Wingwyrds - A Race of Intelligent Lawful Good Gargoyles for 5e

by QuantumRaider

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Wingwyrd

Remade in the Light

Wingwyrds are the descendants of gargoyles touched by the Silver Flame. These gargoyles are now more pale-looking than their former brothers, and spend their lives protecting the various temples and cathedrals of the Church of the Silver Flame, or acting as messengers on the church's behalf.

Servants to the Flame

Most Wingwyrds serve the Silver Flame. However, some Wingwyrds serve as companions to clerics and paladins of other good-aligned faiths.

Passive Philosophers

Unlike gargoyles, Wingwyrds are very intelligent and personable. They enjoy speaking with others and especially enjoy discussing the Silver Flame or religious theory in general with anyone who will listen. For them, though, duty will always prevail over other pleasures.

Cautious Protectors

Wingwyrds only rarely engage in combat, and even then, only in defense of their temples. This aversion to combat is not to be taken for granted, however, as their newfound intelligence makes them even fiercer foes than the common gargoyle. They attack with their claws and wings, which do greater harm to extraplanar evils. Wisely targeting the weakest foes first, they form up against stronger opponents as a unit. Together, Wingwryds form strong bonds with their fellow protectors, oftentimes forming collectives that behave in a militaristic hierarchy while active, and a philosophical aggregate while inactive.

Sculpted by Fire

Wingwyrds are directly created by the power of the Silver Flame. Its influence burns though them as bright as their own soul and heavily dictates their every action. Being forced to carry out the will of the Flame does not mean they are forever removed from their origins, however. Some Wingwyrds find themselves returning to the methods of their evil counterparts in minor ways, channeling their predatory nature while still upholding their divine duty. Despite this, there is one constant in every Wingwyrd and that is a devotion to duty and purpose. Work with your GM to determine your purpose, and what said purpose may dissallow.

Wingwyrd Traits

As a Wingwyrd you have the following Racial Traits:

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

Age. All Gargoyles take a century and a year for their shard to mature, during this time they are immobile semi-humanoid statues. Wingwyrds, much like their Gargoyle cousins, live only around 50 years. However, with proper maintenance and time spent in Stonesleep. They can achieve lifespans that exceed well over a century.

Alignment. Purified by the Silver Flame, All Wingwyrds are lawful good by nature, and would rather perish than disobey their duty. Occasionally, one may be unable to resist their elemental origins and take on a more Neutral alignment.

Size. Wingwyrds come in many different shapes and sizes, standing between 4-8 feet tall. Your size is Medium.

Speed. Your base walking speed is 20ft.

Flight. You have a flying speed of 30 feet. Due to your sheer bulk, you can’t be wearing medium or heavy armor and gain the benefits of this speed. Wingwyrds are heavy and cannot hover while flying in this way, should you end your turn midair, you fall as a normal creature.

Darkvision. 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 colour in darkness, only shades of grey.

Stone Body. Your body is made of Stone, but softer than your Gargoyle counterparts. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Statuesque Form. Wingwyrds are designed to stand guard in temples and other manmade environments, as long as you are not moving, you are indistinguishable from a normal statue. You do not automatically blend in with your surroundings, however, and may seem out of place depending on your wear and condition.

Stonesleep. Wingwyrds and Gargoyles are of the same nature, instead of sleeping, they require time spent in a restful, inanimate state to survive. When taking a long rest, you may enter a state known as ‘Stonesleep’. Whilst in this state, you can still see and hear but count as a medium sized stone object. Your hit points remain unchanged while in stonesleep and you cannot be woken up by any means until 8 hours have passed. If you choose not to sleep in this way, you automatically fail any Constitution checks made to resist the effects of exhaustion, as your body begins to form cracks and fissures. This will continue until you successfully complete a long rest or die, as your body’s integrity falls and you crumble to dust.

Living Stone. Wingwyrds are earth elementals, created without the limitations of those built of flesh and blood. You gain the following benefits:

  • Your creature type is Humanoid and Elemental.

  • You do not breathe, require food, or water.

  • You are immune to disease.

  • You have resistance to poison damage.

  • You are immune to the Petrified condition.


Minor Magic Resistance. Wingwyrds are fragile but resistant to magic. As a reaction when targeted by a harmful spell or effect, you may choose to give yourself advantage on Saving Throws to resist said damage or effect. You must finish a short or long rest before you can use this ability again.


Languages. You can speak, read, and write Common.


Wingwyrd Racial Feats

Forevermore

The power of the Silver Flame exists within every Wingwyrd, this force can be expelled to devastating effectiveness at the risk of a Wingwyd’s life. When you take this feat you gain the following benefits:

  • You learn the Sacred Flame cantrip, Constitution is your spellcasting ability for this cantrip.
  • As an action, or when you reach 0 hit points, you may choose to expel a bright burst of radiant energy. All creatures of your choice within 15 feet of you must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, each creature takes 1d10 radiant damage On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You may use this feature once, and must finish a short or long rest before you may use it again.

Righteous Fury

Wingwyrds are not always peaceful, some are tasked with protecting only the most important of places or people. These Wingwyrds may find themselves resorting to their original heritage’s methods, ruthlessly cutting apart any who may place their ward in danger. Their righteous fervor is channeled through their blade-like claws, which seem to rend evil with greater ferocity. When you take this feat you gain the following benefits.

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain a natural weapon, claws, for which to make unarmed strikes. These claws do 1d6 slashing damage, if a target you attack with them is an aberration, fiend or undead, you deal an extra 1d6 radiant damage.
 

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