Homebrew Awakened Species Details
General Description.
Creators or Destroyers?
There's a reason why gods and titans cannot exist in Linolia. It is not because their power would make them indomitable, or anything else so inconsequential when compared to the truth. Although they were some of the first beings, their mere presence on the planet would disrupt reality as we know it.
"The Elect," as many people call the first children of the gods, were so innately uncontrollable that their mere existence was enough to almost erase themselves. The fabric of reality is tightly woven, and if the pressure is too big, the greater whole is destroyed. Hence, the predecessors of "The Elect," created themselves homes in places outside of the mortal realm, and competed to influence their 'toys' from afar.
Despite the distance, such 'play' is still enough to altar even the things we think of as absolute, like fate, time and most importantly… life.
A Second Chance.
Awakened are similar to the undead, but they retain the character and (metaphorical) soul they had in the life they once lived. Although an Awakened individual is truly deceased, they have been once again blessed with the life-giving gift of Yggdrasill.
Whatever form they do adopt, whether it was their original form before death or another that they have chosen, the Awakened is tethered to it and seek to serve a purpose or accomplish a goal. Often, they are unsatisfied souls that were prevented from passing on by extreme emotions that compelled them to seek means of reincarnation.
In the process of gaining life again, Awakened often have to deal with an entity that dictates the ebb and flow between life and death. Pacts of this nature are not to an Awakened's benefit, and their temporary second likelihood is limited by time or another condition. Awakened are not known to be common - contemporaries believe -, but if a being were to be reborn, it would likely change the history of the world… for better or worse.
Varying Classifications.
Most Awakened do retain their mortal forms after they are reborn. It is not so simple for all, however. Although making a pact with a higher being can lead to one's discontent. These beings that are restored through these means, called the Eusor, make up the majority of all Awakened who have been known. The other two known variant classifications of Awakened, the Vehir, and the Mentu, both being extremely rare.
The Vehir.
Awakened of the Vehir sub-type are revived in a very similar way to the Eusor, but the main difference is the lack of a mortal form. When one has been dead for a long time, the body decomposes and becomes one with nature, with the rest of Linolia. Although the body is gone, the soul lingers on, unwilling to accept its premature demise. It clings on to things like a name, an item, or a person, waiting to seize their chance at life again.
If the attachment is strong enough (to whatever the Vehir spirit is tethering to), the Vehir can exist again… but only while the tether lasts. Their appearance is ethereal and tangibility is based on their connection. Such is the reason why many Vehir have been told to search for centuries for a way to permanently bind their soul to something once again, so they can exist like they did in life. Although no promising research has been conducted, it remains an uncertain possibility.
The Mantu.
They are sometimes referred to as the "damned ones," forever suffering due to the nature of their existence. Unlike the other two types of Awakened, Mantu did not die and became reborn. Instead, a being of much power influenced them so much that their life force was disrupted, but they were not given the luxury of death. Instead, they are beings that border the limit between life and undeath, existing as shells of people. They are certainly not devoid of their "humanity," but their twisted form inflicts severe pain, and many are driven insane.
There is much known about how the Mantu had existed, but few have ever witnessed one. Their appearance is remarked to be nightmarish and frightening. Mantu are rare and reclusive, with some believed to have gone extinct. The few known Mantu reside beneath the ruins of Sun'der, haunting the catacombs of the ancient city.
Empowered by Bonds.
Awakened individuals have firm connections to their mortal families and closest companions. These people serve as a link to their past and often are the/one of the reason(s) why Awakened cannot pass on.
Groups of Awakened (specifically the Eusor and the Vehir) have been told to have formed orders or societies to guide the newly "Awake" members or reside with/in a similar locations or items, differing in purpose.
Mantu believe their entire bloodline to be cursed, agonizingly waiting out the days before they can live without unbearable suffering.
Necessity of Separation.
The metaphysical "Veil" that - what one could call - Awakened society believes dampens their presence around the entirely living. It could act like a filter, limiting the observable effects of an Awakened existence. There are a few unspoken rules (the Eusor) that limit their interference in the lives of mortals.
Awakened Traits
Awakened have the following traits...Age
As they linger on, their bodies do weaken. Generally, they live until they achieve their purpose… or when whatever that is keeping them "alive" in this second existence retracts its aid. Most only live to the same age when their mortal forms succamb to death.
Size
They can take on many appearances, ranging anywhere from 3 to 8 ft in height, and from about 80 to 350 lbs in weight.
Languages
Awakened know Common and one other language.
Speed
Awakened have a speed of 30ft.
Alignment
A significant portion are Neutral, good or evil.
Of the Grave
Awakened can choose to view and/or step into the Ethereal Plane as an action for a round (6 sec). They can do this a number of times equal to their proficiency bonus. On the Ethereal plane, they are significantly more powerful. Each round, they gain 1d6 + (their proficient bonus) in temp hit points if they are uninjured or heal that much when they are injured.
While in the Ethereal, they also have advantage on checks to identify, learn about, or harm undead creatures.
Altered Form
Choose from the following below. You may use one of these features for a 10 minute duration up to 3 times per long rest...
- Moth's Aerobics - Gain a flight speed equal to your walking speed. When flying, you have advantage on acrobatics checks.
- Beast's Sense - Gain the ability to understand communication from plants and animals. You cannot speak to them back. You have advantage on survival checks when you use this feature to aid you in tracking or finding something.
- Wolf's Stride - Your walking speed increases by 5ft. and you may take the disengage action for free on your turn if you roll a 50+ on a set of percentile dice. Otherwise, you have to use your reaction to not be struck with an opportunity attack, unless you wish to be.
- Aberration's Visage - You adopt a frightening form, terrifying those around you. Every creature within 30ft. of your choice must succeed on a DC 8 + Charisma mod + (their proficient bonus) or be frightened until the end of your next turn.
Previous Versions
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8/25/2024 2:04:27 AM
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1.0
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Coming Soon
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