FFXIV Chocobo

by Remmus2k

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Chocobos

Despite the emergence of airships, chocobos have retained their place as a traveler's best friend. Be it as bearers of a merchant's wares, steeds for battle-bound soldiers, or an adventurer's means of locomotion; the long-legged avian creatures are still very much a common sight.

These flightless birds have sturdy legs with which to bear you across great distances swiftly. They serve not only as a form of transportation, but also as a companion that will fight alongside you.

With effort and training, they can learn to cast simple spells and some breeds can learn how to fly. They are an pricey investment but they are loyal and will stick with you for the rest of their lives.

The colors of their feathers can range depending on the food they eat but most commonly default to yellow unless if the breed is Ishgardian or Dalmalscan. They are strong enough to carry your burdens and are able to draw upon carriages.

Chocobos seem to have a sixth sense in regards to natural disasters or danger. Scholars speculate that this is because they are in-tune with aether and the world around them which explains why they are able to cast magic.

Chocobo Armor (Barding)

Grand Companies have crafted armor for chocobos for when they charge into battle or when they assist you. You can purchase armor, but because they are custom crafted for chocobos, they are usually triple the cost and on average takes 9+d6 days to make. If one has high rank in a Grand Company they can provide a discount and in some rare cases provide it for free. Most armor types available for players have chocobo variants.

If a chocobo wears barding that they are not proficient in, they will move at half speed and disadvantage on saving throws.

Chocobo Training

Professional trainers take time to train a chocobo. If a party member wishes to train it, they themselves must have the animal handling skill and double the amount of days required. They can only be taught per one long rest and will need a days break in between sessions. Adventurers that are trying to teach a chocobo a spell must know the spell and the players spell slot will be used. For the extra days it takes to train it, add 50 Gil per extra day.

Damalscan chocobos learn level 2 and 3 spells 5 days quicker.
If an exemplary Eorzean chocobo (yellow) has a longer wingspan, has the strength, and the discretion of the GM, then that chocobo can learn to fly. For this circumstance, an additional d12 is added for the amount of days and increase the cost by 1,000 gil x the d12 result.

Days Training Base Cost
7+d8 Cantrips 1000
12+d10 Level 1 spells 5,000
20+d10 Level 2 spells 50,000
20+d20 Level 3 spells 70,000
14+d12 Wearing barding 10,000
20+d12 Heavy Armor barding 70,000
20+d12 Flying Ishgardian Breed Only 100,000
Chocobo Leveling

Chocobos are imprinted to one person specially. If that person levels up past level 4 and rolls for additional hit die; then the chocobo can also roll a d10 and add that value to the chocobos hit points.
When the imprinted partner reaches levels 4,8,12,16, and 19, the chocobo abilities and capabilities will grow. Please refer to the leveling bonuses table specific to your chocobo breed each time you reach those milestones.

If a chocobo is abandoned, or has spent too much time apart of its owner, they will level normally and will need to reach those levels on their own.

  • Credit to Avalon5K

Chocobo Breeds

The three most common breeds are Ishgardian (Black), Dalmascan (Amber or Red), and Eorzean (Yellow). Ishgardian Chocobos have a more muscular build and have a longer wingspan, Dalmascan Chocobos are more slender and intelligent, and Eorzean chocobos are somewhere in the middle. Ishgardian chocobos are more likely to be able to fly, Dalmascan chocobos has access to a larger spell pool, and the Eorzean chocobo has the potential for either or has access to neither (depending on the GM). Of those three, the Eorzean chocobo is the most common.

You can have a chocobo of any breed and dye them to any color

Chocobo Spells

Although they can cast magic, they are not as intelligent as a humanoid. Since they are excellent mimickers they can cast only simple spells; which makes their spell selection limited. DM's can use their discretion as to which spells are learnable but it must be taught after a long period of time. Its spell casting modifier is WIS.

Spells in red are only available to Dalmascan chocobos. Spells that are in gray are not available to Ishgardian chocobos but are still available to the other two breeds.

