Homebrew Coldlight Walker Species Details

Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. 

Gods that personify winter create coldlight walkers as embodiments of winter’s wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.

When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead.

Coldlight Walker Traits

Your coldlight walker character has a number of abilities that evidence their undead and wrathful nature

Ability Score Increase

Your Constitution score increases by 2 and your Strength score increases by 1. 

Age

Due to their undead nature, Coldlight Walkers can be around for an unlimited amount of time, but always physically resemble their former selves when they died. 

Size

Coldlight walkers are the same size as they were when they died, your size is medium 

Speed

Your base walking speed is 30ft

Darkvision

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 color in darkness, only shades of gray.

Undead Nature

Coldlight Walkers don't require air, food, drink, or sleep.

Cold Ray

you learn the cantrip ray of frost. Constitution is your spellcasting ability for this spell. 

Languages

Coldlight Walkers know the same languages they did when they died. You can read and write common and one other language of your choice. 

Blinding Light

The Coldlight Walker can, as a bonus action, choose to shed bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, as a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn.

 

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