Awakened

**Awakened** are a form of sentient undead originating from Domar, where necromancy is seen as an important means of life and reawakening a privilege granted to citizens that show particular loyalty or aptitude in life. Such people are resurrected by an order known as the Malevistari to serve the high temples and the grand state of Domar until their new forms also wither and die. Awakening is considered a great honour and a desirable reward for the faithful, that in turn leads to a better afterlife for the deceased.

## Description

Physically, most Awakened are mummified corpses preserved primarily with tar. These corpses are most typically human, since the mummification process is difficult and human physiology is most aptly understood and most often successful. Some examples of non-human Awakened exist, but they are few and far in between.

Awakened bodies are characterised by their mummified appearance. Their skin is typically papery and dry, often wrapped carefully in resin-coated linen to strengthen it and give it shape. Though often less physically durable than living creatures, they can endure greater wounds than would be possible for their living kin and still survive. The enchanted tar in their desiccated veins affords them some measure of regeneration and preservation, although continuously repairing the body will drain the enchantments more quickly and cause the body to crumble sooner than it would otherwise.

A rare few Awakened, known as Canids, also undergo extensive physical changes during the mummification, modified for speed, strength, and ferocity to become members of the Malevistari elite guard. Such modifications largely transform these Awakened into humanoids with distinct jackal-like features, a holy animal in Domari culture. Long snouts with metal teeth, pointed upright ears, canine hind legs, and long claws are all distinctive features of Canid Awakened. The process of making these creatures is even more complex and expensive than normal awakening, and it is reserved only for great need.

## Culture & Society

While Awakened are generally hated and feared outside Domar and its vassals, many within the nation view the Awakened as friends and family, which is literally true for many of them. Awakened retain much of their memories and personality, although this can crumble with time as the new body withers, and also possess some measure of free will, but are bound by strong enchantments to serve the Malevistari priests that gave them new life.

Many of the Awakened within Domar are created at the Temple of Sút in Ain'alaard, where judges appointed by the state weigh the merits of an individual before declaring whether or not the person is worthy of awakening. Following this, the body is interred within the necropolis and the procedures can begin. Few know the exact details involved in awakening, but it is generally accepted that it begins with normal mummification, and involves replacing blood with enchanted tar.

## Subraces

### Vessels

The basic and most common form of Awakened are simply humans that have been mummified and re-animated into vessels. Their forms are more fragile than they were, but can suffer great wounds and still have the chance to reshape themselves. Though their speed and agility is lessened, the benefits of being reborn from death offer a unique perspective on life that strengthens their minds and force of will.

### Canids

A form of Awakened that are modified from their original form for additional combat prowess. A result of necromantic experimentation in the awakening process, canids are ferocious creatures, with all the resilience through death of normal Awakened but with additional enchantments that bolster their capabilities beyond those of mortal creatures.

## Properties

### Vessels

* ***Ability Score Increase.*** Your Wisdom score increases by 2, and your Constitution score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 25 feet.
* ***Awakened Mind.*** Your creature type is *Undead*. You were reborn from your mortal form through necromantic enchantment, represented by the following benefits:
	+ You have advantage on death saving throws while your heart is intact.
	+ You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.
	+ You are immune to disease.
	+ You cannot eat, drink, or breathe.
* ***Sacred Bindings.*** Bandages and wrappings lined with enchantment encase your body, granting you false life. When you gain temporary hit points, you also gain half as many hit points as true healing.
* ***Ancestral Legacy.*** Your body and mind retain some features from your original self. You gain 2 of the following traits of your choice:
	+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
	+ You have a climbing speed equal to your walking speed.
	+ You have a swimming speed equal to your walking speed.
	+ You gain proficiency with two weapons of your choice.
	+ You gain proficiency with one skill or tool of your choice.
	+ You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
	+ You know one cantrip of your choice from the cleric spell list. Wisdom is your spellcasting ability for it.

### Canids

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 35 feet.
* ***Awakened Mind.*** Your creature type is *Undead*. You were reborn from your mortal form through necromantic enchantment, represented by the following benefits:
	+ You have advantage on death saving throws while your heart is intact.
	+ You have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.
	+ You are immune to disease.
	+ You cannot eat, drink, or breathe.
* ***Sacred Bindings.*** Bandages and wrappings lined with enchantment encase your body, granting you false life. When you gain temporary hit points, you also gain half as many hit points as true healing.
* ***Canid Leap.*** Your powerful hind legs allow you to move with a burst of speed. When you move on your tum in combat, you can jump an additional amount equal to half your movement speed (rounded down) without expending any movement. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
* ***Flurry of Claws.*** You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally, when you take the Attack action on your turn, you can make two additional attacks with your claws as a bonus action if you have a hand free. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.