(OneD&D Playtest/Morte's Planar Parade)
Nomadic and peaceful, Guardinals are animalistic Celestials that hail from Elysium and the Beastlands. Guardinals resemble humanoids with bestial traits. In their daily interactions, theey often embody the beauty, calm, and righteousness of their home, good aligned planes. The can be found throughout the Outlands and the material planes.
While guardinals are usually friendly and slow to anger, their Celestial nature gives them a tendancy towards virtue and puts them at odds with the evil beings of the lower planes. Most Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace.
- Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
- Age. Guardinals age at a rate similar to humans, and have a lifespan of 200 years on average.
- Alignment. Guardinals seek to protect the beauty of nature. They have a tendency towards virtue and are almost never evil.
- Creature Type. You are a Celestial.
- Size. Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this Species.
- Speed. Your base walking speed is 30 feet.
- Animal Ancestry. You are descended from a Celestial animal. Choose one of the ancestry types below, then choose one of the example animals listed for that ancestry (or a similar animal); you gain the benefits of that ancestry, and your head resembles the head of the chosen animal and your body might also bear appropriate fur or feathers:
- Climber (Bear, Cat, Lizard, Squirrel). You have hooked claws, sharp nails, or a serpentine tail. As a result, you have a Climb Speed equal to your Speed, and your unarmed strike deals slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Flyer (Bat, Eagle, Owl, Raven). You have vestigial wings. As a result, when you fall at least 10 feet, you can use your Reaction to safely glide downward, taking no damage from the fall. In addition, when you take the Jump Action, you can flap your wings to gain Advantage on that Action’s Ability Check.
- Racer (Deer, Dog, Horse, Triceratops). When you take the Dash Action, your Speed increases for that Action. The increase equals ten times your Proficiency Bonus.
- Swimmer (Crocodile, Dolphin, Frog, Shark). You can hold your breath for up to an hour at a time, and you have a Swim Speed equal to your Speed. In addition, you have Resistance to Cold Damage.
- Divine Magic. You can innately channel minor divine magic; you know the Thaumaturgy Spell. Whenever you finish a Long Rest, you can replace that Spell with a different cantrip from the Divine Spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for any Spell you cast with this trait (choose the ability when you select the Species).
- Keen Senses. You have proficiency in the Perception skill.
- Languages. You can speak, read, and write Common and Celestial.