Corvum
Corvums
Corvums {.humblescratch}
Corvums are a crow-like race with dark feathers and sharp minds. Their reputation in birdfolk society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation. It’s hard to say whether the corvums are distrusted because they behave the way they do or because they are distrusted.
As Varied as Trees in the Wood
birds of a feather {.humblescratch}
Birds that are known for their dark coloration, such as crows, blackbirds, and grackles, would be a good visual fit. Despite typically being dark-feathered, a variety of colorful corvids exist. Jays, nutcrackers, and jackdaws are good examples. No matter which type of bird is being used for visual inspiration for your corvum, it is important that it has at least one black feather. Black feathers on a corvum are known as the “Mark of Gesme,” and they are thought to impart some of Gesme’s reckless curiosity.
For Personal Gain
flexible morals {.humblescratch}
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.
Too Smart
*** Logic and planning {.humblescratch}***
Corvums are commonly accepted, sometimes begrudgingly, as among the smartest birdfolk. Keen observers, they trade in information the way others trade goods. They are hungry for knowledge and leverage it to further their goals whenever possible. Their undeniable skill in logistics and planning makes them valuable to councils and powerful individuals alike.
Corvum Traits
Corvum Traits
Ability Score Increase. Your Intelligence score increases by 2.
Age. Corvums reach adulthood at around 18 years. They live slightly shorter lives than other birdfolk, approximately 70 years.
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.
Size. Corvums cut imposing figures, standing between 4 and a half and 5 and a half feet tall, encompassing a variety of different builds. They weigh around 100 pounds. Your size is Medium.
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 sharp claws aid you in unarmed combat and while climbing. Your damage for an unarmed strike is 1d4 piercing damage. Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your talons could reasonably grip.
Learned. You gain proficiency in one of the following skills: Arcana, History, Nature, or Religion.
Appraising Eye. You have an almost supernatural ability to appraise objects. By spending an action examining any object, you can determine its magical properties, how they might be used or activated, and a fair estimation of market price. Using this skill strains the eyes, and you must complete a long or short rest before you can use it again.
Languages. You can speak, read, and write Birdfolk and understand Auran, though you cannot speak it naturally.
Subraces
Dusk
Dusk Corvum {.humblescratch}
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.
Kindled
Kindled Corvum {.humblescratch}
As a kindled corvum, you know implicitly that you are the smartest in the room. Your ability to utilize your knowledge to your advantage, along with your deep understanding of others' motivations, makes you a formidable opponent.
Ability Score Increase. Your Charisma score increases by 1.
Convincing. Kindled corvums have a way with words and are accomplished at saying what someone wants or needs to hear. You are proficient in either the Deception or Persuasion skill. Additionally, you have an advantage on all Charisma checks made to convince someone of your exceptional knowledge on any topic related to the skill you selected with your learned trait (Arcana, History, Nature, or Religion).
Sharp Mind. You learn one additional language of your choice, gain proficiency in a tool of your
choice, and can roll a d20 (DC 10) to try to recall with perfect clarity anything you have seen or
heard within the past month.