## Hypothermic When a creature dies from exposure while within a silver dragon's region, they may rise as a new being. They often begin serving the dragon as thanks for giving them another chance at life. They rise with signs of hypothermia: blackened fingers and toes, constant shivering, and muscle stiffness. ### Hypothermic Traits Your hypothermic has the following traits: ***Ability Score Improvement.*** Your Constitution score increases by 2, and one other ability score of your choice increases by 1. ***Age.*** When a creature becomes a hypothermic, they no longer age despite still requiring air, food, and sleep ***Alignment.*** You retain your alignment you had in life. ***Size.*** Your size is the same as you had in life. ***Speed.*** Your base walking speed is 25 feet. ***Creature Type.*** You are considered humanoid and undead. ***Cold Rebirth.*** You resist cold damage and have adapted to cold climates. ***Hypothermia.*** When you deal cold or necrotic damage, you can choose to deal either cold or necrotic damage instead of the normal damage type. ***Stiff Joints.*** You have advantage of saves and checks against being paralyzed. ***Cryomancy.*** You know the cantrip *chill touch* or *frostbite*. Constitution is your spellcasting ability for the cantrip. ***Muscle Memory.*** You retain one trait from your past life. You can choose one trait from another player race. The race you choose determines your apperance, though you appear as that race after sucoming to exposure. The trait cannot be of a similar type as gained from being a hypothermic. This includes abilities that increase speed, grant a damage resistance, or grant spells. Humans would gain proficiency in one skill and dragonborn would gain the breath weapon of a silver or white ancestry regardless of your true ancestry. ***Languages.*** You can speak, read, and write the languages you knew in life. \page ## Vode Some water elemental are formed with a higher intelligence and inhabit the plane of water along side the water genasi. They begin life matured and intelligent, leading to the belief they are created individually by a higher being. ### Vode Traits A vode character has the following traits: ***Ability Score Improvement.*** Your Dexterity score increases by 2 and your Constitution score increases by 1. ***Age.*** Vode don't know their actual age and do not seem to die of natural causes. ***Alignment.*** Like most other Elementals, vode tend towards neutral alignments. ***Size.*** Vode have no consistant sizes between them but the smallest tend to be slightly taller than dwarves and the largest can tower over goliath. Your size is medium. ***Speed.*** Your base walking and swimming speed is 30 feet. ***Neutralizer.*** You have resistance to acid damage. ***Elemental Control.*** You know the *shape water* cantrip. ***Temperature Sensitive.*** Your body reacts to the enviroment around you. The following are the three forms you can take: * **Gaseous:** When the air around you is 100°F or higher, your body gives off steam. You can occupy the same space as another creature. Additionally, at 5th level you can cast *gaseous form* on yourself once with this trait and regain the ability to do so when you finish a long rest. * **Liquid:** When the air around you is between 99°F and 33°F, your body is entirely liquid. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. Additionally, at 5th level you can cast *wall of water* once with this trait and regain the ability to do so when you finish a long rest. * **Solid:** When the air around you is 32°F or lower, you body is solid ice. You gain resistance to cold damage and ignore any drawbacks caused by cold climates. Additionally, at 5th level you can cast *sleet storm* on yourself once with this trait and regain the ability to do so when you finish a long rest. If you have cast a spell with this trait and change forms before a long rest, you must finish a long rest before you can cast the new spell. ***Languages.*** You can speak, read, and write Common and Primordial. \page ## Alcetaur A long time ago, far in the north, a clan of firbolg and a clan minotaur joined together during a harsh winter. Following the harsh season, they stayed as one clan. Generations of coexistence gave rise to the alcetaur, a moose like humanoid. Alcetaurs have a similar build to their minotaur ancestors, although they have slimmer limbs. Their heads are shaped like a normal moose head but antler are not exclusive to male born alcetaur. Alcetaur antlers are often decorated heavily and are a great pride of their people. ### Alcetaur Traits Your alcetaur has the following traits: ***Ability Score Improvement.*** Your Strength score increases by 2 and your Wisdom score increases by 1. ***Age.