Bestowed are beings of Metal, Wood and Stone, injected in their hearts are souls, thought to be of sentient beings sent back from the Realm of the Repose. A ponderment for many scholars, Bestowed hold no detailed memories of their past lives, just a murmur in their heads of who they once were. A believed origin of the Bestowed gift of life is that the Celestial Sombreous' power, sending those that cannot rest the chance to create a story they can truly sleep to.
Life for the Bestowed begins as fully matured and know the simplest of life skills, language, and vocational abilities to survive, but learn quickly, possibly imprints of their once talents revealing themselves once more. Bestowed vary in three distinct forms:
Aseirin, Wild at Heart and Forestbound
Igneus, Ingrained with Twisted Metal and Firebound
Felsic, Cold as Stone and Thunderbound
Bestowed are mysterious beings with appearances that mirror their primordial origins. At a distance they may have the silouette of any other Humanoid, as they grow closer their skin, markings, and eyes reveal themselves to be something very different, their body is primordial and are impossible to mistake for one another with vivid eyes, bright markings and textured skin that results in a unique appearance for each Bestowed.
All three forms of Bestowed have an inclination that they typically fall into:
Bestowed are too few to create large and diverse societies, often they attach themselves to other communities in order to make the most of their abilities and to exploit their contact with more plentiful races. Aseirin would be the most likely to create a group outside of traditional civilisation with their rabid nature, creating hunting packs with their own kind to roam the wilds looking for the most dangerous prey to feed upon.
Rarity. The bestowed are very rare, the eldritch power required to create a Bestowed is immense, and possibly around 10 per year are formed.
Bestowed will often take on the patron of their respective form
Others often take on Sombreous, thought to be the source of all Bestowed, but there is no limit to the choices of a Bestowed in finding their own path.
It is the task of a Bestowed to find adventure, to make their own story so that they can rest in peace without regret in a restless slumber. To rest without rousing you need memories to become lost in the Realm of the Repose, and so they must forge their own destiny anew.
Bestowed often take on names aligned with their elements with descriptive titles, or align their names to be similar to their celestial.
For example:
Your Bestowed character is reborn, and granted the following traits from your elemental bound form and the remnants of memories from your past life.
Ability Score Increase. Your Consitution score increases by 2.
Age. Your body begins fully matured, and most percieve you to be 18 or older, the maximum age of a Bestowed is not known, but most find a conclusion to their lives by age 80.
Size. Bestowed are homages of their depicted former selves, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30ft.
Languages. You can speak, and Read in Common and Primordial. You can write in Common. Primordial is the language of the Elements, it is spoken in vibrations and sounds, able to be spoken by all Elemental sentient beings.
Subrace. The Bestowed have 3 distinctive variations, the Aseirin, the Igneus and the Felsic.
True Form. As you reach 0 hit points for the first time after a long rest and would go unconscious, leading to Death Saving Throws, you forcibly reveal your true, primordial form, and gain an amount of Temporary Hitpoints which prevent you from going unconscious whilst in this form.
You have no memory of what you do in this form, and you maintain this form for 1 minute. Whilst in this form you are unable to be given temporary hit points other than the ones granted by this ability, healing a Bestowed in their true form provides them health as if they were not unconscious.
At the end of 1 minute, or when their temporary hit points are lost, the Bestowed return to their normal form, their primordial form falling away like a flaking shell, revealing the bestowed inside again. If the bestowed is at 0 hit points or less, normal mechanics for death saving begin, regardless of health the creature is petrified for 6 seconds, or 1 round.
Birthed from a majestic and ancient tree, Aseirins are the forests manifested sentient. Their hair is a flowing mess of leaves, their teeth and nails serated, their eyes like flowers encased in resin, their skin is soft and textured like a broadleaf.
Ability Score Increase. Your Wisdom score increases by 1.
Born of the Undergrowth. You can move across difficult terrain made of earth, stone or plan without expending extra movement.
Detrius Strider. You can cast the Pass Without Tracespell once with this trait per long rest, requiring no material components. Constitution is your spellcasting ability for this spell.
