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# Welcome to your next campaign binder! ## Overview on Creating GMBinder uses markdown for its primary content. To learn about Markdown and its supporting syntax, [check this out](https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet) In addition, GM Binder allows for HTML content within your document. However, "User Beware" warnings apply. Especially now in this early stage. Using HTML for things like images and links is pretty safe. However, structured HTML like divs, tables, etc, may have undesired consequences. ## GMBinder Specific ### Page Breaks * Using `\pagebreak` will result in a page break. Or press `Ctrl+;` or `Cnd+;` to insert this. * Using `\pagebreakNUm` will result in a page break with page number. Or press `Ctrl+'` or `Cnd+'` to insert this. ### Links * Internal Links - Press Ctrl+Space to get a list of all of your document's headers. Press tab on one to insert the link into your document. ie: [Welcome to your next campaign binder!](#welcome-to-your-next-campaign-binder) * External Links - Using the standard markdown link syntax with an external URL will result in a link that opens a new tab. ie: [Staff of Darkening](https://www.dndbeyond.com/magic-items/29957-staff-of-anti-thunder-and-darkening) * If you would like the actual URL to show in your external link, a simple solution is to simply wrap it with < and >. ie:
### Table of Contents In the menu above, you'll see a Table of Contents for your document. ### Images There are a couple ways you can place images. If you would like something positioned like you see on this page, you will need to provide the appropriate styles to do so. For example: `
` If you would like to place an image in-line within your content, simply providing an image tag with an external URL will be sufficient. Do be aware that your images should be sized appropriately for the content. \columnbreak ### Wrapping to Column Two Sometimes you want your content in column 1 to be cut short and continue on to column 2. The simplest way to accomplish this is to use: `\columnbreak` ___ You can also press `Ctrl+.` or `Cnd+.` to insert this. ### Footnotes This is an example of using html and built in styles to get a desired output. `
Part 1 | Introduction
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Part 1 | Tutorial
## Basic Editor Shortcuts ### Find and Replace * `Ctrl+F` or `Cmd+F` - Find * `Alt+Ctrl+F` or `Alt+Cmd+F` - Find & Replace ### Editing * `Ctrl+Z` or `Cmd+Z` - Undo * `Ctrl+Shift+Z` or `Cmd+Shift+Z` - Redo * `Ctrl+D` or `Cmd+D` - Remove current line * `Ctrl+U` - Uppercase current selection * `Ctrl+Shift+U` - Lowercase current selection ### Content Folding * `F2` - Fold / Unfold a block of content * `Ctrl+Cmd+Alt+0` Fold everything * `Shift+Cmd+Alt+0` UnFold everything ### And Much More... * `Ctrl+Alt+H` or `Cmd+Alt+H` Shows all Editor Shortcuts \pagebreakNum # Aarakocra Subraces Aarakocra are as vast and diverse as the stars in the sky or the birds of the air (and land). Waterbirds, game birds, birds of prey: all make their home in this realm. A secretive people hailing not from the Material Plane but the Elemental Plane of Air, Aarakocra have nonetheless made a home for themselves here. ## Homelands ### Here, there, and everywhere. Aarakocra subspecies exist in every biome on this plane: Forest, Rainforest, Desert, Mountain, Tundra, Swamp, and Sea. Each biome provides different evolutionary challenges, and thus the Aarakocra evolved. Don't forget they're still birds, though. They like shiny things, have keen senses, and are always on the lookout for trouble. ## Forest ### Songbirds Part of the large passerine family, songbirds are the small seed or bug eaters one might see in the yard. They are smaller than bird of prey Aarakocra, reaching only about 3 to 3 and a half feet tall, but not any less fierce when threatened. Example species include: Cardinal, Oriole, Chickadee, Robin, warblers, flycatchers, tanagers, Bluebird, Mockingbird, wrens, sparrows, finches, larks, blackbirds, swallows, larks. ***Flight.