You invoke the spirit of a ghost owl that haunts those who are doomed to a tragic fate.
1st Round: As a bonus action, you enter a ghostly state. For the duration of the wonder, when you are in dim light or darkness, you are invisible (along with objects you are wearing or carrying). In addition, your movements make no sound unless you choose so, and you have blindsight out to 30 feet.
2nd Round: As a bonus action, you can call out to one creature within 30 feet of you that can hear you. The target must make a Wisdom saving throw. On a failed save, you command the target: drop what it is holding, run away as far as possible, or fall prone. On its next turn, it performs the command and does nothing else. If your command is directly harmful to the target, it instead does nothing on its turn.
3rd Round: As a bonus action, you can fly up to your walking speed.
Special: You can use the three options in any order, though only once each.
You must complete a long rest to regain the use of owl of night’s lament.
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