Gargoyles are what remains of a once proud civilization. Once upon a time, they ruled a kingdom. Some say it was named Bael Turath, some say it was named something else. They were either once humans or something near-human. When the draconians attacked them in the name of the Dragon Kings, slaughtering their people en masse, the gargoyles turned to the blood of imprisoned demons and devils in their great museums, imbuing themselves with dark powers. In doing so, they stopped the draconians forevermore.
However, the gargoyles had a prophecy that one day a human would come among them and end their race. The False Prophet. Only through his sacrifice would their race be saved. When the moons collided in the skies above, this False Prophet sacrificed himself to shield the entire world of Alucinor to prevent its destruction. Through this moment, he saved the gargoyles in Ter Mur, which would have utterly collapsed if he had not shielded the world.
Traditionally, gargoyles had two castes, winged and wingless. Females were always wingless, but carried the genes for both winged and wingless. It took thousands of years, but one day a female expressed the winged trait, after the collision of Trammel and Felucca. This was taken as a good omen and that the False Prophet’s sacrifice had saved the entire race. For the last 400 years, every gargoyle born since has had wings.
Your gargoyle character has the following racial traits.
Ability Score Increase. Your Charisma score increases by 2 and your Intelligence score increases by 1.
Age. Gargoyles mature at the same rate as humans but can live up to 160 years.
Alignment. Gargoyles tend to err on the side of order, as control is one of their virtues in society, making them inclined towards being lawful. They have equal representation in the wicked and the good, but their darker heritage certainly inspires a selfish and cruel outlook, making many turn to evil.
Size. Gargoyles tend to be just over six feet tall and weigh around 200 pounds.
Speed. Your base walking speed is 30 feet.
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 color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know one of the following cantrips: control flames, create bonfire, dancing lights, fire bolt, infestation, message, produce flame, thaumaturgy, or vicious mockery. Charisma is your spellcasting ability for it.
Winged. You have wings. At 1st level, you can unfurl them to glide down to the ground from any height. At 3rd level, you can fly at a speed of 30 feet for up to 1 minute, requiring a short rest afterward before you can take wing again. At 5th level, you can fly up to 10 minutes at a time. Finally, you gain full flight at 9th level at a speed of 40 feet. You are not light-boned, so you may even wear specially-designed medium or heavy armor while taking wing, if you are proficient with it.
Languages. You can speak, read, and write Common and Gargish.
Subrace. There are no subraces. However, you may choose to substitute a few of your abilities, if you desire.
Feral. You do not add to your Charisma score. Instead, you add 2 to your Dexterity score.
Natural Magician. Instead of developing useful wings, you have vestigal wings that never strengthen, gaining only the 1st level ability. You gain the following spell abilities. All of them use Charisma as your ability score.
At 3rd level, you may use one of the following spells daily as a 2nd level spell: burning hands, cause fear, charm person, color spray, hellish rebuke, puppet, or tasha’s hideous laughter.
At 5th level, you may use one of the following spells daily as a 2nd level spell: aganazzar’s scorcher, continual flame, flame blade, flaming sphere, heat metal, pyrotechnics, or scorching ray.
Worker. You do not add to your Intelligence score. Instead, you add 1 to your Constitution score.