*** They kept the extended life span of the firbolg and reach adulthood around 30, and the oldest of them can live for 500 years. ***Alignment.*** They have a strong culture of neutrality and protection of nature that was inherited from their ancestors. They tend to be neutral good. ***Size.*** Alcetaur are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Undercoat.*** You are adapted to cold climates and can ignore their negative effect. ***Long Legs.*** You ignore non-magical difficult terrain. ***Browsing Diet.*** You have proficiency in the Survival skill. ***Soul of the Forest.*** You have advantage on Survival and Perception checks while in a forest or lake. ***Languages.*** You can speak, read, and write Common and Giant. \page ## Mammut Small tribes of fur covered pachyderm like creature are dotted across the northern frozen tundras. Few no of their existence and nearly no one has seen themin action. Mammut have a reclusive warrior culture and rarely leave their tribal ground. Magic is uncommon among the mammut culture; it is almost completely exclusive to disgraced warriors. Despite their rigid culture of combat, they are quite peaceful and are still herbivorous. ### Mammut Traits Your mammut has the following traits: ***Ability Score Improvement.*** Your Strength score increases by 2 and your Constitution score increases by 1. ***Age.*** Mammut mature at the same rate as humans, but they live about 450 years. ***Alignment.*** Mammut have a great sense of honor. The average mammut would die before breaking their code. They are more often then not lawful neutral. ***Size.*** Mammut stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. ***Thick Coat.*** You are adapted to cold climates and can ignore their negative effect. ***Tusks.*** Your tusks are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike. ***Natural Athlete.*** You have proficiency in the Athletics skill. ***Trunk.*** Unlike your cousins, your trunk is not able to grip small things. You can still use it as a snorkel. Your trunk is more powerful, you can grapple a medium or smaller creature with your trunk without needing use your arms. ***Languages.*** You can speak, read, and write Common and one other language of your choice. \page ## Arctic Rastipede Although rastipedes are well known as space traders, but they have a lesser known relative that lives on cold planets. Arctic rastipedes are believed to be related to remorhazes due to their shared hunting traits and tactics. Some scholars have even call them remorpedes and posit that they are not really related to rastipedes. ### Arctic Rastipede Traits Your arctic rastipede has the following traits: ***Ability Score Improvement.*** Your Strength score increases by 2, and your Constitution score increase by 1. ***Age.*** Arctic rastipedes are considered an adult at 20, and can live to be 115 years old. ***Alignment.*** Unlike their space fairing cousins, arctic rastipedes come from a more tribal society centered around hunting. they tend to be chaotic. ***Size.*** Arctic rastipedes stand upright about 3 to 4 feet tall with a long body with your legs trailing behind and weigh around 200 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Spider Climb.*** You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. ***Mandibles.*** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1 piercing damage and fire damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ***Arctic Hunter.*** While on snow, you can hide as a bonus action and gain tremorsense out to 60 feet while hidden. ***Internal Furnace.*** You produce extreme internal heat to combat your enviroment. You have resistance to cold damage and you are adapted to cold climates and can ignore their negative effect. Additionally, you are unable to deal cold damage, it is instead replaced by fire damage. ***Heat Sickness.*** A draw back of your internal furnace, you cannot spend a long time in warm conditions. You must spend at least 1 hour a day in air or water below 50°F or you gain a level of exhaustion. You can only lose the level of exhaustion by spending an hour in the cold. ***Languages.