free to live my own
life, and make my own way in the world. (Chaotic)

Bandit Specialty
Bond
The Bandit Coalition is a rather loose
organization of rogues and brigands, but there is still a I stole something valuable from the Captain of
degree of specialization within the ranks. This ensures my unit. I’m in big trouble if they ever find me.
that everyone knows what their job is and lessens
confusion in the heat of a robbery. Flaw
Lifters are the I have a problem with authority. Nobody
specialist thieves of an tells me what to do.
operation. They are usually as
adept at pick-pocketing as they
are at sneaking up behind a
cart to liberate its valuables.

Feature: Bandit Routes


As someone who once
assisted in countless highway
robberies, you are familiar with
the roads of the Wood and
escape paths used by bandits.
When you are not in combat,
you (and companions you lead)
can travel between locations
that cut through forested areas
twice as fast as your speed
would normally allow.
Rogue
adventurers, rogues fall on both sides of the law. Some
are hardened criminals who decide to seek their
Rogues rely on skill, stealth, and their foes' fortune in treasure hoards, while others take up a life of
vulnerabilities to get the upper hand in any situation. adventure to escape from the law. Some have learned
They have a knack for finding the solution to just about and perfected their skills with the explicit purpose of
any problem, demonstrating a resourcefulness and infiltrating ancient ruins and hidden crypts in search of
versatility that is the cornerstone of any successful treasure.
adventuring party.

Creating a Rogue
Skill and Precision As you create your rogue character, consider
Rogues devote as much effort to mastering the the character’s relationship to the law. Do you have a
use of a variety of skills as they do to perfecting their criminal past—or present? Are you on the run from the
combat abilities, giving them a broad expertise that law or from an angry thieves’ guild master? Or did you
few other characters can match. Many rogues focus on leave your guild in search of bigger risks and bigger
stealth and deception, while others refine the skills rewards? Is it greed that drives you in your adventures,
that help them in a dungeon environment, such as or some other desire or ideal? What was the trigger
climbing, finding and disarming traps, and opening that led you away from your previous life? Did a great
locks. When it comes to combat, rogues prioritize con or heist gone terribly wrong cause you to
cunning over brute strength. A rogue would rather reevaluate your career? Maybe you were lucky and a
make one precise strike, placing it exactly where the successful robbery gave you the coin you needed to
attack will hurt the target most, than wear an escape the squalor of your life. Did wanderlust finally
opponent down with a barrage of attacks. Rogues have call you away from your home? Perhaps you suddenly
an almost supernatural knack for avoiding danger, and found yourself cut off from your family or your mentor,
a few learn magical tricks to supplement their other and you had to find a new means of support. Or maybe
abilities. you made a new friend—another member of your
adventuring party—who showed you new possibilities
for earning a living and employing your particular
A Shady Living talents.
Every town and city has its share of rogues.
Most of them live up to the worst stereotypes of the
class, making a living as burglars, assassins, cutpurses,
and con artists. Often, these
scoundrels are organized into
thieves’ guilds or crime families.
Plenty of rogues operate
independently, but even they
sometimes recruit apprentices to
help them in their scams and
heists. A few rogues make an
honest living as locksmiths,
investigators, or exterminators,
which can be a dangerous job in a
world where dire rats—and
wererats—haunt the sewers. As
Class Features Thieves' Cant
During your rogue training you learned thieves'
As a rogue, you gain the following class features. cant, a secret mix of dialect, jargon, and code that
allows you to hide messages in seemingly normal
Hit Points conversation. Only another creature that knows
thieves' cant understands such messages. It takes four
Hit Dice: 1d8 per rogue level
times longer to convey such a message than it does to
Hit Points at 1st Level: 8 + your Constitution modifier
speak the same idea plainly.
Hit Points at Higher Levels: 1d8 (or 5) + your
In addition, you understand a set of secret
Constitution modifier per rogue level after 1st
signs and symbols used to convey short, simple
messages, such as whether an area is dangerous or the
Proficiencies territory of a thieves' guild, whether loot is nearby, or
Armor: Light armor whether the people in an area are easy marks or will
Weapons: Simple weapons, hand crossbows, provide a safe house for thieves on the run.
longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand,
and Stealth

Expertise
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves' tools. Your proficiency bonus is doubled for
any ability check you make that uses either of the
chosen proficiencies.

Sneak Attack
Beginning at 1st level, you know how to strike
subtly and exploit a foe's distraction. Once per turn,
you can deal an extra 1d6 damage to one creature you
hit with an attack if you have advantage on the attack
roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that
enemy isn't incapacitated, and you don't have
disadvantage on the attack roll.
The amount of the extra damage increases as
you gain levels in this class: 2d6 at 3rd level, and 3d6 at
5th level.

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