Aarakocra Druids are the epitome of harmonious existence with nature. They possess an unrivaled affinity for the elements, seamlessly blending with the wind, the element of the birdfolk.
These enchanting beings can call upon the forces of nature to protect, heal, or unleash their wrath upon unsuspecting foes.
Aarakocra Druids command the winds to whip around their enemies, toppling them like leaves in a storm. They even call upon the earth to entangle foes in roots and vines, rendering them immobile.
Aarakocra Druids often protect the mountains and other high, far-off regions. Still, it isn’t uncommon to see them become guardians of other places like forests, rivers, or small enclaves of peaceful creatures.
Creating an Aarakocra Druid
The Aarakocra are seclusive creatures living in high mountains where the tallest trees grow, evoking fear and wonder whenever heard by passing adventurers.
The birdfolk, as many common races call them, hail from the beautiful Elemental Plane of Air. Most Aarakocra are explorers, scouts, and refugees, operating in and from various outposts around this new, strange world.
|Skin (Plumage)||Male (brighter plumage) – Red, yellow, orange|
Female (duller plumage) – Brown or gray
Note: Aarakocra use plumage to identify one another
|Head||The head of an eagle or parrot|
|Eyes||Pale yellow bird-like eyes|
|Nose||Nostrils located on their beak|
|Wings||Large pair of feathered wings|
Note: These features can be slightly changed or modified if some variations don’t fit your character.
Aarakocra are similar to Half-Orcs in the way that they don’t have any subraces – probably due to their low numbers and rarity.
Druid Class Features
|Hit Dice||1d8 per Druid level|
|HP at level 1||8 + Constitution modifer|
|HP at Higher levels||1d8 (or 5) + Constitution modifier per Druid level after level 1|
|Armor||Light armor, Medium armor, Shields (Druids will not wear armor or shields made from metal)|
|Weapons||Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears|
|Saving Throws||Intelligence, Wisdom|
|Skills||Choose two – Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival|
Upon reaching level 3, you’ll have access to 7 different Druid circles, all having their own playstyles – but you’ll have to find one that best fits your character.
Dreams – Members of the Circle of Dreams have strong ties to the Feywild. They have a duty to protect the natural world, meaning they’re in an alliance with the good-aligned fey.
These Druids are masters at magical remedies, using them to mend wounds, bring joy to those unwilling to live on, and have them find peace.
Land – Circle of the Land Druids are keepers of knowledge passed down through oral tradition. They whisper secrets around standing stones and serve as advisors to communities holding on to the Old Faith.
The magic they wield is influenced by the land they were initiated, giving them an undying link to that place.
Moon – Druids belonging to the Circle of the Moon are fierce natural guardians, living so deep within the wilderness that months can pass before seeing another humanoid.
These Druids can prowl as a giant feline, fly through the sky as a bird of prey or act as the guardian bear of the forest.
Shepard – Circle of the Shepard Druids commune with nature spirits – especially those of beasts and fey – calling upon them for aid.
They protect animals rather than themselves, living their days in the wilderness, enjoying the company of the animals they hold so dear. The spirits of the wilderness always follow their shepherds.
Spores – Members of the Circle of Spores find beauty in decay, seeing that every death leads to new life and only being a change of state.
These Druids have complex relations with the undead, considering some as allies. However, they don’t permit undead to change the cycle they hold dear, thwarting out those who try to violate it.
Stars – Circle of the Stars Druids understand the power of the cosmos, seeking to harness its powers and reveal its mysteries.
They record constellations, documenting their effects on the world and constructing monoliths to hold their knowledge, protected even against powerful cataclysms.
Wildlife – Druids belonging to the Circle of Wildfire see destruction as the precursor to creation.
They bond with primal spirits, unlocking their creative and destructive power and using it to create devastating attacks or give life to those who need it most.
Combining Class With Race
Determining Your Subclass
Choosing your ideal subclass is subjective, but if your objective is optimization, try understanding what your character wants to do and what stats fit best with their subclass.
Aarakocra have bonuses to their Dexterity (2) and Wisdom (1), which isn’t too bad if you want to become a Druid.
Since Druids mainly focus on Wisdom for their spellcasting ability, the bonus to Wisdom is very good, but on the other hand, the Dexterity will get wasted, as Druids are better spellcasters than melee fighters.
Unfortunately, the Aarakocra don’t have any subraces, so even if you wanted to increase your Constitution (which is an attribute Druids need because many of their spells rely a lot on concentration), you can’t.
Even though Aarakocra aren’t the best race if you want to become a Druid, the fact that you can speak 3 languages, fight unarmed and fly kind of makes up for that.
Your Aarakocra Druid needs a unique background that will affect its choices, as well as the way it sees the world and what it wants to achieve.
Start by asking yourself some basic questions: Where were they born, and where did they come from? Do they have any goals, bonds, or ideals, and what are their flaws? Where do they belong in social circles and society as a whole? What inspires them?
Place of Birth
Think of the environment an Aarakocra Druid grew up in and how it affected them physically and emotionally and eventually shaped their view of the world.
Try to make their place of birth and upbringing correspond with their personality traits, ideals, bonds, and flaws – this will truly bring their character alive.
Note: The birthplaces of races are usually mentioned in the Player’s Handbook or some of its expansion books.
Characteristics and Personality Traits
(Short outline of characteristics; are they proud, violent, or angry, and how does their class affect their personality).
Aarakocra Druid Examples:
- I have a lesson for each situation drawn from observing nature.
- I always watch over my friends as if they were all a litter of newborn pups.
Ideals, Bonds, and Flaws
Ideal – Express one ideal that is a driving force in an Aarakocra Druid’s life – their conviction, ethical principle, and moral standing (probably something about nature).
The natural world is more important than any and all the constructs of civilization.
Bonds – Think of a single bond that your Aarakocra Druid has to an event, person, or place. Bonds will tie them to their background and can inspire bravery or stimulate memories driving them against their ideals.
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaws – Choose a single flaw for an Aarakocra Druid – their unhealthy compulsion, greatest fear/weakness, or most vile vice.
The people who knew me in my youth know my shameful secret, so I can never return home.
Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.
Sometimes when I’m flying, I have a flashback to an incident that happened in my childhood. When I have this flashback, I become unable to fly for up to 100 feet.
Note: If you’re struggling to create your background or just don’t want to think, the Player’s Handbook has well-thought-through backgrounds that you can use for your character or use as a mold.
Supplies and Gear
Druids start with the following equipment, together with the equipment from their background. Choosing equipment based on your situation and your character’s proficiencies is the easiest way to go about things.
- (a) Wooden shield or (b) Any simple weapon
- (a) Scimitar or (b) Any simple melee weapon
- Leather armor, a druidic focus, and an Explorer’s pack
You can decide how your character came about these goods – whether they stole, inherited, or purchased them some time back – adding to your character’s background.
Note: By using your starting wealth, you can buy your own equipment (2d4 x 10 GP for Druids).
Aarakocra are very unique playable characters, as they are capable of flight from the start, have good unarmed strikes, and speak 3 languages. Unfortunately, this hampers their ability to use armor, but who needs it when they can fly?
While their skills, as mentioned above, aren’t bad for Druids, their lack of armor usage and natural flight pushes them away from martial classes.
Even though you won’t use all of the features an Aarakocra provides, these birdfolk have the ability to become excellent Druids. I mean, who doesn’t love a flying spellcaster?
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