The Owlin Race in DnD 5e | Strixhaven’s Newest Additions

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Presently we’ll be describing the long-awaited owlin race presented in Strixhaven: A Syllabus of Chaos.

Eventually, for any of you searching for a speed range, we have a new official gameplay race that really can compete with the Aarakocra.

This race is a great addition, but it comes with criticism. Inside this article, we’ll go over how you can play an Owlin in your upcoming campaign, in addition to some thoughts as to how nice this race is.

Some owlin is solitary creatures, following in the steps of their forefathers. Others more closely resemble classic night owls, waking long ago and residing out late. Aside from it though, very little is known about the Owlin.

Owlin Abilities and Traits:


Boost in Capacity Score. Rather than fixed capacity boosts, such variants let you start deciding in which your bonuses move. You get the choice of taking +2 inside one ability score and +1 in another or +1 in 3 different ability scores.

Age. Owlin lives for around a century and reaches maturity at approximately the same rate as humans.

Size. You are all either moderate or small. When you can choose this race, you can pick your size.

Speed. Your average speed is 30 feet per minute.

Languages. You can interact in Common and one other language that both you and your DM agree is relevant for your character.

Darkvision. Inside 120 feet of yourself, you can perceive dim light as if it was light shining, and in shadows as if it was dim light. Shades are now only perceptible as gray shades within this darkness.

Flight. You could fly at the same speed as you walk thanks to your feathers. If you’re going to wear medium or heavy armor, you can’t use this flying speed.

Quiet wings:

You are skillful in Stealth skill.

The owlin race is both a brilliant new race and an unexciting new WotC rollout. Before I slam down this race for all it lacks, let’s take a closer look at what it has to go for it.

I’ve been quite vocal about the lineages technique of rising ability score; I think it’s wonderful.

The power to direct in which your ability scores move suggests that you have authority over the character you’re generating. An owlin can play both a wizard and a barbarian, so although the majority of early races in 5e are pigeonholed into particular classes.

We may also be medium or tiny, which is an interesting option for a race with a pretty typical build. Because medium symbolizes characters varying in height from 4 to 8 feet, a structurally small owlin will require.

Small creatures’ dynamics vary in some aspects: they can raise and bring less, but they also have more cover choices and can match into tiny areas, among other items.

At the finish of the day, it was just interesting, not essential to the race’s total value.


Then we move on to the skills themselves. An owlin is capable of flying and stealth. They evolved from stealthy hunting, according to legend, so at least both skills sound right.

The flight could be incredibly helpful for so many characters since it begins up an entirely new dimension to discover in combat. Stealth is less essential, but it can be helpful in some builds.

And here’s the thing: those two skills are inadequate on their own. This class loses that only certain that which helps make classes interesting. Even the race summary is disappointing and uninteresting.

Let’s make comparisons to the owlin to some other MTG-inspired race, the Loxodon.


The Loxodons received 8 passages of well-thought-out lore in Guildmaster’s Guide to Ravnica, trying to discuss the race’s background and history, what kind of style of living most Loxodons stayed, and more.

They also were given a set of skills that made it appear as if they were playing a distinct character instead of simply obtaining some structural benefits hit on a page.

To offer you a summary of the owlin race in the initial portion of this article, I had to examine MTG cards and study up on the limited lore there’s been.

The exact sourcebook has only two paragraphs for individuals who want to learn more regarding the race they’re just about to compete in.

Then we start moving on to the skills. Stealth and flight. I can’t criticize their abilities, and yet they do not even make me want to play an owlin.

This is a race that has featured prominently in an MTG set full of spellcasters and witchcraft – how bring they do not even have any sort of magical connection to a plane? Innate spellcasting would be brilliant.

Even constructing a power based on the owl’s capacity to turn its head approximately 270 degrees might have been fascinating.


You have increased awareness of your surroundings due to your capacity to turn your head up to 270 degrees approximately. To your passive results compare, add your constitution variable (minimal level of 1).”

I understand it isn’t the most exciting capacity, but still, it conveys what I’m going to look for: some kind of connection here between race and skills.

