Human, Gifted Umbral (TP)

Book of Ebon Tides p. 32 (Third Party)

Size
Medium
Speed
30
Ability Scores
Wis +1
Lineage
Human
Resistances
necrotic

Traits

The Shadow Realm twists beings with its magic, and in the case of the umbral humans, this influence can have radical effects. These umbral folk are not merely humans corrupted by shadow but rather slowly transformed by their exposure to shadow over generations, gradually becoming inured to it. These are the changelings. Beyond shadow's natural and inevitable influence, the shadow fey have long experimented with the shadows and its effects on mortals, whether to punish the foolish or to create better servants—or just for fun-and some umbral humans, those that survive, are the result of these rituals. These twisted souls are often labeled as the gifted by others, but they rarely if ever think of themselves in such terms.

The generational infusion of shadow manifests itself in different ways, but two especially noteworthy categories of umbral humans exist: changelings and 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 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.

Ability Score Increase

You may choose one score to increase by 2 and a different score to increase by 1.

Gifted Umbral Human: Your Charisma score increases by 1.

Age

Your natural aging process slows and becomes similar to that of an elf or shadow fey.

Alignment

Umbral humans have often walked a troubling path to become what they are. This tends to push umbral humans toward neutral or chaotic alignments, but all variations exist.

Darkvision

You can see in dim light within 60 feet as though it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Cursed Infusion

You have resistance to necrotic damage.

Fade Away

While standing perfectly still, you can use an action to become invisible. You become visible again if you move or take an action. You can use this feature a number of times per day equal to your proficiency bonus.

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.

Language

You can speak, read, and write Common and Umbral.