Awakened Heritage Abilities
Your powers depend on which of the Seven Awakened Races you are descended from. Though your abilities are not as potent as those of a full-blooded Awakened, they reflect your lineage's traits.
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Heartwood Wolves (Verdant Trench Great Forest): You can cast Druidcraft as a cantrip, and once per long rest, you can use Cure Wounds at 1st level to draw upon the forest’s healing energy.
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Frost Owls (Frost Veil Expanse): You are resistant to cold damage, and you can cast Ray of Frost as a cantrip. Additionally, you are immune to the effects of extreme cold weather.
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Whisperer Raccoons (Alpha's Domain): You gain the Mage Hand cantrip, which you can control telekinetically. Once per long rest, you can cast Invisibility on yourself for up to 1 minute.
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Desert Scorpions (Whispering Sands Desert): You can cast Mold Earth as a cantrip, and you gain advantage on saving throws against being restrained or grappled while on sandy or loose terrain.
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Shadow Earth Spiders (Shadow Claw Fort): You gain Darkvision out to 60 feet if you don’t already have it. Once per long rest, you can merge with shadows, casting Pass Without Trace for yourself for 1 hour.
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Unseen Weasels (Verdant Steppes): You can cast Minor Illusion as a cantrip and have advantage on saving throws against being charmed or frightened.
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Berserker Badgers (Subterranean regions): While standing on solid earth or stone, you gain the ability to regain 1d6 hit points once per long rest by drawing energy from the ground. You also have advantage on saving throws to resist being knocked prone.
Feature: Awakened Instinct
Your Awakened heritage gives you heightened senses tied to your ancestral race. Once per short rest, you can tap into your primal instincts, granting you advantage on a single Nature or Perception check. This represents your body briefly connecting to the natural energy of the Isle, allowing you to detect hidden dangers, natural phenomena, or trace movements within your environment more keenly than usual.
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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