Cantrips

  • Blade Ward - Gust - Primal Savagery - Sacred Flame - Shocking Grasp - Vicious Mockery

Level 1

  • Absorb Elements - Catapult - Cure Wounds - Detect Evil and Good - Detect Magic - Divine Favor - Expeditious Retreat - Gift of Alacrity - Guiding Bolt - Heroism - Shield - Zephyr Strike

Level 2

  • Calm Emotions - Earthbind - Lesser Restoration - Magic Weapon - Prayer of Healing - Scorching Ray

Level 3

  • Crusader's Mantle - Protection from Energy - Pulse Wave - ChocoMedica (Mass Healing Word) - Meteor (Fireball)

Red - Dalmascan Only
Gray - Ishgardian Exclude

Chocobo Dyeing

You can change the color of the feathers of your chocobo by providing it special snacks. Your chocobo physical features, stats and breed will stay the same but the color would change.

Item Cost Effect
Han Lemon Restores feathers to their original hue 10,000 Gil
Xelphatol Apple Deepens the red hues of feathers 2,000 Gil
Doman Plum Lightens the red hues of feathers 1,000 Gil
Mamook Pear Deepens the green hues of feathers 2,300 Gil
Valfruit Lightens the green hues of feathers 1,500 Gil
O'Ghomoro Berries Deepens the blue hues of feathers 1,300 Gil
Cieldalaes Pineapple Lightens the blue hues of feathers 1,700 Gil
Simplified Dyeing Tooltip

In order to lessen the load on the GM and to speed up gameplay, here is an oversimplified dyeing guide.

Dalamud Red = 5 x Xelphatol Apple

Othard Blue = 5 x O'Ghomoro Berries

Plum Purple = 4 x O'Ghomoro Berries, 2 x Xelphatol Apple, 2 x Mamook Pear

Lime Green = 5 x Mamook Pear

Pumpkin Orange = 2 x Xelphatol Apple, 1 x Mamook Pear, 1 x O'Ghomoro Berries

Rose Pink = 2 x Valfruit, 2 x Doman Plum. 1 x O'Ghomoro Berry

You can even go to a website like https://ffxivchocobo.com/ and just reduce the number of fruits by over half.

Chocobo Builds

        - Credit to Paige404
Breeders have created different shapes and sizes of chocobo in order to accodimate the various races. The three main builds are Rouncey Chocobo, Belah'Dian Jennet, and the Gyr Abanian Destrier. You will find that for each breed of chocobo, you will find these three builds.

Rouncey Chocobo

The most common breed of chocobo by far is the Rouncey. Fleet of foot, the Rouncey is ideal for racing and carrying most riders.

This is the standard statblock you see on most chocobos.

Gyr Abanian Destrier

The Gyr Abanian Destrier is a large, strong breed developed to pull heavy wagons over long distances in harsh environments. It is a popular bird across Eorzea for both warfare and wagon teams.

This variant has more health and strength but is slightly slower. When you purchase this variant, give 2 points to STR and CON, 10 hitpoints, but reduce the speed by 20ft, thus making the chocobo speed to be 40ft.

Belah'dian Jennet

A miniature chocobo developed by Dunesfolk breeders early in the Sixth Astral Era, the Belah'dian Jennet is the preferred mount for Lalafellin riders.

This variant is slightly more fragile and smaller than your average chocobo. When you purchase this variant, reduce the chocobo's hitpoints by 6 points and remove 2 CON but increase the speed by 20ft, making it to be 60ft.

Fat Chocobo

        - Credit to SilentSoren

These chocobo have had the blessings of night limitless food sources and a genetic defect allowing them to gorge themselves unendingly. This has allowed these chocobo to become massive, and with their size comes great strength. Many chocobo will flock around a Fat Chocobo and deem it the leader of their group, which can lead to serious problems in a region where the greedy fowl lives.

