Skip to Content

Aarakocra Rogue 5e D&D Guide

Aarakocra Rogue 5e D&D Guide

Born of wind and sky, Aarakocra Rogues possess a natural affinity for the ethereal currents that carry them aloft. With their keen eyes scanning the horizon, they spot treasures hidden in the most perilous places.

Beyond their combat prowess, Aarakocra Rogues are masters of exploration and subterfuge. Their keen eyesight and natural affinity for the skies make them invaluable scouts, capable of surveying vast landscapes from lofty vantage points. 

Their nimble fingers deftly pick locks, disarm traps, and filch precious loot with unmatched dexterity. And when it comes to misdirection and deception, their sly charm and impeccable timing turn even the most formidable foes into befuddled pigeons.

So, should you encounter an Aarakocra Rogue on your adventures, be prepared for a breathtaking dance of shadows and feathers.

Creating a Aarakocra Rogue

Aarakocra

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

HeadThe head of an eagle or parrot
EyesPale yellow bird-like eyes
NoseNostrils located on their beak
MouthEagle-like beak
WingsLarge pair of feathered wings
FeetEagle-like talons

Note: These features can be slightly changed or modified if some variations don’t fit your character.

Aarakocra Subraces

Aarakocra are similar to Half-Orcs in the way that they don’t have any subraces – probably due to their low numbers and rarity.

Rogue Class Features

Hit Points

Hit Dice1d8 per Rogue level
HP at level 18 + Constitution modifier
HP at Higher levels1d8 (or 5) + Constitution modifier per Rogue level after level 1

Proficiencies

ArmorLight armor
WeaponsHand crossbows, Longswords, Rapiers, Shortswords, Simple weapons
ToolsThieves’ tools
Saving ThrowsDexterity, Intelligence
SkillsChoose four – Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Rogue Archetypes

Upon reaching level 3, you’ll be able to choose from 9 Rogue archetypes, all with different pros and cons – but you’ll have to find one that fits best with your character.

Arcane Trickster – Combine your skillful agility and stealth with magic, granting you enchantment and illusion spells.

Assassin – Your art is death, using disguises to fool your enemies, poisons to make their death accidental, and stealth to remain unseen whenever necessary.

Inquisitive – Rooting out secrets and solving mysteries is what you live for. Your eyes see intricate details everywhere, and through training, you’ve come to read and write more languages than most.

You effortlessly exterminate creatures hiding amongst their prey by using your mastery of legends and powerful equipment.

Mastermind – The Mastermind focuses on people, particularly their influence and secrets. They make unmatched spies, using their words to escape even some of the most threatening situations.

Phantom – As a Phantom, you walk the line between life and death, always eager to take lives and risk your own in the process. 

While on this path, you may discover magical connections to death itself or even take knowledge from the dead and immerse yourself in their energy – becoming like a ghost.

Scout – Scouts are masters of survival and stealth, always eager to scout ahead during expeditions and clear the road if necessary.

Scouts find solace in the wilderness, among rangers and barbarians, often joining war bands and becoming their ambushers or bounty hunters.

Soulknife – You strike not with a blade but infiltrate the minds of your enemies, cutting through physical and psychic barriers. As a Soulknife, you discover vast psionic powers within you, channeling them in combination with your skills as a rogue.

Though useful, many other rogues and organizations mistrust them, as they are wary of their powerful mind-altering abilities. Many governments do, however, employ Soulknives as spies or masters of ‘persuasion.’

Swashbuckler – Swashbucklers know only the way of the sword, incorporating their charm, elegance, and speed. 

You aren’t adorned in heavy armor and fight as if performing a dance. Swashbucklers are unrivaled duelists, excelling with two weapons and one-on-one combat.

Thief – Thieves are seen as common hooligans, seeking nothing more than ‘treasure’ as they like to put it. 

They have exceptional agility and stealth, often using these skills to delve into ancient ruins or learn about unfamiliar languages in their search for wealth. They even use magical objects many others can’t.

Combining Rogue With Aarakocra

Determining Your Rogue 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.

ClassRole
Arcane TricksterFace/Support/Utility Caster
AssassinFace/Scout
InquisitiveFace
MastermindFace/Support
PhantomScout/Support
ScoutScout
SoulknifeScout/Support
SwashbucklerFace/Striker
ThiefScout/Support

Optimal Aarakocra Subrace

Aarakocra have no subraces, so you don’t have to think about which subrace you want to choose.

Aarakocra receive bonuses to their Dexterity (2) and Wisdom (1) scores, which is quite good for Rogues as they primarily use Dexterity.

One other feature is their Flight, which is actually very useful as a Rogue since it allows you to gain reach places others would never be able to.

Your Aarakocra Rogue Background

Your Aarakocra 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 Rogue 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 

Aarakocra Rogues can be described as flying ninjas, as they usually use their flight to infiltrate difficult areas.

Aarakocra Rogue Examples:

  • I make sure always to have a plan prepared for when things go wrong.
  • If you need me to do something for you, tell me I can’t do it.

Ideals, Bonds, and Flaws

Ideal – Express one ideal that is a driving force in an Aarakocra Rogue’s life – their conviction, ethical principle, and moral standing (probably something about nature).

Tyrants mustn’t be allowed to oppress people.

Bonds – Think of a single bond that your Aarakocra Rogue 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 come from a noble family, and I swore to one day reclaim my lands and title from the ones who stole them from me.

Flaws – Choose a single flaw for an Aarakocra Rogue – their unhealthy compulsion, greatest fear/weakness, or most vile vice.

I’ll do absolutely anything to get my hands on something rare or priceless.

Inspiration

Inspiration can be used by the DM to reward you for playing according to your bond, personality traits, ideals, and flaw.

As an Aarakocra Rogue, I have come to understand that I must become the greatest Rogue I can be, training to assassinate anyone who stands in my way of retribution.

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 For Aarakocra Rogues

Rogues start with the following equipment, including 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) A rapier or (b) A shortsword
  • (a) A shortbow and quiver containing 20 arrows or (b) A shortsword
  • (a) Burglar’s pack, (b) Dungeoneer’s pack, or (c) Explorer’s pack
  • Leather armor, two daggers, and thieves’ tools

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: You can also buy equipment using your character’s starting wealth (4d4 x 10 GP for Rogues).

Final Thoughts

Aarakocra Rogues are some of the best infiltrators and spies you’ll come by in D&D. This is all because of their ability to fly, meaning they can enter areas that others can’t and see what others only dream of seeing.

These birds are more charismatic than most and can easily be found in taverns or dodgy areas in cities where they’ll be looking for a job.

So, if your party is looking for a skillful Scout, then try finding an Aarakocra Rogue, as they’ll be extremely useful, especially in mountainous environments that need constant scouting.

You might also be interested in:

Aarakocra Bard 5e D&D Guide

Monday 26th of June 2023

[…] Aarakocra Rogue […]