You have been a part of this life since birth. Nyads in the water, monsters on public transportation, and magical obscuring mist to hide them all is just the everyday to you. And you are appointed an important task for this hidden world, protect those demigods that are a part of it but maybe don't know anything about it yet. You go out into everyday society to find your charge. You do your best to keep them safe and not eaten by monsters before you have a chance to get them back to camp.
- Skill Proficiencies: Choose two between Perception, Stealth, and Animal Handling.
- Tool Proficiencies: Disguise Kit
- Languages: Ancient Greek
- Equipment: A backpack, a bedroll, a set of common clothes, a disguise kit, a flashlight (lamp), a water bottle (waterskin), 5 rations, a signal whistle, and a pouch with 10 gold drachmas.
As someone who travels outside of camp who is also knowledgeable about the world of the gods, you are familiar with some friendly faces and places in which you can rest along your travels. These places may be few and magically move around but you have a sense of when they are nearby.
Spell List
Starting at 3rd level you are able to cast the spell Speak with Animals not requiring a spell slot once per day. This feature can be used again after a long rest.
At 7th level you are able to cast the spell Animal Messenger not requiring a spell slot once per day. This feature can be used again after a long rest.
| Spell Level | Spells |
|---|---|
| 1st | speak with animals |
| 2nd | animal messenger |
Speak with Animals
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Animal Messenger
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
Suggested Characteristics
Protectors are called to serve by the gods usually to find demigods or run other errands. They are generally loyal but may not get along with their patron god.
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