Aven

Inherently magical bird-people, usually with white feathers. These birds are unnaturally graceful, and usually quite wise. They are found on most continents, like Aaracokra and Corax.

Like Elves and most Fey-descent Beastkin, they bear magic of the feywild, and are able to channel it through a ranged weapon. Most Aven are gifted snipers and bowmasters, if only due to their high-quality vision, and as such many find work as snipers, assassins, mercenaries, and other such roles.

Aven as DnD Characters=

Aven as DnD Characters
Avens share the following traits, regardless of subrace;

Medium Humanoid; Dexterity +2; 30 ft. Walking/Flying speed

Hawk Eye. You gain proficiency in Perception.

Fey Magic. You learn the Druidcraft and Thaumaturgy cantrips. You also learn one 1st-level Druid or Ranger spell of your choice, and may cast it once per long rest. When you cast a spell with a casting time of 1 Action or Bonus Action with a range larger than Touch, you may make a ranged weapon attack as part of the action, with the spell being cast through the attack. This changes the spell's range to be that of the ranged weapon, but the spell otherwise functions as normal.

Heroic Aven
Heroic Aven become able to wield ranged weapons with a proficiency unmatched by nonmagical archers. While wielding a ranged weapon, you ignore the effects of half and three-quarters cover. If you wield a ranged weapon whose magical bonus is less than +1, it gains a magical +1 bonus to attack and damage rolls.

Aven Paragons
Aven Paragons gain access to an esoteric type of Fey magic, allowing them to charm or frighten their enemies. You may use your action to select any number of creatures within a 15-foot cube within 60-feet. These creatures make a wisdom saving throw, becoming charmed or frightened on a failure. You choose the effect for each creature. This is considered a spell for the purposes of interacting with your Fey Magic.

You may use this magic a number of times equal to your proficiency modifier, regaining the ability to do so at the end of a long rest.

Epic Aven
Epic Aven become godlike magic archers, something the Fey are properly proud of. When you take the Attack action, you may infuse spells into each of your ranged attacks. This otherwise works as per Fey Magic.

Eagle-headed
Wisdom +1

Eagle Eye. You gain expertise in Perception, and you do not possess disadvantage when attacking within the second increment of a ranged weapon.

Spell Sniper. Your spells' range is doubled. Further, your spells use the range of a ranged weapon you are wielding, even if you do not activate your Fey Magic, unless their range is Self.

Falcon-headed
Wisdom +1

Falconmind. You possess advantage on saving throws against being Charmed or Frightened, and on checks and saves made to resist other compulsions(Such as the Suggestion or Command spells).

Natural Danger. Your Beak and Claws are Natural Finesse Weapons with a d6 damage die. You may deal Piercing or Slashing damage with these weapons. When you reach levels 6, 11, 16, and so on, this die improves to a d10, 2d8, 2d12, and so on.

Ibis-headed
Intelligence +1; 50 ft. Flying speed

Ibismind. You add your Tier to your intelligence modifier for the purposes of gaining benefits from high ability scores.

Magic of the Day. You learn one Wizard and one Cleric spell each, as part of your Fey Magic feature. At level 3, 5, and so on, you learn a spell from one of these lists. All of the spells learned through this feature must be of a level less than or equal to your proficiency modifier. You may cast each spell learned through this feature once per long rest, at a level equal to your proficiency modifier.

Owl-headed
Wisdom +1; 60 ft. Darkvision

Hunter. When you hit a creature with a ranged weapon attack, you may place a mark on the creature. This mark lasts until you mark another creature, or a number of days equal to your level have passed. While this mark remains, you may use a bonus action to locate the creature if they are within 1 mile, or their general direction if they are outside this mile.

Owlsense. You add your Tier to your wisdom modifier for the purposes of gaining benefits from high ability scores.

Vulture-headed
Intelligence +1

Vulturerite. You learn the Rite: Animate Servant.

Magic of the Night. You learn one Wizard and one Warlock spell each, as part of your Fey Magic feature. At level 3, 5, and so on, you learn a spell from one of these lists. All of the spells learned through this feature must be of a level less than or equal to your proficiency modifier. You may cast each spell learned through this feature once per long rest, at a level equal to your proficiency modifier.


 * -|Aven as FATE Characters=Sample Stuff