Kestrel (race)

Kestrels are the distant off-springs of harpies that managed to make peace with halfling settlements and eventually interbred; based on Bastards and Bloodlines 3.5e kestrel race

## Race Flavour 1

Kestrels tend to be positive people not just because of the pride they take in their origins but because they intimately understand the power of confidence, attitude and bearing upon others. Though kestrels as a people are now found in many many places than the town that first gave rise to them, they remain proof of the power of redemption and the might that rises from mercy and they carry those lessons with them in their day to day lives.

## Race Flavour 2

Kestrels learn athleticism, curiosity, hospitality and kindness from their parent races and they can form the heart of a group and keep the morale up with a kind word or a clever joke and generally just offering moral support.

## 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 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 tall halfling or a young harpy. Your wingspan is twice your height. Your size is medium.

***Speed.*** Your base walking speed is 25 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.

***Memory For A Song.*** A Kestrel can memorize any song they have heard after listening to it once once.

***C Sharp.*** You know the vicious mockery cantrip. When you reach 3rd level you can cast the Sleep spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level you can cast the Shatter spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

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

Random Height and Weight

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