*** As a passerine, your Flight is short and fast, moving quickly from perch to perch. You can use the Dash action to quickly move up to 30 feet in a straight line. You will fall at the end of your turn if nothing is keeping you aloft. You can use this feature twice per short rest. ***Everyone Loves a Backyard Bird.*** Chances are, you are cute and quick. Choose Charisma or Dexterity to increase by 2. The other will increase by 1. ***Birdey Sense.*** A long history of constantly watching for predators has given you proficiency in Perception checks. ***A Merry Tune to Toot.*** Your talons are not strong enough to deal real harm to another creature. Instead, you can tweet or screech your song. Everyone in a 30-foot radius must make a Constitution Saving throw of 10+ your Charisma modifier or take 1d4+Charisma mod psychic damage (half as much on successful save). If you are a mockingbird, thrasher, catbird, or other mimid, you can give an extra d4 of damage as long as you make a satisfactorily awful sound to your DM. ### Woodpeckers Woodpecker Aarakocra make their homes deep in the forest, carving necessary materials out of trees and climbing high to make their communities safe from harm. Woodpecker Aarakocra vary in size, from 3-5 feet. Example species: Red-headed woodpecker, Gilded Flicker, Pileated Woodpecker, Downy woodpecker, Yellow-bellied Sapsucker. ***Flight.*** Like songbirds, you can take the Dash action to fly up to 20 feet to a perch. Unlike songbirds, however, you can perch in a climbing position on any surface except smooth metal. ***Zygodactyl Bonus.*** You have two front claws and two back claws. With this, you have a climbing speed equal to your walking speed, even on seemingly sheer surfaces. ***Land, Tree, and Sky.*** Adept at climbing, flying, and traveling horizontally, your Dexterity increases by 2. Choose either Strength or Charisma to increase by 1. ***Predestined to Peck.*** You do not have Talon attack. Instead, with your specialized skull structure, you can Headbutt Attack for 1d6+ your Strength modifier bludgeoning damage. Alternatively, you can use your Beak to attack and deal 1d4+ your strength modifier piercing damage. Once per long rest, you may combine these attacks on a hit for 1d8 piercing damage. ### Corvids Crows, Ravens, and Jays are the most intelligent of the Aarakocra. You might mistake some of them for Kenkus were it not for their wings. Ravens are the largest, reaching 5 feet or taller, while crows and jays generally stay under 5 feet tall. ***Flight.*** Like songbirds, you can take the Dash action to fly up to 20 feet to a perch. Once per day, Raven- and Crowfolk can fly high in the air for up to ten minutes, providing your speed does not go lower than 50 feet. ***Birdy Geniuses.*** Your inquisitive nature makes you an apt detective. Increase your Intelligence by 2. ***Super Bite.*** Your strong jaw muscles can clamp down on an attacker or object. When you try to grapple or restrain someone with your beak, or try to hold something in it while doing another action, you have advantage on your Strength checks. You can also bite as an unarmed attack for 1d4+STR bludgeoning damage. ***Aerial Acrobat.*** Ravenfolk have proficiency in acrobatics, and advantage on acrobatics checks while in flight. Increase your Strength by 1. ***Vigilant Investigators.*** Crowfolk have proficiency in Investigation checks and increase Wisdom by 1. ***Passerine Nimbleness.*** Jayfolk have proficiency in Acrobatics and increase Dexterity by 1. ### Birds of Prey Your quintessential Aarakocra. Birds of prey include Owls, Eagles, Hawks, Falcons, Vultures, Condors, Caracaras, and the Secretary Bird. Your size can vary depending on the specific species, but generally you are 5 to 5 and a half feet tall. ***Eagle Eye.*** Your eyes developed to hone in on prey far below you in flight. You have darkvision in shades of grey up to 60 feet. If you are an owl, you have darkvision like regular vision up to 60 feet, and shades of grey beyond. ***Ability Increase.*** Your Wisdom increases by 1. Choose Strength or Charisma to increase by 2. \pagebreak ***Flight.