Kriivak Skywarden

Level 1 — Aarakocra (custom SRD-compatible build) Ranger (None (subclass at level 2))

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STR
12 (+1)
DEX
17 (+3)
CON
13 (+1)
INT
10
WIS
15 (+2)
CHA
8 (-1)

Defense

Armor Class 14 (Leather Armor (11 + DEX 3))
Hit Points 11 (1d10 + 1 +1)
Speed 30 ft., fly 50 ft., swim 15 ft., climb 15 ft., (hover)

Proficiencies & Skills

Saving Throws Strength, Dexterity
Skills Stealth +5, Survival +4, Perception +4, Sleight of hand +5

Features

Custom Species: Aarakocra (Skyborn)

species Level 1

Kriivak is an aarakocra, a bird-folk of the high winds. This custom species is balanced for SRD 5. 2 play and grants: (1) Flight — a flying speed of 50 feet (hover); cannot fly while wearing Medium or Heavy armor; (2) Talons — unarmed strikes deal 1d6 slashing damage; (3) Sky Sight — advantage on Perception checks relying on sight made at least 100 feet above the ground; (4) Ability Score Increase — +2 Dexterity, +1 Wisdom.

Weapon Mastery

class Level 1

You can use the mastery properties of two kinds of weapons of your choice with which you are proficient: Longbow (Volley unavailable at this level — Slow: hit creatures have their speed reduced by 10 feet until start of your next turn) and Shortsword (Nick: when you make the extra attack of Light weapons, you can make it as part of the Attack action instead of a Bonus Action).

Background: Criminal — Feat (Alert)

background Level 1

You gain the Alert feat: add your Proficiency Bonus (+2) to Initiative (total +5), and immediately after rolling Initiative you may swap your Initiative with a willing ally.

Background: Criminal — Skills & Tools

background Level 1

Skill Proficiencies: Sleight of Hand, Stealth. Tool Proficiency: Thieves' Tools. Equipment: 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP.

Favored Enemy (Hunter's Mark synergy)

class Level 1

You always have Hunter's Mark prepared and can cast it without expending a spell slot a number of times equal to your Wisdom modifier (2) per Long Rest.

Spellcasting (Ranger)

class Level 1

You can prepare Ranger spells and cast them using Wisdom. You know 2 prepared spells at level 1 and have two 1st-level spell slots.

Expertise

class Level 1

Choose one of your skill proficiencies: your proficiency bonus is doubled for that skill. Selected: Stealth (total +7).

Spellcasting

Wisdom DC 13 +4 to hit Level 1: 2 slots

Casting ability Wisdom; DC 13 = 8 + 2 (WIS) + 2 (prof). Attack +4 = 2 (WIS) + 2 (prof).

Hunter's Mark

Level 1 Ranger
Divination Bonus Action 90 feet V

Target a creature you can see. You gain a +1d6 bonus to damage rolls against it with weapon attacks, and you have advantage on Perception and Survival checks to find it. Lasts 1 hour or until you cast it again.

Cure Wounds

Level 1 Ranger
Abjuration Action Touch V, S

A creature you touch regains a number of Hit Points equal to 2d8 + your spellcasting ability modifier (2d8+2).

Behind the character

Character Information

Kriivak Skywarden is a lean aarakocra of hawk blood, standing just under five feet tall but carrying himself with the coiled economy of a predator that has never once worried about being chased. His plumage runs copper along the shoulders and back, fading to slate gray across his wings, with a pale cream crest swept back from a sharp, hooked beak. His eyes are amber, quick, and perpetually half-narrowed against wind — a squint that strangers often mistake for suspicion, though it is simply the habit of a creature who has spent his life squinting into sunlit thermals and reading distant movement across valleys.

He dresses for function and for anonymity: oiled leather armor dyed storm-gray, cut close to the body so it does not catch the air, a battered longbow of horn and yew across his back, and a quiver of gray-fletched arrows that vanish against rock and cloud. Two curved daggers ride at his hip, worn to the shape of his grip. Around his throat hangs a faded rope-and-knot charm — a smuggler's mark, the last thing he kept from his old crew. He tells himself he keeps it as a reminder of who he used to be. Some days it feels more like an apology he has not finished saying.

In motion, Kriivak is unsettlingly quiet for a bird-folk. He folds his wings tight, drops his voice to a low click-and-whisper, and moves like a shadow with an opinion. In the air he is transformed — confident, playful even, riding thermals with the lazy precision of someone who considers the ground a place to visit rather than to live. He perches wherever he likes: rafters, signposts, the shoulders of statues.

He is Chaotic Good in the truest sense — loyal to people, not to laws, and constitutionally incapable of watching a strong hand crush a weak one without doing something about it. His humor is dry, his patience thin, his trust hard-won but absolute once given. He would rather slip away unseen than fight, but the talons are not decorative.

Before the adventure

Character Background

Kriivak hatched in a eyrie-city of aarakocra built into the high peaks — wind-carved spires and rope bridges far above the trade roads of the lowlands. His clutch was small, his kin practical. The Skywardens, as his family line was called, served as lookouts and messengers for the mountain communities, watching the passes for rockslides, storms, and worse. From his earliest memory, Kriivak was taught two things: read the sky, and never come down unless you must.

He came down. He must.

The eyrie traded with the lowland towns through intermediaries — mountain folk who climbed partway, never all the way. One winter, those intermediaries began demanding more: more grain, more medicine, more metal, in exchange for the aarakocra's carved talismans and sky-guided courier work. When the elders pushed back, the shipments stopped entirely. That winter, the eyrie went hungry, and Kriivak's younger clutch-sibling did not survive the cold. The elders chose patience and diplomacy. Kriivak chose to leave.

He descended into the world of roads and rooftops and discovered it was exactly as crooked as he'd suspected — but crooked in ways he could use. His eyes could spot a guard's patrol pattern from three rooftops up. His wings could cross a walled city in minutes. His talons could open a window, a lock, or a throat, in ascending order of reluctance. He fell in with a smuggling crew that moved goods the greedy had taxed into scarcity — grain, medicine, escaped prisoners — out over the checkpoints that ground-bound lawmen thought were airtight. Nobody watches the sky for thieves. That was Kriivak's whole trade, and he was very good at it.

The crew gave him a name, a charm, and something he hadn't felt since leaving home: belonging. For a few years, the work felt clean. Then it wasn't. A job went wrong — a buyer who claimed the cargo was medicine was arming a private war, and Kriivak's wings had carried it to him without question. The crew took the coin. Kriivak took the charm off his neck, then put it back on, because taking it off felt like lying.

He left the crew quietly, the way he does everything, and now works alone — or nearly alone — as a scout, guide, and occasional thief of things that deserve stealing. He has taken up the old family title, Skywarden, though he hasn't earned it yet in his own eyes. He watches the roads and passes for the people who can't watch for themselves, marks the movements of slavers, extortioners, and war-profiteers, and puts an arrow exactly where it needs to go when watching isn't enough.

He is hunting for two things: a way to reopen honest trade for an eyrie that still won't speak to him, and proof that the old crew's last buyer is who he thinks he is. The ranger's craft came back to him like a remembered language — the tracking, the patience, the mark — and the criminal's craft never left. He is, in the end, both: a warden of the sky who learned his trade in the underworld, trying to spend the second half of his life paying for the first.

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