Infused with the Wilds. The ley spirits of the wilds grant you powers of the wild, you gain the Shillelagh and Druidcraft Cantrips.
True Form | Primordial Stalker
Your true form is revealed, and your rip out of your own skin into your primordial form, your equipment falls to the ground. You lose all abilities, skills, and effects other than your Ability Scores, but you keep your proficiency.
You gain an amount of Temporary Hitpoints equal to your Proficiency Modifier x 12.
You gain two attacks.
When you attack, you may attack with Bite once, and Claw twice if you have not moved, you are not able to move this turn if you use this.
Your AC is now 15.
Your speed is now 40ft.
You have proficiency with perception, and gain advantage to olefactory based checks.
Birthed from the heart of a volcano, Igneus are metal in skeleton with blood bathed in fire. Igneus are fire and fervour incarnate trapped in a shell of twisted iron. Your skin is cool and and pale with the hue of ash, your pupils glow with the heat of your blood, and your skin is covered in runic markings that reveal the firey blood under your skin, which to the touch
Ability Score Increase. Your Intelligence score increases by 1.
Born of Flame. You gain Resistance to Fire Damage.
Flame Sight. You can gain Darkvision, you can see in dim light within 60 ft. of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Realm of Magma make your Darkvision unusual, everything you see in darkness is a shade of red.
Reach into the Blaze. The spirits in the Realm of Magma grant you know the Produce Flame cantrip. Once you reach Level 3, you can cast the spell Burning Hands once with this trait as a 1st level spell, once per long rest. Constitution is your spell casting ability for these spells.
True Form | Primordial Hellwraith
Your true form is revealed, and your rip out of your own skin into your primordial form, your equipment falls to the ground. You lose all abilities, skills, and effects other than your Ability Scores, but you keep your proficiency.
You gain an amount of Temporary Hitpoints equal to your Proficiency Modifier x 12.
You gain two attacks.
Each arm is now a hellwraith's magma cannon, when you attack, you may attack with Magma Cannon twice if you have not moved, you are not able to move this turn if you use this.
Your AC is now 15.
Your speed is now 25ft.
You have proficiency with arcana, and gain advantage to saving throws against spell effects.
A Felsic's life begins with lightning crashing against the rock face, shattering the surrounding rock, and revealing the Felsic Bestowed. A Felsic's skin is smooth like marble, but it's appearance varies based on it's birth, often across it's skin crystaline growths penetrate, accenting striations that reveal their blood steam made up of precious metals charged with a powerful electrical energy.
Ability Score Increase. Your Charisma score increases by 1.
Unending Breath You can hold your breath indefinately while you're not incapacitated.
Capacitive Thunder When you take lightning, thunder, fire or cold damage, you may use your reaction to roll a 1d12 + Constitution Modifier. The next time you attempt to Melee Attack or use Shocking Grasp, you may add that damage to the total if you hit. This charge is used regardless of if you hit or miss, if you don't use this feature after gaining a charge for 5 minutes, it's energy dissipates and you lose the charge.
Hyper-conductive Your ties to the Realm of the Storm granted your blood a highteneded level of conductivty, and so lightning damage passes through you without dealing it's full effect, you gain Resistance to Lightning Damage. Additionally you learn the Shocking Grasp Cantrip, Constitution is the spellcasting ability for this spell.
True Form | Primordial Maelstrom
Your true form is revealed, and your rip out of your own skin into your primordial form, your equipment falls to the ground. You lose all abilities, skills, and effects other than your Ability Scores, but you keep your proficiency.
You gain an amount of Temporary Hitpoints equal to your Proficiency Modifier x 12.
You gain two attacks.
Each arm is now an Chain terminating in a brutish electrified maul, when you attack, you may attack with Mauling Chains of Thunder twice, if you have not moved, you are not able to move this turn if you use this. When you attack with Mauling Chains of Thunder you may also choose to attack with Thunderous roar for half your movement if it is remaining.
Your AC is now 15.
Your speed is now 25ft.
You have proficiency with intimidation and survivalchecks, and gain advantage to survival checks used to track a creature.