Owlfolk
Physical Description
Owlfolk resemble anthropomorphic owls, with humanoid bodies and limbs. Their legs retain the angular bend which raptors have, as well as a foot full of razor sharp talons. Their wing ends have human prehensile hands, making them different from how aarakocra have wings separate from their arms. Owlfolk have developed longer legs and thicker bodies, where the ruffage is fluffier. This development has made their wings proportionately smaller, unable to carry their weight. They have developed good running skills, using their wings as enhancers of speed instead. Full grown owlfolk grow lengths of wingspans and are eventually able to fly.Society
Owlfolk prefer to be efficient and intelligent in their designs and machinations. They are ruled by a leader with the title of Talon Lord, who consults a Council of Feathers. They are a society of wizened hunters, essentially. Older owlfolk who can fly usually accompany fledglings on the ground to catch what they allow to escape. They put these skills to work in their villages usually built within the confines of pine forests and chilly alpines, preferring colder weather. The virtues of efficiency and knowledge allow for them to be excellent trappers and procurers of the best game, which they sell in trade to others. Owlfolk are fairly peaceful, and they are social enough with many other races within proximity. They do not have any grand world net of connections however.Owlfolk Names
Males are commonly named after body parts that stand out at birth or stood out in their parents, while females are usually given names based on actions. When an Owlfolk grows up around other races or tipes of society the names may be invluenced.Male: Beak, Gizzard, Oblique, Plume, Talon, Thigh, Tuft
Female: Bewilder, Dive, Endeavor, Gust, Screech, Sing, Soar, Whet
Owlfolk Traits
Wise humanoids with plumage, claws, wings, and other features reminiscent of owls.- Ability Score Increase: Your Wisdom score increases by 2, and your Intelligence score increases by 1.
- Creature type: You are Humanoid.
- Age: They typically mature by the age of 1, and start to fly by the age of 6 weeks. They usualy don't love longer than 35 years.
- Alignment: Owlfolk usualy are Neutral.
- Size: Owlfolk come in many shapes and sizes, the range being from 2 feet to 5 feet. You can me either Small or Medium.
- Speed: Your base walking speed is 35 feet.
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Bone Eater: Owls have tough digestive systems to process bones and all animal parts. You are immune to diseases or being poisoned by food or drink. Light
- Talons: Your talons are sharp and lethal natural weapons for unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier.
- Languages: You can speak, read and write in Common, and one other language of your choice.
Choose one of the following:
- Magic Sight: Your keen senses can focus to see the presence of magic. You gain the ability to cast the detect magic spell, but only as a ritual. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
- Predator Senses: Like owls, you can see very well and spin your head about to see very well. You have advantage in Wisdom Perception checks using your sight.
Feathers traits:
- You will gain flight at the age of 6 weeks, you however wont be good at it. But for the meanwhile, your feathers still help making less sound while moving.
- Silent Feathers: You are proficient in the Stealth skill (at any age).
- Starting 3th level, you gain a flying speed of 30 feet. To use this speed, you must not be wearing heavy armor.
- When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn.
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