The Owl

by SolomonSinclair

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The Owl

An enigmatic being who seeks power above all else, the Owl is a crafty figure who will not hesitate to lie, steal, and betray those it trusts in its pursuit of power. Despite this, it expects loyalty to itself above all else and will punish those who fail to show it what it views as its proper dues.

Bestowed Spells

Spell Level Spells
1st dissonant whispers, thunderous smite
2nd blur, pyrotechnics
3rd bestow curse, conjure barrage
4th death ward, vitriolic sphere
5th modify memory, steel wind strike

Owl Tactics

1st-level Owl feature

You gain a small measure of your patron's duplicity in battle. You can take a bonus action on each of your turns in combat. This action can only be used to take the Dash or Dodge actions or to make a ranged weapon attack with a dart.

You can make this ranged attack even if the weapon you are wielding is not light and you add your ability modifier to the damage roll.

Owl Training

1st-level Owl feature

Your patron has a very particular style of fighting that you seek to emulate. You gain proficiency in medium armor, longswords, and greatswords.

You can deal piercing damage, instead of slashing damage, with longswords and greatswords you wield.

Extra Attack

6th-level Owl feature

You can attack twice, instead of once, whenever you take the Attack action.

Additionally, when you use your Owl Tactics to make a ranged weapon attack with a dart, if the attack hits, you have advantage on your next melee weapon attack against that creature.

Smoke and Mirrors

10th-level Owl feature

You have learned well the duplicitous ways your patron uses to preserve its own life. As a reaction to being reduced to below half your hit point maximum, you can drop prone and beg your foe to have mercy.

A creature of your choice within 60 feet that can see and hear you must make a Wisdom (Insight) check contested by your Charisma (Deception) check. You have advantage on attack rolls against a creature that fails this check until the end of your next turn.

Spirit of the Owl

14th-level Owl feature

You can call upon a fragment of your patron's will to aid you in battle. The fragment assumes the form and game statistics of a giant owl, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. In combat, the giant owl acts on your initiative and you control how it acts.

While the giant owl is within 15 feet of you, you can use a bonus action to send it spiraling forth in a gout of ethereal flame. Each creature in a line 60 feet long and 10 feet wide must succeed on a Dexterity saving throw or take 3d8 fire damage.

You have advantage on attack rolls against creatures that fail this saving throw until the start of your next turn.

The giant owl remains until it is reduced to 0 hit points, until you use this feature to summon the giant owl again, or until you die. Anything the giant owl was wearing or carrying is left behind when the giant owl vanishes.

Once you summon the giant owl, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

 

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