*** As a large and inertia-ful creature, your flight speed is 15 feet. Once per short rest, you can use a Dash action plus your movement to fly 15 feet and land on the ground or on a perch. Once per long rest, you can soar high above the ground for 10 minutes, provided your speed does not fall below 30 feet. While you are soaring, you cannot hear sound from the ground unless it is very loud. ***Feet of Fire.*** You can use your talons as an unarmed strike to deal 1d6+STR slashing damage on a hit. If you are a secretary bird, you can also stomp on a prone creature for 1d6+STR bludgeoning damage on a hit. You can also bite for 1d4+STR piercing damage on a hit. ***Distinguished Doings.*** You are proficient in Intimidation. Additionally, you can gain advantage on Persuasion rolls if you are using your majestic aura to convince. ### Nightjars Some of the most elusive and baffling of the bird family, you have strange features that make you off-putting to other Aarakocra and some other creatures. Your height is between 2 and 4 feet. ***Hidden in Plain Sight.*** Your plumage allows you to seamlessly blend in among trees, leaves, and dirt. You have proficiency in Stealth, and advantage on Stealth rolls when you are remaining motionless. ***Flight.*** You are a weird flyer, somewhere between songbird and bird of prey. As such, you can use Dash to fly 30 feet, landing on a perch or the ground twice per short rest. You can also fly for up to 5 minutes once per long rest, and you do not have to go in a straight line. Roll Acrobatics to stay aloft after 5 minutes. ***Non-Magic Mouth.*** Your mouth opens very, very wide. Like, too wide for comfort. You have proficiency in Intimidation and Performance. ***Ability Score Increase.*** Increase your Dexterity by 2. Choose either Intelligence or Charisma to increase by 1. ***Wing Beat.*** Your unarmed strike is beating your opponent with your wings and beak in a flurry of small blows. On a hit, you deal 1d4+STR bludgeoning damage. Once per day, you can replace this with 1d4+CHA psychic damage, opening your mouth and scaring your opponent with your gaping maw. ### Ground Birds You come from a long line of proud hiders. Quail, ptarmigan, grouse, pheasant, pigeon, or peafowl, your people have carved out quiet lives deep in the woods or out in the plains. Quailfolk remain on the smaller end of the race, growing to 3 and a half feet, generally, while peafowl tip the scales at 5 feet, not including their enormous tails. ***Flight.*** Your bulky body and round wings allow short bursts of speedy flight. Once per short rest, you can use a Dash action to fly up to 20 feet in any direction, landing on the ground or on a perch. This action decreases by 5 feet if your tail is half your body length or longer. ***Ability Score Increase.*** Your Constitution increases by 1. Choose Charisma or Wisdom to increase by 1. ***Fury of the Fowl.*** You ever seen a chicken get pissed off? This is that. Once per long rest, you can go berserk for 1 round, adding your Constitution modifier to all attack rolls and proficiency bonus to all damage rolls. ***Fight AND Flight.*** You use your talons for unarmed strikes, but you can use your wings to get an extra burst of strength. On a hit, you deal 1d6+STR slashing damage. ## Rainforest ### Hummingbirds The quickest and smallest of the Aarakocras, hummingbirds have sharp senses and a temper to match. Starting at 2 feet tall and growing as tall as 3 and a half, your world is enormous, but you are undaunted. ***Flit Flight.*** You can fly, hovering and darting about in the air with your impossibly fast buzzy wings, for 1 minute during combat or 10 minutes out of it. However, due to your extremely high metabolism, while flying during combat you must spend your bonus action of each turn sipping nectar or eating. If you fail to do this for two consecutive turns, you must make a constitution saving throw. On a failure, you plunge from your place in the sky to the ground, falling into Torpor. At the top of each following turn, you may reroll the save. ***Torpor.