Homebrew Gatekeeper Species Details

The Gatekeepers
The gatekeepers are a race created to defend and repair the Divine gate. They also gather and savor the information about this gate.
To prevent any god ,other than demi- gods, from entering the pri material realm they are blessed by both the good and evil deities.
This is so no god can slay the servants of other gods to gain power over them.
The gatekeepers look like humanoid owls and they genetics are different from others,  instead of adapting to the environments they live in the gatekeepers adapt to what role they need to serve in the future.
every new born child undergoes a ritual to see what abilities they will gain in the future and they train to be specifically that role.
To serve a specific god is deemed terrorism and those who choose to serve one will be outcast or outright killed.
Even though the gatekeepers have been created for a purpose, the blessing of individuality wasn't left out. A gatekeepers grows up as an individual, though they learn skills depending in their genetics.

Every time a rift in the devine gate is clozed, after some time a gatekeeper village experiences a big increase in child birth, this is called "the recalling"
This is mostly due to the fact that most of the time a battle took place at this rift due to the intrudors wanting to invade the pri material plane. Accationally a rift will be clozed with a low number of casualties, due to the recalling this would result in a massove increase in numbers.
Every gatekeeper village only needs 2000 full grown members, most battles to close a gate can be won with these numbers, when more gatekeepers are necessary a couple of villages could band together.

When the number of full grown inhabitants exeeds 2500 the tradition of ' the featherwalk' takes place.
The "extra" 500 adult gatekeepers go on a quest to seek out a location for a new village, most likely one where a lot of intruding attempts happen.
This is done in pairs, one female, one male. A Featherwalk can take years to complete and the accarional feather pair first live a life outside of their duties, before setteling down to begin new village.
A lot of feathercopples choose to enter explorationparties with adventures or cartographers. Some travel on their own. The way you choose does not matter however you must. Eventually settle on a place to start a village.

When a member of a feathercopple dies or is lost, your featherwalk is a failure and you are deemed a failure, you can choose go back to face a trail, never return or seek out a different feathermate, this can be another race.


The gatekeepers their genetics are unique, all of the different genetics are dominant though mutation makes the subrace. Due to this gatekeepers can breed with other races, keeping the same apperance and abilities of the gatekeeper parent, and accationally, though very rare some mutations can lead to gaining racial abilleties from a non gatekeeper parent though always in addition to those of the gatekeeper parent.
Age:
A gatekeeper can reaxh an age of 1200 but that is rare. Moat of the time a gatekeeper gets killed in battle around the 700 to 800 years old
Looks:
Gatekeepers are considered humanoid and they look like huminoid owls, most of them dont have wings but their bodies are covered with feathers. The colour of the feathers depending on what kind of environment they come from

Alignment:
Most if not all gatekeepers are a variation on the neutral alignment.

Size:
Gatekeepers are generally around 6 feet tall and weigh 100 to 150 pounds

Age:
Gatekeepers can live a long live, though they are generally killed in battle by those who try to intrude and break the Divine gate. They can live to be up to 1000 years old

Gatekeeper Traits

your subrace depicts the role you have been trained for inside of the village(walking and flying speed can change with subrace)

Abilety Score Increase:

due to the nature of the race you are inheritly wise your wisdom increases by 1

Darkvision

Accustomed to life in at nighttime you have superior vision in dark and dim conditions. 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.

Owl's perception

due to you owl like nature you can hear in 3D, giving you the exact location of sounds. You have advantage for wisdom(perception) checks that rely on hearing

Innate spellcasting:

 to help your race with the difficult task the god have assigned, Gatekeers have an advatage in battle against those from the outside.

Starting at 1st lvl you can cast the protection against evil and good spell ones a day
and starting at 3rd lvl you can cast spiritual weapon ones a day.

Wisdom is your spellcasting ability for it.

Resistance against the Divine

for a gatekeeper tribe to not betray or choose a type of god, the gods have insuded protection against each of them.  you have resistance against necrotic and radiant damage.

languages

You speak, write and understand, common, celestial and avian

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