Homebrew COPY_OF_Human Species Details
The land of Aravirn is a place of isolation. The moment someone steps foot into it, they cannot see or interact with anyone else within its borders, leaving them alone with the tranquility of nature—although, they are not as alone as they think.
Whenever a visitor enters Aravirn for the first time, a guardian is born and assigned to them. They protect the visitor from the shadows and make sure they survive their spiritual journey through Aravirn. A guardian will often follow their charge out into the wider world, accompanying them on their journeys elsewhere for the rest of their life.
Light and Darkness
Guardians are lanky, sexless humanoids, whose faces are smooth and featureless aside from two blank white eyes, and a mouth that can only be seen when it's open. Their most distinguishing feature is their many antlers of varying sizes, growing out of their heads and bodies in unusual arrangements. The size, shape and complexity of the antlers vary between individuals, from small nubs to grand elk-like racks.
Every guardian has three forms: light, dark, and neutral. In their light form, their whole body glows, and they appear to be made out of a soft white light that soothes everyone who sees it. In their dark form, their body appears to be a black void, wrapped in shifting shadows that blends into any darkness around it. The color of their neutral form is often a medium grey, but could be a variety of muted colors depending on the individual, from mossy green to pastel pink. In any form, their bodies are fuzzy and indistinct around the edges, making them appear almost non-physical. Any clothing or armor they wear is swallowed up by light or shadow in their light or dark form, but remains visible in neutral.
A Life of Duty
Every guardian has a charge, a humanoid visitor to Aravirn who they are born to protect and care for. From the first breath a guardian takes, their charge is their entire world, the only thing that truly matters to them. They need no acknowledgment or returned affection; as long as their charge is safe and happy, they are content.
Guardians who leave Aravirn will develop more well-rounded personalities, interests, and beliefs as they interact with the world beyond. Still, they can't help but view their charge's safety as their number one priority, and they will feel compelled to attend to their charge's needs before their own.
A guardian with a dead charge is a rare and pitiable thing. Usually, a guardian will die from grief soon after their charge passes away, but some push on and survive alone. They will search the world for something else to fill the void in their heart, whether that's a new person to protect, a greater cause to serve, or a busy life filled with adventure.
Stealthy Survivalists
Because the point of Aravirn is to give visitors contemplative solitude, guardians are meant to aid their charge with wilderness survival from afar, without being noticed. Using their dark form, they watch their charge while hidden among the dense foliage of Aravirn, keeping an eye out for danger. They scavenge for food, water, and other resources, which they leave in obvious spots for their charge to stumble across. Some visitors to Aravirn will go their entire life never meeting their guardian, even if their guardian follows them out.
But they can't always stay hidden. When their charge gets lost, a guardian may take on their light form, and play the part of a friendly nature spirit who guides them through the wilderness. And if loneliness of Aravirn is too much for their charge to bear, a guardian will come out of hiding, introduce themselves, and provide the companionship their charge needs to keep their sanity.
From Isolation to Civilization
Because guardians have no civilization or culture of their own, the world outside Aravirn can be a confusing and scary place for them. They are clueless about how society works and how they are supposed to treat people who aren't their charge.
Guardians who survive the first few weeks outside do eventually acclimate. They are fast learners, usually picking up on whatever skills or trade their charge specializes in. Understanding the law and social norms takes a difficult period of trial and error. But even after they adjust to civilization, guardians may struggle to understand that not everything revolves around their charge, and that other people don't see their charge's needs as the top priority.
Guardian Names
Guardians are not born with names, and because they are made for an environment where only one other person exists, they don't feel much need to give themselves one. They will happily adopt whatever name their charge assigns to them. If they're not given a name outright, a guardian may mistake whatever phrase their charge most often used to get their attention in Aravirn as their name.
- Accidental Names: Guardian, Buddy, Friend, Spirit, Shadow, You, You-There, Hey-You, Excuse-Me, Whoever-You-Are, Hello, Help
Guardian Traits
Guardians are born with magic and skills to help them better perform their duties.Ability Score Improvement
Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age
Guardians are born into adulthood and do not show signs of age. Their maximum lifespan is tied to the lifespan of their charge. Most of them die shortly after their charge does, but those who live beyond then rarely pass 80 years old.
Alignment
A guardian is usually neutral on topics of law or chaos, good or evil—their only priority is protecting and serving their charge. A guardian who loses their charge will often adopt some code or cause to fill the void, moving them towards lawfulness.
Size
Guardians are tall and lanky, usually within 6 to 7 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Guardian Magic
You know the druidcraft cantrip. When you reach 3rd level, you can cast goodberry as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the locate plants and animals spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Survivalist
You are proficient in the Survival skill.
Watchful
You do not need to sleep. To get the benefits of a long rest, you must spend at least four hours of it keeping watch over your charge while they rest, or over something else if your charge isn't present or doesn't need to rest.
Light and Shadow
You have three forms, a light form, a dark form, and a neutral form, which you can switch between as a bonus action. In light form, your body sheds dim light in a 5 foot radius, and you have advantage on Charisma (Persuasion) checks to soothe the emotions of other creatures. In dark form, you have darkvision up to 60 feet, and have advantage on Dexterity (Stealth) checks while in darkness.
Sacred Charge
You have a charge, a humanoid creature that you were created to protect. You gain a number of benefits and restrictions related to your charge.
- You are always charmed by your charge. This condition is intrinsic to who you are, and can't be removed by anything less than a wish spell. You have fond feelings towards your charge no matter what they do, and feel compelled to protect and take care of them.
- When you disobey a request from your charge or intentionally go against their wishes, you must make a Wisdom saving throw (DC = 8 + your charge's proficiency bonus + your charge's Charisma modifier). On a failed save, you take psychic damage equal to twice your character level.
- When you are hiding, your charge automatically fails on all Wisdom (Perception) checks to spot you, unless you want them to know where you are.
- You can read the surface emotions of your charge and have advantage on Wisdom (Insight) checks against them.
- You always know location of your charge relative to yourself, as long as you are on the same plane of existence and they aren't protected from divination magic.
- If your charge dies within 120 feet of you, you can choose to die instead. Your charge immediately returns to life with 1 hit point.
Languages
You can speak, read, and write Common and one language that your charge speaks.
COPY_OF_Human Traits
It’s hard to make generalizations about humans, but your human character has these traits.Ability Score Increase
Your Wisdom score increases by 2, and your Dexterity score increases by 1.
Age
Humans reach adulthood in their late teens and live less than a century.
Alignment
Humans tend toward no particular alignment. The best and the worst are found among them.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
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