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Race Name: Guardinal

Ability Scores: see subrace


Size: medium (except for musteval, which is small)
Speed: 30ft
Languages: common, one of celestial, infernal or draconic

Age: unknown
Alignment: neutral good
Size: human animal hybrids, ranging within the range of most were-creatures

Traits:
 Celestial Beast: you count as a beast and celestial for spells and effects that affect those creatures.
 Celestial Magics: you are immune to being petrified by magical means and are resistant to lightning damage.
 Innate Healing: once per long rest, you can cast Cure Wounds as a 2 nd level spell, targeting yourself only. Wisdom
is the spellcasting ability for this spell.

Subrace:
 Musteval: mouse-like
o Ability Scores: +2 Dex
o Darkvision
o Silver Tongue: once per long or short rest, you can cast the Tongues spell.
o Quiet As A Mouse: you are proficient in Stealth checks. In addition, you can cast Invisibility on yourself
once per long rest.
 Cervidal: goat-like
o Ability Scores: +2 Dex
o Darkvision
o Horns: your horns are natural weapons that do 1d4 + Str bludgeoning damage. You are considered
proficient with them.
o Magic Horns: you have advantage on checks to see through magical illusions. In addition, once per long
rest, as an action, you can do one of the following effects on yourself or another creature that you are
touching with your horns:
 Cast Lesser Restoration
 Cast Banishment
 Lupinal: wolf-like
o Ability Scores: +2 Wis
o Darkvision
o Predatory Instincts: you have advantage on Stealth checks to hide from creatures.
o Keen Senses: you have advantage on Perception checks.
o Pack Tactics: you have advantage on melee attack rolls against creatures as long as an ally is within 5ft of
the creature and the ally isn’t incapacitated.
o Bite: your bite is a natural weapon that does 1d4 + Str piercing damage. You are considered proficient
with them.
 Avoral: bird-like
o Ability Scores: +2 Dex
o Darkvision
o Wings: you have a fly speed equal to your walking speed. You can only fly provided you aren’t wearing
medium or heavy armour.
o Eagle Eyes: you have a Truesight of 5ft.
o Talons: your talons are natural weapons that do 1d4 + Dex slashing damage. You are considered
proficient with them.
 Ursinal: bear-like
o Ability Scores: +2 Str, +1 Con
o Darkvision
o Great Bear’s Teachings: you know one cantrip, 2 nd level spell and 3rd level spell of your choice from the
wizard spell list. These are cast using Wisdom as your spellcasting ability and can only be cast once per
long rest in this manner (except the cantrip).
o Mighty Paws: your paws are natural weapons that do 1d6 + Str bludgeoning damage. You are considered
proficient with them.
 Leonal: lion-like
o Ability Scores: +2 Dex, +1 to two other stats
o Darkvision
o Powerful Build: you count as one size larger when determining carrying, pushing, or pulling capacity.
o Savage Attacker: once per turn when you roll damage for a melee weapon attack, you can reroll the
weapon’s damage dice and use either total.
o Claws: your claws are natural weapons that do 1d6 + Str/Dex slashing damage. You are considered
proficient with them.

History:
Guardinals were animalistic celestials native to Elysium and the House of Nature. When at home, they were among
the most peaceful beings in all the planes, but outside their home plane, they hunted down evil to stop it.

among varieties and individuals—but most looked like attractive and fit humanoids with distinct animal traits. Some
guardinals appeared more animal-like, while others appeared more human-like.

Guardinals were quick to laugh and slow to get angry. They were the epitome of moral integrity and honor. They did
not lie or cheat. Guardinals had zero tolerance for evil or injustice of any kind and would ravel out of their way to
confront it. If evil came to their home plane, they became as ferocious as any archon.

Native to the House of Nature, in earlier cosmologies, guardinals were considered residents of Elysium. In either
case, they lived simple lives, either alone or in small groups, often traveling through their beautiful, natural
environment like nomads. They only ever took what was absolutely required from the land.

While not under a strict hierarchy like the archons, the guardinals were led by a band of guardinal paragons known
as Talisid and the Five Companions. There were many more guardinal paragons than these six; in fact, there was a
paragon serving as a near deity for each of the many groupings of animals.
Guardinals of all varieties served Mystra, the goddess of magic in her home plane
of Dweomerheart. Avoral guardinals were in service to Aerdrie Faenya.

The guardinals kept no recorded history of their origins. For as long as any knew, they had always been protectors of
their home plane, led by the most powerful leonal and five companions.
The goddess Mystryl used to employ guardinals in her service.

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