*** Because of your metabolism, you go into a hibernative state called Torpor instead of sleeping. You may choose to enter this state during a short rest once per day to regain double HP from your hit dice. However, you will not awaken for 30 minutes. ***Small but Mighty.*** Your Dexterity increases by 2, and your Constitution increases by 1. You have resistance to cold damage provided you are not starving or exhausted. Fury of the Small? ***Hereditary Rapier.*** You can use your long, pointed beak to attack for 1d4 + strength mod piercing damage. ### Parrots Intelligent and wily, parrot Aarakocra take to city life surprisingly well, though they prefer to call the bustling rainforest home. Some of the largest, parrots range from 3 foot parakeets to 5 foot macaws. ***Flight.*** You can fly well but loudly. You can fly 30 total feet low and close to the ground once per short rest, and soar high in the air for an unbroken period of 10 minutes once per day at a speed of 50 feet. ***Beak of Steel.*** Your thick and strong beak can be used to crack nuts, to grapple/restrain a creature, or catch yourself from falling. When you use your beak to make a strength ability check, you get advantage. ***Ability Score Increase.*** Increase Intelligence by 2. Choose Strength, Dexterity, or Charisma to increase by 1. ***Slash and Bird.*** You can attack with your talons as an unarmed strike, inflicting 1d4+ your Strength modifier slashing damage on a hit. ### Birds of Paradise Flamboyant and lavish, Bs of P Aarakocras generally remain in the deepest parts of the rainforest to keep the outside world out. They can reach a size of 4 feet, not including their extra long tail or crest feathers, in which they take great pride. ***Flight.*** You can use the Dash action to fly 20 feet to a perch. If you have a tail as long as your body or a crest half as long, reduce the flight by 5 feet per foot of extra feather. \pagebreak ***Gaudy and Bawdy.*** You grew up preparing and training to dance your pants off for love. Increase your Charisma score by 2. You have proficiency in Persuasion, and can have advantage on any rolls you make while trying to seduce someone. ***Fight? Moi?*** Your body is not bursting with natural weaponry, but if needed, you can bite for 1d4 bludgeoning damage on a hit. ## Waterbirds ### Waterfowl Ducks, geese, and swans are the amphibians of the bird world: swimming, flying, and walking with (relative) ease. Ducks can reach a height of 4-5 feet, depending on your species, while geese and swans tend to run 5-6 feet tall. You have a swimming speed equal to your walking speed. ***Flight.*** Like many larger species, you can fly for slightly longer distances than smaller perching birds. However, you need a runway of at least 15 feet in order to take off. You can fly for up to 5 minutes at a speed of 40 feet, and need a space of 30 feet to land or 15 feet of water. You cannot perch. ***Duck-Footed.*** As a water-loving creature used to colder climates, you can regulate the blood flow to your limbs. Because of this, you have resistance to cold damage always, and can choose one hit per long rest to have immunity to it. ***Like Water Off Your Back.*** Duckfolk increase their Charisma and Constitution by 1. Goosefolk increase Constitution by 2. Swanfolk increase Constitution by 1 and Strength by 2. ***Dabblers and Divers.*** Some waterfowl dive for food and some dabble, sticking their little bums in the air to get at algae and other food. If you are a diving duck like a Merganser, Bufflehead, Scaup, or Scoter, your swimming speed is 50 feet. If you are a dabbler like a Mallard, Goose, Swan, Teal, or Wigeon, you have proficiency in Nature checks. ***Cobra Chickens from Hell.*** Evolution has given you no fancy natural weaponry. However, your territorial instincts can make you very intimidating. Once per short rest, you can use an action to quack or honk and flail wildly, forcing any creature you can see who is not allied with you to make a Wisdom saving throw with a DC of 10+ your charisma modifier. On a failure, they are Frightened for the next round. ### Large Waders Patient in their looming, Herons, Egrets, Limpkins, Ibises, Storks, Spoonbills, and Cranes are the giraffes of the bird world. You can grow up to 6 feet tall, and your neck is longer than most. ***Perfectly Precise.