Fowlfolk

Fowlfolk are land-bird people known for bright plumage, expressive calls, and a flair for ceremony. They take pride in their voices, which carry song, warning, and celebration.

Fowlfolk Traits

As a Fowlfolk, you have the following traits.

  • Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium.
  • Speed. Your walking speed is 30 feet.
  • Birdcall. You can communicate through a high-frequency birdcall of chirps and whistles unique to you. During a Long Rest, you can teach your birdcall to a number of willing creatures equal to your Proficiency Bonus, provided you share a common language with them. A creature knows your birdcall until you choose to change it at the end of a Long Rest. When you change your birdcall, you can teach the new birdcall during that Long Rest. Creatures that know your birdcall can communicate discreetly with you at a range of 300 feet, provided they can hear the birdcall. To other creatures, the communication sounds like ordinary birds chirping.
  • Sun Sense. You instinctively know the time of day and when the sun will rise and set.
  • Lineage. Choose one of the following lineages.

Dawncaller

Dawncallers carry voices that cut through confusion and command attention at the first sign of danger.

  • Intimidating Call. You have proficiency in the Intimidation skill.
  • Frightening Squawk. As an action, you unleash a loud squawk. Choose a number of creatures within 30 feet of you that can hear you. Each target must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus) or be Frightened of you until the end of your next turn. Once you use this trait, you can’t use it again until you finish a Short or Long Rest.

Resplendent

Resplendent Fowlfolk cultivate elaborate plumage, movement, and presentation to captivate an audience.

  • Performer. You have proficiency in the Performance skill.
  • Mesmerising Display. As an action, you make a captivating display. Choose a number of creatures within 30 feet of you that can see you. Each target must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus) or be Charmed by you until the end of your next turn. Once you use this trait, you can’t use it again until you finish a Short or Long Rest.

Fleetfoot

Fleetfoot Fowlfolk are built for relentless overland travel and bursts of speed across open ground.

  • Athletic Build. You have proficiency in the Athletics skill.
  • Fleet Runner. Your walking speed is 35 feet. When you take the Dash action, opportunity attacks made against you have disadvantage until the end of the turn.

Poised

Poised Fowlfolk train balance and measured movement until they can hold their ground through sudden force.

  • Graceful Movement. You have proficiency in the Acrobatics skill.
  • Steady Stance. You have advantage on saving throws you make to avoid being moved against your will or knocked Prone.