Spirit Guardian (5e Race)
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Spirit Guardians are small, white, lemur-like creatures. They come in a diverse range of forms and sizes, though they have common characteristics distinctive of their kind. Common features include two smooth, flowy, horn-like protrusions at the top of their head, long ears attached at the lower back of the head, hands with two fingers and opposable thumbs, faun or satyr-like legs that end in a darkish blue hoof reminiscent of an equine, and a long cat-like tail. Their most definitive characteristic is their ethereal body. Spirit Guardians naturally have bluish-white bodies that glow slightly, they can, however change their color at will, and eyes that are pitch black with white pupils.
Spirit Guardians are the children of Spirit Trees: powerful, long-living beings that give life to the forests in which they reside. A Spirit Guardian's role in their forest is to protect the Spirit Tree and restore it and its power when it falters. When a powerful Spirit Guardian dies, a lesser Spirit Tree known as an Ancestral Tree will sprout where the Spirit deceased. Spirit Guardians may absorb some of the light of the ancestral tree to become more powerful themselves. Spirit Trees live for very long periods of time, far outlasting their children. When a Spirit Tree wains and approaches death, a particularly powerful Spirit Guardian is given the light of the Spirit Tree. The old Spirit Tree dies, and the Spirit Guardian merges with the Spirit Tree's light, transforming into a sapling that will grow into a new Spirit Tree. It is not possible for a Spirit Guardian to become a Spirit Tree without receiving the light of another Spirit Tree.
Spirit Guardians are creatures of kinship. They foster strong relationships amongst each other, and similarly seek and offer their kinship to others within and without their forests. They are also creatures of determination. Spirit Guardians will never give up hope. While they may often flee danger to fight another day, they simply will not quit, pressing on to their dying breaths, no matter how grave the circumstances may be. Spirit Guardians are not tied to their parent Spirit Tree by any means; they are quite free to roam beyond their forests, though very few ever do.
Spirit Guardian Names
Spirit Guardian names are short and sweet, never more than two syllables. They make use of simple vowels and consonants. In many cases, their names are derived from words meaning or associated with light.
Male: Fil, Ano, Reem, Ilo, Eki, Ori
Female: Leru, Tatsu, Nir, Sol
Spirit Guardian Traits
Children of the Spirit Trees. Guardians of their forests. Do not underestimate the power of these small, nimble creatures.
Ability Score Increase. Your Dexterity score increases by 2 and your Strength score increases by 1.
Age. Spirit Guardians begin their lives as glowing white leaves on Spirit Trees. When their leaf is blown from the tree, they are born, effectively fully matured, but childlike in mind and nature. It is unclear how long the life of a Spirit Guardian is.
Alignment. Spirit Guardians are Lawful Good beings by nature. While some may stray towards chaos, no Spirit Guardian will stray towards evil.
Size. Spirit Guardians range in height from 2' tall to 3' tall. Your size is Small.
Speed. Your base walking speed is 35 feet. You have a base climbing speed of 30 feet.
Nimble. You have proficiency in Acrobatics.
Body of Light. Your body glows from the light that embodies you. Unless you are in Magical darkness, you glow and cast dim light on the area around you in a 5' radius, and you have disadvantage for all Stealth checks.
Redirect. If an enemy succeeds on a ranged attack against you, you may use your reaction to make a Dexterity saving throw against their successful attack roll. If you fail, you take damage as normal. If you succeed, you deflect the attack towards an enemy of your choice within the attack's range. The reflected attack opposes its new target's armor class with the attack roll value that would have beaten your armor class. The attack does damage equal to a normal damage roll for the attack plus your Dexterity modifier. You need to finish a short/long rest before you can use this feat again.
Bash. When an enemy comes within 5' of you, you may make an opposed Strength check against that enemy. If you moved within 5' of the enemy, use your action to use this feat. If the enemy moved within 5' of you, use your reaction to use this feat. If you succeed the check, the enemy takes 1d4 force damage plus your Strength modifier and immediately moves 10' in the direction of your choosing. If you fail the check, they take half the damage and are not moved. Succeed or fail, you immediately move 5' in the opposite direction you chose for the enemy. You need to finish a short/long rest before you can use this feat again.
Languages. You can speak, read, and write Common and Sylvan.
Random Height and Weight
|2′ 0″||+1d10||8 lb.||× (1d4) lb.|
*Height = base height + height modifier