Despite the potential dangers of living near a Fat Chocobo, many worship the concept as a symbol of fertility, harvest and prosperity, being included in many a farmer's folk tale.


Fat Chocobo

Huge Beast, Unaligned - Credit to SilentSoren


  • Armor Class 12 (natural armor)
  • Hit Points 125 (10d12+60) Hitpoints
  • Speed 20ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 22 (+6) 3 (-4) 16 (+3) 10 (0)

  • Senses passive Perception 13
  • Languages --
  • Challenge 5 (1800 XP)

Sure Footing. The Fat Chocobo is unaffected by difficult terrain.

Roly-Poly. If the Chocobo uses the Dash action and moves at least 20ft. straight toward a target, it may make a Body Slam attack as a bonus action. If the target is a creature, it muster succesd on a DC 14 Strength saving throw or be knocked prone.

Innate Spellcasting. The Fat Chocobo's spellcasting ability is Wisdom (spell save DC 14). The Fat Chocobo can innately cast the following spells, requiring no material components:

At will: Earth Tremor

3/day each: Thunderwave

Actions

Multiattack. The Fat Chocobo makes three beak attacks.

Beak. Melee Weapon Attack: +7 to hit, 10ft., one target. Hit: 14 (2d8+4) piercing damage.

Body Slam. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 18 (2d12+4) bludgeoning damage. If the target creature is under the prone condition when hit by Body Slam, it deals an addition 1d12 of damage. Additionally, the creature that was body slammed is now crushed beneath the creature, gaining the restrained condition (escape DC 14). The creature is freed from the condition if the Fat Chocobo moves.

Reactions

Stomping Tantrum. When a creature enters an area within 10ft. of the Fat Chocobo, it may cast Earth Tremor.

Eorzean (Yellow) Chocobo

By far the most common type of chocobo. These birds are well-rounded and suited to all types of tasks. They are not as tough as an Ishgardian chocobo, but they are stronger than an Dalmalscan. They are not as intelligent as an Dalmalscan but can outwit an Ishgardian. They can not fly like an Ishgardian could, however there are outliers that can. They have a wide range of spells and are a great companion.

They typically cost 9,000 Gil


Eorzean Chocobo

Large beast, unaligned


  • Armor Class 13
  • Hit Points 36 (5d10+5)
  • Speed 60ft

STR DEX CON INT WIS CHA
15(+2) 10(+0) 13(+1) 4(-3) 12(+1) 7(-2)

  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a yellow chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +5 to hit, reach 5 ft, one target Hit: 8 (1d10+3) piercing damage

ChocoCure - Bonus Action - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Gets one free charge per day.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

White Chocobo

Slender, Elegant, Graceful, this breed of chocobo also has an pleasant aroma to them. This is the rarest breed of chocobo. Noblemen and kings flaunt their wealth by owning one of these. Some breeders try to "make forgeries" in order to cheat people by taking a standard Eorzean chocobo and dyeing them white, but a well trained eye (or nose) can spot it by making either an Animal Handling check or rolling Insight on the seller. Despite being somewhat slender, their strength is similar to the common Eorzean chocobo. For spells and leveling bonuses, please use the same tables as the Eorzean chocobo. FC

They typicaly cost 90,000 Gil

Eorzean Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +5 / +3 13 / 12(+1) +5 / 1d10+3
4th +6 / +4 14 / 13(+1) +6 / 1d10+4
8th +7 / +5 15 / 14(+2) +7 / 1d10+5
12th +8 / +6 16 / 15(+2) +8 / 1d10+6
16th +9 / +7 17 / 16(+3) +9 / 1d10+7
19th +10 / +8 18 / 17(+3) +10 / 1d10+8
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
1st 1 0
4th 1 1 1
8th 2 2 2
12th 2 3 2 1
16th 3 6 3 2 1
19th 3 9 3 3 2

Dalmascan (Amber/Red) Chocobo

A more slender, and intelligent chocobo. This chocobo breed is known to be more proficient in spellcasting. Their wings are weaker so it is very unlikely to be able to fly.

