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Coraxin (Ravenkine), a new Beastkine, for Dungeons & Dragons (5E)

28 November, 2021

die_rabenballade_by_shandria“Born as scavengers, we are seen as symbols of death and misfortune, not helped by our dark sisters who truly bring death and destruction in their wake.  We are what we are, travelers and scholars, watchers and gatherers.  We see you.”

Coraxin

The origin of the Coraxin species is told by their legends, but cannot be independently confirmed, however it seems likely this is the truth.  The take runs that an unkindness of ravens had gathered in the snowy forest, hoping to find something to eat, when there was a flash and a crash and suddendly, freshly slain meat!  Once they regathered after the initial shock, they set about consuming this unexpected feast and as they did so . . . they changed.  Becoming the Coraxin.  It is assumed the flesh they consumed was that of one, or more, of the fallen gods and the remnants of divine power uplifted the ravens into the Coraxin.

The Coraxin evolved on the far rim of the Sea of Stars and have never been numerous, though their numbers have slowly grown.  They travel in nomadic bands that act as merchants, messengers and entertainers.

Coraxin are wanderers and often distrusted but at the same time welcomed as they bring news and interesting items from distant places.  They have an uneasy relationship with the Ba’aikire, who also share a kinship with ravens, the Coraxin call the Baikire “Dark Sisters” while the Baikire call the Coraxin “Little Birds”.

Coraxin Traits

Your Coraxin character has a number of traits in common with all other Coraxin.

Ability Score Increase. The Coraxin and quick to react.  They often have a higher Dexterity than most.  (Taking +2 to Dexterity is common.)

Speed. Your base walking speed is 25 feet.

Age. Coraxin reach adulthood slightly sooner than humans, at around fourteen to fifteen, and generally live for a hundred years or more.

Alignment. Coraxin are loyal to their family group but wary of outsiders, they do their best to work within the laws of the areas they visit but are expecting to be viewed with suspicion.

Size.  Coraxin are around 5 feet (152.5cm) tall and weigh between 70 and 100 pounds (32 to 45kg). Your size is Medium.

Languages. You can speak, read, and write the Imperial Tongue, along with the secret language of the Coraxin.

Flight. Coraxin can fly but it is stressful.  You have a flying speed of 50 feet. To use this speed, you cannot be wearing medium or heavy armor.  You can only flight for an hour, plus ten minutes per point of Constitution bonus, without penalty.  Taking a short or long rest resets this.  Otherwise each additional hour spent flying generates a level of exhaustion.

Sharp Eyed. The Coraxin are sharped eyed and observant, all gain proficency with the Perception skill.

Omen Seekers

You follow the mystical paths of the Coraxin, learning the paths through the worlds physical and metaphysical.  You know that fate will turn to your advantage, with a bit of a nudge

Ability Score Increase.  The Omen Seekers are considered knowledgable and thoughtful.  (Taking +1 to Wisdom is common.)

Dark Fate. You have learned to weave fate to protect yourself.  You know the guidance cantrip. When you reach 3rd level, you can cast the bane spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the divination spell once with this trait and regain the ability to do so when you finish a long rest.  Wisdom is your spellcasting ability for these spells.

Esoteric Knowledge.  Due to your studies of occult subjects, you gain proficency with the Arcane skill and one additional language.

Tricksters

In trnsit between formsYou turn the skills of you culture to entertainment and misdirection . . . and occasionally criminal tasks.

Ability Score Increase.  You rely on charm and a pleasant demeanor to shift public opinion in your favor.   (Taking +1 to Charisma is common.)

Many Faces. You have learned to change your appearance.  You know disguise self once with this trait and regain the ability to do so when you finish a long rest.  At 3rd level, you can use this ability twice before needing a rest.  When you reach 5th level, this becomes alter self.  At 7th level, the duration of this ability becomes up to two hours.  Charisma is your spellcasting ability for these spells.

Mimicry.  The trickers are good at imitating sounds and voices, gaining advantage on abilities rolls when such would be useful.

Skilled Entertainer.  Due to time spent working as a performer, you gain proficency with the Performance skill and one musical instruments of your choice.

Notes: One of my players (the same one that asked to play a Ratikin) has a friend who likes ravens who he is trying to get to try D&D and asked for a raven/crow based race.  Not having any bird folk (and also liking ravens) I set about working on one and this is the result. 

It is one of the many Zoomorphic species, usually referred to as the Beastkine as a whole, in the Sea of Stars, and the first truely avian based one (the Sisters of the Swan are a special case and the Ba’aikire are not for player characters).

Upper image Die Rabenballade By Shandria found on Deviant Art,  Lower image The Bird People: Raven by HikariKage-Cat, originally on Deviant Art now only in the ether, all rights belong to the artists, used without permission.

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