The Gifted
Dealing with the fey is dangerous, and the gifted are living proof. These broken souls are those umbral humans that have drunk a bit too deeply, too quickly, of the shadows. This transformation is often initiated by the shadow fey, though not always, for there are many dark powers in the shadows. It could be an unwilling change, forced upon an unfortunate soul, or it could be in payment for some fey pact, whether as boon or bane.
The gifted can vary widely in their physical appearance, depending on the nature of the change. Sometimes they appear as “normal” umbral humans and sometimes they’ll appear as shadow fey. Still other times, the change can cause minor cosmetic changes or even more dramatic and severe changes: tails, hooves, vestigial wings, and the like are not unknown—not to mention the mental and emotional alterations that can accompany them. No matter how small the physical change though, a gifted always bears some sign visible to at least themselves.
Occasionally, the change robs the individual of their memories.
Gifted Umbral Folk Traits
You are of the gifted, granted potent fey abilities. Ability Score Increase. Your Wisdom score increases by 1. Cursed Infusion. You have resistance to necrotic damage. Blessings of the Shadow Fey. You are accustomed to traveling in the shadowstuff. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Shadow Gift. You struck a bargain with a shadow fey to receive a gift, but it came at a terrible price. Choose one of the options below to determine the benefit and penalty you possess (or discuss other options with your GM):- You become proficient in one skill of your choice and always roll ability checks made with that skill at advantage. Choose a second skill, and always roll ability checks made with that skill at disadvantage.
- You no longer need to eat or breathe to survive and require only 4 hours for a long rest. Gain one level of exhaustion. This level of exhaustion cannot be removed by any means magical or non-magical.
- Cut your current base movement speed in half. Gain a fly, swim, or climb speed equal to your newly halved base movement speed.
- Increase one of your ability scores by 6 (up to 20). Reduce two different ability scores by 2.
- Each day at dawn, you gain temporary hit points equal to your Constitution score. You are no longer able to spend hit dice to heal during short rests.
Gifted Names
Gifted umbral humans typically follow the same naming customs as changelings. However, many take the opportunity to completely reinvent themselves, if their change comes later in life, in name and even in personality traits.Remove these ads. Join the Worldbuilders Guild