Homebrew Snow-Person Species Details
A construct of ice and snow that has gained sentience and a soul. Long ago something stirred within the polar north. That something awoke a long dormant source of natural magic, primordial mana. As the centuries passed that mana was absorbed into the surrounding environment. This influx of mana caused arcane mutations over time. Behemoth sized trees and other plant life. Blizzards so horrendous that even Demons feared the cold. One peculiar mutation was the sudden birth, or creation, of the snow people. Formed through the natural cumulation of snow and ice, or by already sentient snow-people, these constructs have a striking resemblance to snowmen (or snowwomen).
Snow-Person Traits
Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.Sub-Zero Aura
Two times per long rest you can harness the coldness of your soul and force it upon any one target creature that you can see within a 20 foot range. The target creature must make a WIS saving throw, DC 14, or be frozen in place. On a fail only suffer from cold damage based on a 1d8 roll. Their movement speed is 0 ft for 1d4-1 turns and they can only take one action while they're frozen. That action is at disadvantage.
Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
Ageless
Size
Your size is Small to Medium. You may determine height and weight. Maximum height of 5 feet
Speed
Your base walking speed is 25 feet.
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You are resistant to Acid
- You don’t need to sleep, and magic can’t put you to sleep.
Sentry’s Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert and are classified as an inanimate object. Any spells, abilities, or effects that would apply to a living creature of any sort do not apply to you. You are not considered unconscious, and you can see and hear as normal within a 10 foot range.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You are immune to cold damage
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can’t be removed against your will.
Specialized Design
You gain one skill proficiency and one tool proficiency of your choice.
Languages
You can speak, read, and write Common, Elvish, and one other language of your choice.
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