Your bloodline carries the ancient power of one of the Seven Awakened Races of the Amethyst Isle. These once-common creatures evolved into powerful, sentient beings after being blessed by Xal'rith Azul-Thar, the Primordial Elemental of Earth. Somewhere in your ancestry, or perhaps through your parentage, you are linked to one of these races. You possess a weakened version of their abilities, but as you grow stronger, your connection to your ancestors becomes clearer.
Choose one tool proficiency related to your Awakened heritage:
- Herbalism Kit (for Heartwood Wolves): The knowledge of plants and natural remedies flows through your blood, enabling you to create healing potions and tend to the wounded using herbalism kits.
- Cartographer’s Tools (for Frost Owls): You have inherited an intuitive sense of navigation and mapping from your ancestors, allowing you to use cartographer’s tools to create maps and chart unknown territories.
- Thieves’ Tools (for Whisperer Raccoons): Your ancestral raccoon heritage has gifted you with nimble hands and a knack for opening locks and disabling traps using thieves’ tools.
- Mason’s Tools (for Desert Scorpions): Your connection to the earth makes you skilled with stonework and shaping the land. You are proficient with mason’s tools, enabling you to carve and repair stone structures.
- Weaver’s Tools (for Shadow Earth Spiders): The intricate craftsmanship of your spider ancestors allows you to manipulate and weave materials with finesse, making you proficient with weaver’s tools.
- Disguise Kit (for Unseen Weasels): Your weasel ancestry gives you a natural talent for deception. You are skilled with a disguise kit, allowing you to alter your appearance and blend into crowds.
- Smith's Tools (for Berserker Badgers): Your badger bloodline imparts strength and craftsmanship, granting you proficiency with smith's tools, enabling you to forge and repair weapons and armor.
- Skill Proficiencies: Choose two from the following:
- Nature: You have inherited a deep connection to the natural world from your Awakened ancestors, allowing you to recognize and understand plants, animals, and the ecosystems they inhabit.
- Survival: Your primal instincts help you endure and navigate the wilderness, providing you with skills to find food, shelter, and water in even the harshest environments.
- Perception: The heightened senses of your Awakened lineage sharpen your ability to notice details, sounds, or movements that others might overlook, making you particularly alert to your surroundings.
- Stealth: Drawing upon the stealth and cunning of your ancestors, you are adept at moving quietly and remaining unseen, making it easier to avoid detection or slip through hostile territory unnoticed.
- Equipment:
- A token or relic symbolizing your connection to your Awakened ancestor (e.g., a carved wooden wolf pendant, a Frost Owl feather, or another similar keepsake based on your chosen Awakened race).
- A set of traveler’s clothes, suitable for journeys in the wild.
- A small pouch containing 15 gp, your starting wealth.
- A personal journal that chronicles your ancestry, with notes, sketches, and fragments of stories related to your Awakened lineage.
Your powers are determined by which of the Seven Awakened Races you descend from. Though your abilities are not as potent as those of a full-blooded Awakened, they reflect your race's traits.
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Heartwood Wolves: You can cast Druidcraft as a Bonus action and once per long rest, you can use Cure Wounds at 1st level.
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Frost Owls: You are resistant to cold damage and can cast Ray of Frost as a Bonus action. Additionally, you are immune to extreme cold weather effects.
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Whisperer Raccoons: You gain the Telepathy 60ft. Once per long rest, you can cast Invisibility on yourself for up to 1 minute.
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Desert Scorpions: You can cast Mold Earth as a Bonus action and have advantage on saving throws against being restrained or grappled in sandy terrain.
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Shadow Earth Spiders: You gain Darkvision out to 60 feet (if you don’t already have it) and can cast Pass Without Trace once per long rest for 1 hour.
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Unseen Weasels: You can cast Minor Illusion as a Bonus action and have advantage on saving throws against being charmed or frightened.
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Berserker Badgers: You can regain 1d6 hit points once per long rest by drawing energy from the earth and have advantage on saving throws to resist being knocked prone.
Feature: Awakened Instinct
Once per short rest, you can tap into your primal instincts, granting you advantage on a single Nature or Perception check.
Level 3 Feature: Awakened Growth
At 3rd level, your connection to your ancestral power grows. You gain an additional ability based on your race:
- Heartwood Wolves: You can now cast Barkskin on yourself once per long rest.
- Frost Owls: You can now cast Fog Cloud once per long rest.
- Whisperer Raccoons: You can now use Telekinesis to manipulate objects (not creatures) once per long rest.
- Desert Scorpions: You can now summon a Sandstorm (10-foot radius of difficult terrain) once per long rest.
- Shadow Earth Spiders: You can cast Darkness once per long rest.
- Unseen Weasels: You can now cast Mirror Image once per long rest.
- Berserker Badgers: You gain the ability to regain 1d6 + your Constitution modifier hit points while standing on the earth (once per long rest).
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