*** You can speak, read, and write Common and Rastipede. \page ## Circle of the Rime Druids understand the nature works in cycles: birth, growth, maturity, and death. The seasons are an example of these as well. Druids of the Rime have the burden of keeping this balance in the world and continuing this cycle. ### Circle Spells Your connection to the winter has been infused into your magic. You always have the following spells prepared and they do not count against the number of prepared spells. ##### Circle of the Rime Spells | Druid Level | Spells | |:----:|:-------------| | 2nd | *ensnaring strike, frost fingers* | | 3rd | *hold person, Snilloc's snowball swarm* | | 5th | *sleet storm, speak with dead* | | 7th | *fire shield, ice storm* | | 9th | *cone of cold, hold monster* |
### Frigid Aura At 2nd level, your wild shape is altered by your connection to the cold. As a bonus action, while in your wild shape you can expel cold from yourself. Each creature within 5 feet of you takes 2 cold damage. The damage increases as you level up, dealing 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. ### Winter's Wrath When you reach 2nd level, you are able to accelerate the spread of winter. When you drop a creature to 0 hit points with a spell of 1st level or higher that deals cold damage, a burst of you magic is expelled. Any creatures other than yourself that are within 5 ft of the creature must make a Dexterity saving throw or take 1d6 cold damage. The damage increases as you level up dealing 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level. Only one creature can expel this blast per turn. If you drop multiple creature in one turn, you can choose which creature causes the effect. ### Icy Form Beginning at 6th level, your wild shape is imbued with more power. When you hit a creature with an attack while in your wild shape, you can roll an additional damage die that deals cold damage. ### Hoarfrost At 10th level, you freeze the ground that you walk on. As an action, you can freeze the ground in a 30 foot radius around you for 1 minute. The area is considered difficult terrain and when a creature tries the move across it they must make a dexterity saving throw or be knocked prone and ending their movement until the beginning of their next turn. You are immune to the effects of your own hoarfrost effect. Once you use the feature, you can't use it again until you take a short or long rest. ### Numbing Cold Starting at 14th level, you are one with the ice and snow. You are now immune to cold damage and as a reaction when a creature takes cold damage you can give them resistance until the beginning of your next turn. \page ## Way of the Frozen Fist Monks study nature to perfect their martial arts and the way of the frozen fist is no different. Frozen fist monks study on snow capped mountain tops and expose themselves to the elements to become one with ice. ### Freezing Touch Beginning at 3rd level, your fists are imbued to icy power. When you use your flurry of blows you can choose to have them deal bludgeoning or cold damage and each hit that lands will lower the target's speed by 10 feet. ### Wintercoat When you reach 6th level, you body forms ice armor to protect you. You can cast *armor of Agathys* at 2nd level without expending a spell slot. As you level up you can cast the spell at higher levels: 3rd at 10th level, 4th at 15th level, and 5th at 20th level. Once you cast this spell with this feature you can't cast it again until you take a long rest. ### Cold Spot At 11th level, you expel cold air from your body. If a creature attacks you with an unarmed strike or a natural weapon the do so with disadvantage. Additionally, when a creature makes a melee attack agains you they take cold damage equal to yuor proficiency bonus. ### Snow Blindness Starting at 17th level, you can produce dangerous weather around yourself. As an action, you can create a snow storm in a 15th radius around yourself. All creatures other than yourself are considered blinded while within the radius and when they enter the area or start their turn inside it they must make a Constitution saving throw, the creature takes 8d8 cold damage or half on a success. Once you use this feature, you can't use it again until you finish a long rest. \page ## Path of the Impaler The mammut tribes have trained to empower their tusk attacks and control their opponents. Ancient mammut tribes did teach other races their technique but few warriors passed on the tradition. In modern day mammut are the main warriors that practice this technique but their are some minotaur, loxodon, and dragonborn families that pass the teachings on. Any creature with long and pointed growths can learn the practice but very few do. ### Natual Weapon When you reach 3rd level and don't already have a natural weapon attack from your race, you can now use your tusks or horns to make unarmed melee attacks. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike. ### Impale Starting at 3rd level, your natural weapon attacks become more brutal. When you hit a creature that is large or smaller with your natural weapon they must make a Constitution saving throw (DC 8 + Proficiency bonus + Strength Modifier). On a failure, the creature is grappled. Your hands are still free to take normal actions but you are unable to make attacks with you natural weapon. If the impaled creature is medium or smaller your movement is not reduced.
