Homebrew Vigil (Pointy Hat) Species Details

Vigils are the product of the union between a mortal and the guardian angel who was watching over them. Vigils are instantly recognizable for their halo, which all vigils sport and which varies in appearance depending on the god that their angelic parent served. A vigil can also be recognized from birth from their second recognizable characteristic: their vestigial wings. These are much too small to be used for flight, but all vigils have at least one set. The most common placement is on either side of the head, although some vigils see their wings sprout at their heels, their forearms, or their hips -- but never their backs. Vigils are gifted not just with divine powers, but specific abilities that help them safeguard their ward. Vigils know the general location of their ward, but also their emotional state, and whether they are in danger. The Vigil feels their ward’s pain, their distress, and their anger, but also their happiness, excitement and joy, but this connection runs even deeper than that. If the ward dies, the vigil dies with them. The vigil’s soul is intrinsically connected to the divine spark of their progenitor, and if their ward dies, this spark is extinguished, which in turn extinguishes the vigil’s life. How a vigil leads their life faced with this reality depends on the vigil. Some vigils take to their protective role naturally, but not all of them do. A vigil might be predetermined to ward someone, but they are not predetermined to be good, or caring, or kind to them. Some deeply resent their fate as vigils, and can’t stand the fact that their existence is tied to a perfect stranger, forced into a life of servitude they didn’t choose and don’t know, or, more upsettingly, someone they greatly dislike. There are even accounts of wards killing their vigil--something they can do, since a ward’s life doesn’t end with that of the vigil.

Vigil (Pointy Hat) Traits

Vigils are recognizable for their halo, vestigial wings, or rarer angelic qualities like additional sets of eyes, these divine markers can evolve throughout the vigil’s life.

Dark Vision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Celestial Resistance

 You have resistance to necrotic damage and radiant damage.

Ward Connection

You are connected to another mortal from birth. This mortal is your ward, and the link between you helps you to protect and watch over them by giving you information on your ward:

  • You know the general direction to the location of your ward, but not how far away they are from you.
  • You know the general emotional state of your ward.
  • You know if your ward is in life-threatening danger.
  • While you are within 30 feet of your ward, your ward rolls all death saving throws with advantage.

Your life is intrinsically tied to that of your ward. If your ward dies, you die with them. If your ward dies and is later revived through any means including magic, you are not automatically revived with them. You cannot be revived if your ward is dead, but if you are revived while your ward is alive, you immediately regain the effects of Ward Connection upon your revival.

Guardian's Blessing

As a bonus action, you can touch a creature and shroud them in your divine energy. The creature regains the maximum number of hit points possible from the next healing it receives. For example, instead of a healing spell restoring 2d6 hit points to the creature, it restores 12 hit points. Once you use this trait, you can’t use it again until you finish a short rest.

Guardian Form

Starting at 3rd level, you can use your bonus action to unleash the celestial energy within yourself, transforming into an angelic form and gaining the benefits of your divine ancestry. Your vestigial wings grow to their full size, giving you a flying speed equal to your walking speed. Once on each of your turns, you can choose either to deal extra radiant damage to one target when you deal damage to it with an attack or a spell, or to heal a creature within 30 feet of you at the end of your turn. The extra damage or hit points healed equals your proficiency bonus.
Your transformation lasts for 1 minute or until you end it as a bonus action. Once you use this trait, you can’t use it again until you finish a long rest.

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