Owlin
Dwellers of Height and Shadow
Owlin enclaves are found high among ancient trees, misted peaks, and hidden valleys where moonlight filters freely. Their society values patience, reflection, and careful observation. Elders pass down wisdom in starlit councils, while younger Owlin train as scouts, lorekeepers, and silent protectors of their people.
Keen and Cunning
Owlin are naturally perceptive, relying on sharp senses and quiet movement to survive. They are deliberate in speech and action, weighing options before committing, yet when they act, it is swift and precise. Many adventuring Owlin take on roles as scouts or guides, using their patience and vigilance to lead others safely through peril.
The Owlin’s Gift
Owlin bring vigilance and subtlety to any fellowship. They strike swiftly and withdraw without reprisal, slip unseen into the dark, and anticipate threats before they arise. To travel with an Owlin is to know that nothing escapes their watchful eyes and that the stillness of night itself walks at your side.
Peck
You can use your beak to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Dexterity modifier piercing damage instead of the normal unarmed strike damage.
When you take the Attack action and make a beak attack, you can use a bonus action to move up to 10 feet without provoking opportunity attacks.
Night Hunter
You have Darkvision with a range of 60 feet.
In addition, while you are in dim light or darkness, you can levitate up to 5 feet above the ground, gliding silently. While levitating in this way, you can move up to your speed without provoking opportunity attacks.
Alert
Your nocturnal instincts keep you ever watchful. When you roll initiative, you can add your proficiency bonus to the roll.
Immediately after rolling initiative, you can swap your initiative result with that of a willing ally you can see. You can’t make this swap if you or the ally is incapacitated.
Silent Feathers
You have proficiency in the Stealth skill. When you roll a Stealth skill check you can roll an additional d6 and add it to the roll.
Owlin Roll20 Feature Codes
Roll20 Feature 1.
!setattr {{
--sel
--repeating_traits_-create_name|Peck
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Owlin
--repeating_traits_-create_description|You can use your beak to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Dexterity modifier piercing damage instead of the normal unarmed strike damage.
When you take the Attack action and make a beak attack, you can use a bonus action to move up to 10 feet without provoking opportunity attacks.
}}
Roll20 Feature 2.
!setattr {{
--sel
--repeating_traits_-create_name|Night Hunter
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Owlin
--repeating_traits_-create_description|You have Darkvision with a range of 60 feet.
In addition, while you are in dim light or darkness, you can levitate up to 5 feet above the ground, gliding silently. While levitating in this way, you can move up to your speed without provoking opportunity attacks.
}}
Roll20 Feature 3.
!setattr {{
--sel
--repeating_traits_-create_name|Alert
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Owlin
--repeating_traits_-create_description|Your nocturnal instincts keep you ever watchful. When you roll initiative, you can add your proficiency bonus to the roll.
Immediately after rolling initiative, you can swap your initiative result with that of a willing ally you can see. You can’t make this swap if you or the ally is incapacitated.
}}
Roll20 Feature 4.
!setattr {{
--sel
--repeating_traits_-create_name|Silent Feathers
--repeating_traits_-create_source|Racial
--repeating_traits_-create_source_type|Owlin
--repeating_traits_-create_description|You have proficiency in the Stealth skill. When you roll a Stealth skill check you can roll an additional d6 and add it to the roll.
}}

