Homebrew Spirit Guardian (D&D Wiki Port) Species Details
a private recreation of the Spirit Guardian Variant by SamuelDancing, since they seem to have stopped working on the version here on D&D Beyond.
Physical Description
Spirit Guardians average 2-4 ft. in height, and 50-75 lbs in weight. Though anomalous height and weight is not unheard of. They have grey, to white, or light blue fur. They boast a tail, and 4 ear like protrusions on the head (2 on the side, 2 on the forehead), that vary in length, and also have 2 fingers, and a thumb on each hand as well as hooves on the bottom of their legs.
History
Hidden deep in the plane of the Feywild lay magnificent groves containing enormous trees called "Spirit Trees" They are usually very far apart, and it is rare for any creature to find any tree one more than once, let alone multiple trees. Spirit Trees tend to emit large amounts of strong magical light that can revive, or kill many creatures depending on the intent, and creature. They also periodically grow bright leaves that fall to the ground and become young Spirit Guardians who grow to protect light and life from darkness, evil, and decay that would take it away.
Attitudes and Beliefs
Spirit Guardians are herbivorous, energetic, productive, and typically very friendly and social. It is a rare sight to see a lone spirit guardian except in the case that it was separated from friends, family, or otherwise forced into living alone. They tend to be very trustworthy, though somewhat cowardly at times and can be ferocious fighters if cornered. Sometimes a Spirit Guardian will leave its home in order to accomplish tasks, deter potential threats, aid a friend, seek the past, or spread enterprises and skills, but sometimes they are forced from their homes by dark forces to live among elves, faeries, satyrs and other creatures of fey ancestry.
Spirit Guardian Names
Spirit guardians are genderless as any spirit guardian can become a Spirit Tree. However, some are still referred to as male and female, probably due to names. The names branch from Old Hebrew names and words, though some like Tatsu (Old Japanese) or Reem (Arabic) do branch from other languages.
Male: Fil, Ano, Ilo, Eki, Nevo, Sanulo
Female: Reem, Tatsu, Nir, Sol, Ara
Genderless/Unspecified: Ori, Shir
Spirit Guardian (D&D Wiki Port) Traits
Spirit Guardians channel their light in numerous ways to light a small area, improvise weapons, give a slight boost to allies, move at ludicrous speeds, and make long falls a nuisance. Ability Score Increase. Your Dexterity or Wisdom score increases by 2 and your Strength or Constitution score decreases by 1. Age. Spirits usually mature around 2-6 years, and nobody knows how long they can live for, though they are rumored to live for over 200 if they survive that long. Alignment. Spirit Guardians tend toward Good, Neutral, though a few that are Evil tend to live in exile. Size. Spirit Guardians tend to be 2-4 ft. tall, and 50-75 lbs, though they can be bigger/smaller. Your size is Small. Speed. Your base walking speed is 40 feet.Ability Score Increase
Your Dexterity or Wisdom score increases by 2 and your Strength or Constitution score decreases by 1.
Age
Spirits usually mature around 2-6 years, and nobody knows how long they can live for, though they are rumored to live for over 200 if they survive that long.
Alignment
Spirit Guardians tend toward Good, Neutral, though a few that are Evil tend to live in exile.
Size
Spirit Guardians tend to be 2-4 ft. tall, and 50-75 lbs, though they can be bigger/smaller. Your size is Small.
| Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
|---|---|---|---|
| 1d4′ 1d12″ | +1 | 4d6 lb. | × (5) lb. |
*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)
Speed
Your base walking speed is 40 feet.
Light Nature
You gain Resistance to Radiant damage, Vulnerability to Necrotic damage, and emit dim light in a 5 ft. radius which you can toggle as a bonus action. The light serves as a Spirit Guardian's life force allowing them to handle more radiance than most creatures, but causes necrotic forces to become more lethal as the light is drained from them.
Agile Instinct
Some of these abilities in this trait require a Saving Throw. The DC is equal to 8 + Proficiency Bonus + Dexterity Modifier
Stomp: Spend an action to fall at 120 ft. per round until you hit the ground, you lose concentration from taking damage, you use any movement or you take an action, you stop stomping. When you hit the ground like this, you take no fall damage, any creature within 5 ft. of your landing spot needs to make a Dexterity Saving throw. On a failed save, deal half the falling damage you would have taken (base fall damage is 1d6 per 10 ft. up to 20d6) (starting where you last started your stomp), and are pushed back 5 ft. for every 10 ft. you fell, max 60 ft., and are knocked prone. On a successful save, they take no damage, are not knocked prone, and only pushed back up to 20 ft.
Dash: Spend a bonus action to move up to 30 ft. horizontally in a straight line. It can be used to move up to 5 ft. up or down and halts vertical momentum. This movement provokes attacks of opportunity but ignores terrain. If you have Swimming or Burrowing speed, you may move half that speed (Max 30 ft.) in any direction as long as the path is a straight line. Charge Dash doubles the max distance.
Bash: Spend a reaction when a ranged attack, falling object, or creature enters or ends its turn (or you enter that space) in an adjacent space. If the target is a creature, they must make a STR Save. On a failed save, a creature takes 1d4 Force damage, and is pushed 5 ft. away unless they are falling in which case they are pushed the same distance you push yourself. On a successful save, they get to take an Attack of Opportunity, take no damage, and are not pushed. If the target is a projectile, you may redirect it to a target within range (which equals "base attack range - distance from you to the attacker" with a minimum of 30 ft.) and make a ranged attack roll using dexterity (even if the weapon has the thrown property), if the target is an object you may move it 30 ft. away. Regardless of what happens, you may move 30 ft. in the opposite direction you attempt to move your target.
Light Channeling
Spirit Guardians gain a pool of 5 light energy that they can use in powerful abilities such as, a Conjured weapon, Charge variants of Jump and Dash, Regroup, and Light burst. It can also be used to manifest glimpses of the past for investigations
Spent light energy is regained after a short rest if in sunlight, moonlight, or starlight; or when exposed to a source of spirit energy (usually a charged crystal, and usually only regenerates a set amount before depleting said source, ask your DM) for 1 round (no action, just needs 1 hand free the entire time).
Home in the Feywild
Spirit Guardians while not resistant to many of the effects the feywild can have, are still immune to the memory altering effects of the feywild.
Languages
You can speak, read, and write Sylvan. You come from the feywild and don't usually meet creatures that speak common, though your DM can rule that you do in fact speak common should you have been on the material plane long enough.
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