### Hung Up Beginning at 6th level, you are able to throw creatures at your enemies. When a creature that is impaled or was just hit by your natural weapon and was dropped to 0 hit points, as part of one of your attacks you can make a range weapon attack with your strength modifier against another creature in range by throwing the impaled creature off of you. The range and damage is deterimed by the creatures size. ##### Hung Up Ranged Attack | Size | Damage | Range | |:------:|:--------------:|:------:| | Tiny | 1d4 + Str mod | 60 ft. | | Small | 1d8 + Str mod | 30 ft. | | Medium | 1d10 + Str mod | 15 ft. | | Large | 2d10 + Str mod | 5 ft. | ### Meat Shield Once you reach 10th level, you can swing a in the way of an oncoming attack. As a reaction, when a creature targets you with a single target attack roll you can instead move the grappled creature in the way to take the full damage instead. ### Buck At 14th level, you master throwing impaled creatures away from you. You are now able to throw an impaled creature regardless of their amount of hit points. Additionally, when a creature is thrown they take double any damage dealt to the target. \page ## Oath of the Peaks The Oath of the Peaks hold it's paladin to the ideals of the mountains that they hold lands on. The mountains represent the protectors of the lands beneath them. Snow collects on the mountain tops and when it melts it drains to the rivers and feeds the plants below. The mountains stop dangerous storms from ravaging the lands beyond their ridges. ### Tenets The tenets of the Oath of the peaks represents selflessness and protecting those around you. Good is the only care of these paladin and their quests. Each follower holds the same creed. ***Weather the Storm.*** Protecting others is more important than protecting yourself. ***Melt the Snow.*** Others needs must be fulfilled before your own. ***Eternal Protection.*** Never leave the vulnerable without protection. ***Silent Guardian.*** Intimidation is made with a looming presense, not words. ### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of the Peaks Spells | Paladin Level | Spells | |:----:|:----------------| | 3rd | *armor of Agathys, frost fingers* | | 5th | *blindness/deafness, gust of wind* | | 9th | *sleet storm, wind wall* | | 13th | *fire shield, ice storm* | | 17th | *cone of cold, control winds* | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Mountain's Grace.*** You can use your Channel Divinity to grant calm in the storm. As an action, you can grant one creature you can see within 60 ft either a resistance to cold damage for 1 minute or temperary adaptation to cold climate effects for 8 hours. ***Chilling Smite.*** Immediately after you deal damage to a creature with you Divine Smite feature, you can use your Channel Divinity as a bonus action to immobilize the creature. The creature's speed drops to 0 for 1 minute. If the creature has resistance to cold damage their speed is only dropped to half the normal speed and immune creature have no additional effects. ### Aura of Winds Beginning at 7th level, mountain top winds follow you into battle. When you roll intiative, wind blows around you in a 15 foot radius and slows your enemies movement. When a creature you designate is within the aura they move at half speed. Additionally, when they enter or start their turn in the area they must make a Strength saving throw or become knocked prone and end their movement. ### Névé Starting at 15th level, when you use your Chilling Smite, a number of creatures equal to your Charisma modifier within 30 feet gain temporary hit points equal to the Divine Smite damage you dealt. ### Snowcapped Sentinel At 20th level, you can become an avatar of the mountains, taking on an appearance of your choice. Your skin may appear as stone like and you accumulate thick ice all over your body. As an action, you can transform for one minute and gain the following benefits: * Your hit point maximum and currect hit points increase by 10 for the duration. * Creatures that enter or start their turn in your Aura of Wind must make a Constitution saving throw or fall under the effects of the *slow* spell and take cold damage each turn equal to your Charisma modifier for the duration of your transformation. Once you use this feature, you can't use it again until you finish a long rest. \page ## Glacial Heart Many who barely survive a blizzard (and even more that don't) gain an affinity for the cold. Sorcerers of this origin often have blackened finger tips or their skin is cold to the touch. Silver dragons often gather risen hypothermics and help them train their new powers. ### Chionophile At 1st level, your body has been infused with the magic of the elemental plane of ice. Your body is adapted to cold climates and can ignore their negative effect ### Ice Armor Starting at 1st level, your magic will natually form protection around you. When you cast a spell of 1st level or higher that deals cold damage or lowers a creature's speed ice covers parts of your body and gives you a +2 bonus to your AC. The effect lasts for one minute or the duration of the spell cast. Spells that have you choose or randomly choose the damage type do grant this benefit as long as cold damage is the damage type used. Transmuted spells also grant the effect. ### Frigid Skin When you reach 6th level, your blood becomes as cold as ice. You gain resistance to cold damage and when you cast a spell that deals cold damage you can add your Charisma modifier to the damage roll.
### Cold Breeze At 14th level, you can create cold winds that can move you quickly. If you move in one direction you can move at double your speed as long as you continue moving in the same direction. Creatures that attempt to make an attack of oppurtunity when you move in this way take cold damage equal to half you sorcerer level even if they do not hit you with the attack. ### Whiteout Beginning at 18th level, ice protects you from your aggressors. You gain immunity to cold damage and when a creature hits you with a melee attack that take cold damage equal to your sorcerer level.