Aarakocra has talons, and possibly the owlin also should. I would go on and on about all this, but let me conclude with all this: Races should be more than a template for developing a powerful character. They must be appealing, thrilling, and filled with potential.

What Topics Collaborate Well with owlin?

Putting aside my dislike for the lack of thrills this race offers, the owlin is a fun event with most builds.

Rogues could show up to be an easy pick due to their stealth competency, but as they already get the capacity to learn stealth, the majority of this race is going to waste on them.

So this class can choose where its capacity score rewards go, it is comparable to Dhampir, Fairy, and every other race that receives the lineages care.

That’s fairly simple, so let’s talk about the benefits of flight in 5e.


To describe it simply, the flight is the capacity to move both through and on the ground. In combat, this refers to the ability to maintain a safe distance from a range of threats.

This is more helpful to medium-range combat categories such as spellcasters with range spells as well as any type of archer, gunslinger, and others.

The ability to travel inside the air also enables you to travel around the battlefield more easily without provoking chance attacks.

The Aarakocra race is probably superior in this respect, as their flight speed is 50 feet.

This means allowing them to cover the same amount of space as a 30-foot walking speed while avoiding threats from grounded foes (up 10 feet, move 30, down 10 feet to land).


If you require a character who can dart from around the battlefield and deal harm in this way, the Aarakocra is your best option.

It necessarily requires utilizing dexterity-based firearms or amazingly adjusting your ability scores, but it is a simple move. Given all of that, the owlin is better adapted for melee combatants who prefer power (not rogues) or medium-range spellcasters.

Provided that this race created its debut within the Strixhaven sourcebook. It seems reasonable that several spellcasters would’ve been interested in giving it a shot.

Wizards, in specific, can be overjoyed. Particularly if the possibility of playing a Fairy (the only other flying race to obtain the lineage care) isn’t attractive.

Provided how few races have risen intellectual ability scores, this is an outstanding grab. To not mention a certain flight will ensure their safety once they’re no longer as unkillable at high elevations.

Should the owlin ban completely?

DMs adore prohibiting playable racing events with flight, and one that will fit in with any mold you put at it is confined to start raising a few eyebrows.

I could understand the groans of dungeon masters over behind my desk when this race first was teased. I beg any DMs reading it to stop removing flying races but instead make them extra challenging to play.

The remedy to “overwhelmed” racing events, classes, accomplishments, and so forth is never to effectively ban them. Rather, they must be taught that they are no further powerful compared to any other character just at the table.

Sure, a flight must be useful occasionally, but it shouldn’t be a real game-changer.

Flight seems to have a massive effect on two main areas: fighting and traps. It’s certainly beneficial in other areas, but those are the main priorities.

Options for Flight:

Flight is remarkably simple to deal with in combat. So, here are some options I show o level the playing field.

  • Dungeons with low ceilings
  • Combatants with longer distance
  • Flight is quite common.

Introducing your characters via dungeons in which there is no giant 50′ tall cathedral begging for a BBEG fight implies that your feathered characters should be grounded, which would be fix number one.

Second, if flying characters proceed to be hit, they don’t motivate to remain in the air.

Delete a ballista or two, and place a caster or even a bowman just on the enemy’s side. The only benefit of surviving is the capability to avoid threats of opportunity.

That helps to bring us to our final simple solution: make the plane more common. If your character wants to be an owlin, Aarakocra, or another race, that racism exists in your world.

Create a world with owlin culture (whatever it is) at its center, and have owlins take part in all of life’s activities.


If they wish to fly, there must be flying humanoids all over the place, including on the bad guys’ side. This activates a few incredibly cool doors, flight zombies, flying cultists, cloud cities, and whatever your little heart can invent. My succinct advice to DMs? Allow flight to serve as an opportunity instead of a barrier.

You have my condolences if you were excited for the owlin race as I was. If a flying race with such a blank canvas that you can create around as well stimulates you, you have my appreciation. In either case, I hope it has offered you some food for ideas. and, as always, be happy.

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