*** You are a master of stillness and sneakery, sometimes standing motionless for minutes at a time to catch prey. You have proficiency in Stealth, and increase your Dexterity by 2. ***Flight.*** Despite your large size, your huge wings allow you to take off without a runway. dash action blah blah blah soaring blah blah blah. ***Sharp-dressed Beak.*** Your long, narrow beak evolved to stab and grab fish with. As an unarmed attack, you can stab at your opponent with your face for 1d4+STR piercing damage on a hit. If you are an ibis, you can replace this with 1d4+STR slashing damage. If you are a spoonbill, replace this with 1d4+STR bludgeoning damage. ### Pipers and Plovers Small but resilient, sandpipers have survived through fierce protection of their own and expert hiding skills. You can grow to 3 feet tall. ***Flight.*** You are used to taking off with surprising speed. Your flight speed is 40 feet. Once per short rest, you can use the Dash action to fly 40 feet, but you must land on the ground. Once per long rest, you can fly for up to 1 minute at 40 feet speed. ***Nonononononononono!*** When an elemental danger like a wave or fire is approaching, you can Dash from it as a bonus action. ***Hey! Over here!*** Killdeer and some other pipers use a broken-wing trick to lead predators away from their nests. When you roll Deception or Performance using this fake-out method to protect your allies, your crit range is 18+. ***One with the Sand.*** You have proficiency in Stealth and Survival. Increase your Charisma by 1, and choose either Constitution or Wisdom to increase by 1. ### Small Waders Like their larger counterparts, small waders like Rails, Gallinules, Jacanas, and Snipe have long legs and necks fitted to grabbing small mollusks and crustaceans. You can grow up to 4 feet tall. ***Secretive and Shy.*** You have proficiency in Stealth and can find a hiding spot for your friends almost anywhere. Increase your Dexterity by 2. ***Flight.*** Like sandpipers, you are used to taking off with surprising speed. Your flight speed is 40 feet. Once per short rest, you can use the Dash action to fly 40 feet, but you must land on the ground. Once per long rest, you can fly for up to 1 minute at 40 feet speed. ***A Rail of a Time.*** As an unarmed attack, you can choose to ???? ## Seabirds ### Gulls and Terns *** ### Ocean Dwellers ***Hydrate or Die-drate.*** Your ancestors spent months at sea without landing. You can drink salt water as if it's regular water, and your Constitution increases by 1. *** ### Pelicans *** ### Alcids ***Flight Dive.*** You swim like you fly, and at the same speed. Additionally, you can dive deep and hold your breath for up to 1 minute. You can see in deep water with your darkvision. \pagebreak ## The Flightless ### Ostrich, Emu, Cassowary, Rhea ***Scary Feet.*** You can attack enemies by attempting to stomp on them, dealing 1d6 bludgeoning damage on a hit. Alternatively, a cassowary aarakocra can choose to deal 1d6 slashing damage on a hit, using your 5-inch-long claw. *** ### Kiwi *** ### Aldabran Rails The only species of bird that has been recorded re-evolving after an extinction event, you're resilient as hell. The universe has declared that you will exist, so here you are! You stand between 3 and 4 feet tall. *** ### Penguins *** ### Dodos Personable and diplomatic, your people were long believed to be foolish and naive. You know different, and you carry the torch of your ancestors to be friendly but strong. You can reach 5.5 feet, with thick, strong legs and arms and a chunky beak. ***Underestimated.*** Despite long-held myth, you have a keen mind. Add 1 to Intelligence. Your body, heavy and muscular compared to many other birds', increases your Strength by 1. ***Clap Trap.*** Your large, hooked beak is your unarmed weapon. On a hit, deal 1d6 piercing damage. ***Dummy Thicc.*** With your well-muscled legs and gregarious nature, you are proficient in Athletics and Persuasion. *** ### Kakapo ***
Part 2 | Your Introduction