Ravenclaw (5e Race)
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Ravenclaws, once the most oppressed races under the mind flayer rule, are now some of the most gifted minds in Sidëlyuir.
Ravenclaws are humanoid in appearance and have wavy hair in cool hues of blue and purple. Their skin has the slightest ashen-violet tint, and their eyes are like galactic starlight. They have a pair of ebon wings they can summon to their aid. These wings are material when summoned, with a sleek, feathery feel, like that of a blackbird. Their bodies are usually of a thin and nigh frail composition. Many people think them to be some sort of fey, due to how they can often appear as fairies. Their stature is usually short, even compared to that of dwarves, which feeds into the fairy idea.
Sidëlyuir is a mysterious land only known to the ravenclaws. It is assumedly a living city that thrives through ravenclaw lore and culture rather than a static and physical form. Most would say they are crazy and this is all imaginary. This could very well be so, considering that the ravenclaws claim origin precisely from this imaginary land. According to their history, the ravenclaws were like the reigning elves of their kingdom. They were renowned for wisdom and clear minds during times of strife. Their very namesake supposedly comes from an old legend where an old and wise raven would anoint their wisest king with its claw. Unfortunately, Sidëlyuir was invaded by a host of nautilid ships that forced them to migrate. Many could not flee and so were captured. Over the years of their oppression under the mind flayers, the ravenclaws witnessed what can only be called insanity. Few will speak of this, and many will have forgotten this pain of their ancestors willingly. The means of their escape supposedly lay with an invasion of the mind flayer colony by some enemy groups, perhaps gith. The ravenclaws fled once more, taking the memory of their beloved Sidëlyuir with them.
To the nomadic ravenclaws, Sidëlyuir is wherever they go. It will never die so long as it lives in an impregnable mind. Ravenclaws consider themselves the most gifted in their imaginary kingdom, which is honestly pretty sad. Some scholars theorize that the oppression by mind flayers had left a mental scar on the ravenclaws, which was so powerful that it is imprinted on their entire memory as a race. Young ravenclaws are taught from young ages to keep their minds strong so that Sidëlyuir can live forever. They will become belligerent when people ask them about Sidëlyuir as an "actual city." They are known for using things like small curses to inflict bad luck on those who they hate, or reading minds and exposing embarrassing thoughts. Needless to say, this has rendered others's views of them rather negatively.
Ravenclaws, true to their pride as the most gifted thinkers of their homeland, have very stuffy names that are rarely ever only one syllable. Three or more syllables, to them, speaks of one's sophistication and mastery over a language, compared to simple or short names.
Male: Declan, Cole, Kayler, Maverick, Connor, Harper, Areilla, Giovanni, Ashton, Brayden, Skyler, Adrian
Female: Gwendolyn, Rowan, Hazel, Fiona, Amelia, Charlotte, Willow, Quinn, Isolde, Guinevere, Penelope, Moira
Ravenclaws are the wisest of the wise, and a great asset to any team.
Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.
Age. Ravenclaws mature at age 11 and can live up to four centuries.
Alignment. Ravenclaws prefer not to get involved in things. They generally stay on a neutral alignment unless you want to debate the existence of Sidëlyuir.
Size. Ravenclaws are pretty short, standing between 3 and just over 4 feet. Your size is Small.
Speed. Your base walking speed is 25 feet.
Raven Wings. As a bonus action, you can summon forth the raven wings that lift you from your short stature. These wings last for 1 minute or until you dispel them with another bonus action. You cannot use this trait again until you finish a short or long rest. While these wings are active, you have a flying speed of 25 feet. You cannot use this speed while wearing medium or heavy armor.
Raven Magic. You know the gust cantrip and you can cast the hex spell once with this trait, at its lowest level and without material components. You regain use of this spell when you finish a long rest. When you reach 3rd level, you are able to cast the detect thoughts spell once. You may do so again after finishing a long rest. Intelligence is your spellcasting ability for these spells.
Sidëlyuir Memory. To better protect the glory of Sidëlyuir, ravenclaws must be strong of mind. You have advantage on saving throws against mind altering effects.
Gifted Mind. You are, without a doubt, one of a gifted and wise race! You are proficient in one Intelligence skill of your choice.
Languages. You can speak, read, and write Common and Auran.
Random Height and Weight
|3′ 8″||+1d6||75 lb.||× (1d4) lb.|
*Height = base height + height modifier