Due to their increased intelligence, they can be stubborn as a mule and can hold grudges. These chocobos are located in the Dalmasca region and some are imported into the Thanalan region by wealthy individuals at a increased cost.

They typically cost 8,700 Gil in the Othard continent but are slightly harder to find depending on location so the price can vary. They are usually double the cost in the Thanalan region.

Dalmascan Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +4 / +3 13 / 13(+1) +4 / 1d10+2
4th +5 / +4 14 / 14(+2) +5 / 1d10+3
8th +6 / +5 15 / 15(+2) +6 / 1d10+4
12th +7 / +6 16 / 16(+3) +7 / 1d10+5
16th +8 / +7 17 / 17(+3) +8 / 1d10+6
19th +9 / +8 18 / 18(+4) +9 / 1d10+7
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
1st 1 1 1
4th 2 2 2
8th 3 3 2 1
12th 3 5 2 2 1
16th 4 8 3 3 2
19th 5 11 5 3 3

Sharlayan (Green) Chocobo

These chocobo are rare and are found near Sharlayan. They share a similar build and capability for magic as a Dalmascan would. FC

They typicaly cost 14,000 Gil


Dalmascan Chocobo

Large beast, unaligned


  • Armor Class 11
  • Hit Points 32 (3d10+1)
  • Speed 60ft

STR DEX CON INT WIS CHA
14(+2) 11(+0) 13(+1) 6(-2) 14(+2) 10(0)

  • Skills Athletics +4, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +4 to hit, reach 5 ft, one target Hit: 7 (1d10+2) piercing damage

ChocoCure - Bonus Action - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Gets one free charge per day.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

Ishgardian (Black) Chocobo

This type of chocobo lives in the north where they are better adapted to the cold. They are stronger but are more limited in magic. They are able to learn to fly with some training and effort. Most of the flying training occur in The Holy Stables in Ishgard.

They typically cost 14,000 Gil


Ishgardian (Black) Chocobo

Large beast, unaligned


  • Armor Class 14
  • Hit Points 42 (6d10+6)
  • Speed 60ft, 120ft (while flying)

STR DEX CON INT WIS CHA
16(+3) 13(+1) 14(+2) 4(-3) 10(0) 10(0)

  • Skills Athletics +6, Perception +3
  • Senses passive Perception 13
  • Challenge 1/2

ChocoDash - If a yellow chocobo is wearing light or no barding and has at most one rider, when it uses the Dash action its base speed is 80 ft. Similarly, a yellow chocobo can travel at a gallop (PHB p.181) up to 8 hours a day before becoming exhausted.

Actions

ChocoPeck -melee weapon attack, +6 to hit, reach 5 ft, one target Hit: 10 (1d10+4) piercing damage

ChocoCure - Bonus Action - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Gets one free charge per day.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.

Flying

When flying, a black chocobo would move at double the speed. Make sure to hold on tighly or you could fall, if you fall, you take 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. 1d6 (3) per 10 feet, up to a max of 20d6 (60). A maximum of 120 damage
- Source D&D Dungeon Masters Guide

Ishgardian Chocobo Bonuses
Level Skills Bonus (Athletics/Perception) Passive Perception / Wisdom ChocoPeck Hit/Danage
1st +6 / +3 13 / 10(0) +6 / 1d10+4
4th +7 / +4 14 / 11(0) +7 / 1d10+5
8th +8 / +5 15 / 12(+1) +8 / 1d10+6
12th +9 / +6 16 / 13(+1) +9 / 1d10+7
16th +10 / +7 17 / 14(+2) +10 / 1d10+8
19th +11 / +8 18 / 15(+2) +11 / 1d10+9
Spell Slots
Level Cantrips Known Spells Known 1st 2nd 3rd
1st 0 0
4th 1 1 1
8th 1 2 2
12th 2 2 2
16th 2 4 2 2
19th 3 7 3 3 1

 

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