Homebrew Frostborn Species Details
The frostborn are humanoids with frosty features. They are usually around the height of humans, with an interesting range of body types. It is much more common for a frostborn to appear emaciated than portly, though both are possibilities. They are known for appearing a pale blue color in skin tone, with a bluish light that faintly emanates from beneath their skin and also their eyes, as if they have some inner light. Touching their skin alerts one to the cold chill. Sometimes patches of skin on a frostborn have ribbed patterns that appear almost like old wounds that didn't close right. Any hair frostborn appear to have are actually stiffened needles of ice, making this "hair" straight and flaring out if it grows long. This cold touch in some are stronger than others, allowing them to freeze areas of liquid with a touch. Patches of crystalline refuse can also gather on parts of their body as a result, usually on the forearms, knees, and shoulder blades. As expected, the cold temperatures of frostborn make them highly inured to pain and bleeding. What runs through their veins is not blood, but a sort of frozen network of nerves that function both to transport necessary nutrients as well as signals from the control center. While they can seem frozen zombies sometimes, frostborn are very much living creatures.
Frostborn Traits
A group of icy humanoids formed by a freak disaster storm of natureFrozen Body
Your frozen body and blood give you a different metabolic rate as well as the ability to endure extreme cold. You are resistant to cold damage and are immune to the effects of Extreme Cold, as written in the Dungeon Master's Guide. You also require only half as much food and water per day as a normal creature your size.
Fryll's Influence
The internal winter that you are born with exudes and empowers your abilities in combat. When you roll damage for a weapon or spell attack, you can roll an additional d4 and add that as cold damage. You can use this trait a number of times equal to your proficiency bonus, and regain all uses after you finish a long rest. This dice increases to a d6 at 6th level, d8 at 11th level, and d10 at 16th level.
Chilled Resilience
Your body's slow processes make it so you don't bleed well or process pain as much, allowing you a greater chance of surviving otherwise deadly wounds. When you start rolling death saving throws, you can make the first roll with advantage.
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