Guardians, Variant (5e Race)
From D&D Wiki
Guardians[edit]
You think I'm the most sane out of all of them? say that to my 5-billion year history. - Mason, the first guardian
Physical Description[edit]
They vary in almost every way imaginable. The more common the race in the universe, the more likely they will have a guardian outcast. Guardian is a trait achieved by either pure luck (perfect 50/50 split of elf and human blood, only 20 recorded in a 10 billion population check, across multiple universes) or by surviving magic spellcasting in a genetics alterable blood, or altering the genetics of a magic-based race. Very rarely do entire human races have this trait, but by 100's generations every power is gone. TL;DR they can be anything.
History[edit]
History is very confusing, but often it starts with Mason, who has lived since the dawn of time. He is a god or abomination to varying races and individuals, and if a guardian is aware of their background, often results to a favouring of him, and him looking upon them. History is never recorded as guardians are too far and few between, and more often than not commit suicide from insanity before they can achieve much.
Guardian Names[edit]
Names usually depend on the race they originate from.
Guardian Traits[edit]
Ability Score Increase. Your Wisdom score increases by 1 and your Charisma score increases by 3.
Age. Guardians usually live ten times their race's limit even without abilities stopping aging.
Alignment. never lawful, they tend to any neutral or chaotic alignment. Their past heavily affects their alignment and can change if the majority of their past is of a different alignment.
Size. Depends on the Base Race. A human will be medium but an orc may be large.
Speed. The base rate depends on the original rate, but can be altered by traits.
Their sight depends on the original race, quite often altered by traits.
Meta acknowledgement. Though usually not fully aware,guardians can hear important stories and actions from a sight like thinking in your imagination. You have advantage on perception and insight checks.
Teleportation. You gain the ability to teleport, you can teleport up to 30ft within an unoccupied space. When you're about to be hit, you can use your reaction to teleport 5 feet away.
You can use this whole trait a number of times equal to your proficiency bonus.
Time Speed. Your race is proficient in time manipulation. Your speed increases to 90 moreover you gain the following:
Time Alter-Accel: You slow down the time around you in a 20ft radius, and you triple your speed wand move as if you're teleporting, you can choose to exempt creatures you deign comrades from the effect of the ability, it lasts for rounds equal to your Charisma.
You can use this once every long rest.
Blessed Feat. Blessed by the universe, the guardians are to keep the fabric of reality secure as such the universe grants them the former powers of their fallen comrades.
You gain 2 feats of your choice all of which must be discussed and allowed by the DM.
Languages. You can speak, read, and write your race's language, and one additional language.
Back to Main Page → 5e Homebrew → Races