Kestrel (race)

Harpies and halfings; based on Bastards and Bloodlines  3.5e kestrel race

Race Falvour 1
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Race Flavour 2
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Race Names
Since newly hatched kestrels are nearly indistinguishable from harpies, they are given harpy names. Harpies pick names that have a melodious sound to them; they seem to have a fondness for the ‘l’ sound. Their names rarely have any meaning attached to them, nor do they involve lineage. No last names are given, though harpies and kestrels sometimes include their flock’s name when introducing themselves.

Some kestrels seek to distance themselves from their harpy upbringing, and opt to use halfling names instead

Names: Amalla, Brillee, Callasa, Cerise, Elena, Laella, Larana, Leah, Leirya, Lilian, Liera, Lynia, Sallima, Quanai, Valeria, Vess

Race Traits
Your kestrel character has a number of traits in common with all other kestrels.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Despite strongly resembling halflings in physical build, a kestrel’s lifespan and development are much more similar to that of a harpy. Kestrels reach adulthood by age 13, and typically live to be around 70

Alignment. Kestrels are chaotic in nature, with sudden impulses, mood swings, and ever-changing opinions. Most kestrels remain neutral, seeking neither to hurt nor help those around them unless good reason is given.

Size. You resemble a young harpy or a large halfling. Your wingspan is twice your height. Your size is small.

Speed. Your base walking speed is 20 feet. Your base flying speed is 35 feet.

Calming Voice. You can use your soothing voice to better socialize with others, giving yourself advantage on Charisma-based skill checks when you use your voice as part of the check.

Climbing Claws. Your claws are designed to grip tree limbs and rock faces. You can add your proficiency bonus to Strength (Athletics) checks to climb, and can choose to use Dexterity instead of Strength for these checks.

Stunted Wings. Your wings are too small for sustained flight. You can only fly to a height of 15 feet. At the end of your movement, you fall 15 feet, but takes no damage from the fall. If you does not reach a surface this way, you remains airborne and can continue flying as a movement on its next turn provided you descend 15 feet at the end of each of your movements. When you fall after your movement, you may choose to fall up to 30 feet without taking fall damage.

Languages. You speak, read, and write Common, Halfling, and Harpy.

Random Height and Weight