Homebrew "Eizi" (Frostborn) --{Rework) Species Details

Size: 1,6 - 1,9m
Weight: 55 – 90 kg 
Size Category: Medium
Age: Eizi reach maturity at 15 years old and live up to 120 years.
Movement: 9m (30 feet)
Vision: Normal 
Languages: You can speak Common and Eizinic. With an Intelligence check, you may partially understand Draconic. The DM sets the difficulty.
Alignment: Eizi tend toward neutrality, as their isolated lives foster a pragmatic outlook on morality.

Ability Score Increase.
Choose one of the following styles:

  • Physical Style: Your Strength score increases by 2, your Constitution score by 1, and your Intelligence score decreases by 1.
  • Specialized Style: Your Intelligence score increases by 2, your Wisdom score by 1, and your Strength score decreases by 1.
  • Note: In both styles, your Charisma score decreases by 1.
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Lore:

Eizis are a rare, ancient species that evolved from Dragonborn. Their lineage is shrouded in mystery, and few know the full extent of their origins. Over time, the Eizis have adapted to their icy environments, becoming the supreme predators of their homeland. Their magic, rooted in ice, allows them to control and shape cold and frost in ways few others can. While they may be few in number, their mastery of ice and innate survival instincts make them formidable opponents.

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Appearance and Culture:

Eizis are a tall, slender species, typically ranging from 160 to 190 cm. Their skin is pale, with shades of blue or silver, reflecting their icy nature. Their hair varies from white to blue, green, and black, with red hair being an extremely rare mutation. This range of colors often correlates with their magical or physical abilities.

Eizis can also exhibit mutations, such as ice spots or ice-limbs, where parts of their bodies are replaced by crystallized ice. In rare cases, entire limbs may be made of ice. Their fur can develop a crystalline structure at birth, which reflects light in a unique way.

The color of an Eizi's fur indicates their orientation:

  • Black fur suggests a stronger physical build, with less magical ability.
  • White fur indicates a focus on magic, with reduced physical strength.

Some Eizis also display beast-like traits, such as cat-like ears, horns, or a tail, enhancing their primal, animalistic nature.

Eizis are ruled by powerful Kings or Queens, often the strongest of their kind, with a rare few possessing the ability to control both fire and ice. Their society is isolated, focused on the mastery of magic, architecture, and survival in harsh, frozen environments.

While distrustful of other races due to their coveted fur and powers, Eizis value quality over material wealth. Platinum and gold are prized for their rarity, while diamonds are seen more as decorative objects.

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Cultural Traits

Heritage Crystals: Eizi preserve the essence of their ancestors in magical "heritage crystals." These crystals serve not only as vessels of knowledge but also as conduits for the rebirth of new generations.

Rivalry with Dragonborn: Eizi share a complex relationship with Dragonborn, rooted in their shared draconic heritage. The two races often struggle to coexist, locked in an ongoing rivalry.

"Eizi" (Frostborn) --{Rework) Traits

Eizis are a rare and ancient species descended from Dragonborn, known for their mastery of ice magic and their unique survival instincts. With their ability to manipulate frost and cold, they excel in both combat and magic. Eizis are divided into two distinct paths—Physical and Special—each emphasizing different aspects of their abilities.

Born from the Ice

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  • Cold Resistance: You have resistance to cold damage.
  • Fire Vulnerability: You are vulnerable to fire damage.
  • Magic Wings: You can summon ethereal, wing like strucktures as a bonus action:
    • Glide: You can glide horizontally up to half your movement speed and reduce fall damage up to zero when falling. This does not grant flight.
    • You cannot use this feature if incapacitated.
  • Style Abilities

    Depending on your chosen style (Physical Style or Specialized Style), you gain the following powers:

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Tearing Frost (only Physical Style)

 

As an action, you can unleash a froststorm that affects a 30-foot radius (10 meters) centered on you:

  • All creatures within the storm must make a Constitution saving throw against your spell save DC.
    • On a failure, they take 1 cold damage and their movement speed is halved.
    • Creatures in the storm must repeat the saving throw at the start of their turn if they remain inside.

Additional Effects:

  • Relentless Storm: While inside the storm, you gain a bonus to attack rolls. Targets hit by your attacks are frosted, imposing disadvantage on their attack rolls.
  • Weakness Shield: While in the storm, you are shielded from weaknesses such as fire vulnerability.

Duration: 1 minute or until you end it as a bonus action.
Recharge: Once per long rest (requires a meal to recharge).
Note: Just Eizis gains the advantage from the Storm

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Aurora Storm (only Special Style)

 

As an action, you can summon an aurora storm that affects a 30-foot radius (10 meters) centered on you:

  • All creatures within the storm must make a Constitution saving throw against your spell save DC.
    • On a failure, they take 1 cold damage and their movement speed is halved.
    • Creatures in the storm must repeat the saving throw at the start of their turn if they remain inside.

Additional Effects:

  • Damage Reduction: You and allies in the storm take 2 less damage from all sources.
  • Weakness Shield: While in the storm, Eizis are shielded from weaknesses such as fire vulnerability.
  • Regenerative Haven: Eizis heal 1d4 hit points per round while inside the storm.

Duration: 1 minute or until you end it as a bonus action.
Recharge: Once per long rest (requires a meal to recharge).

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Adaptive Force

 

You are adept at survival, adapting quickly to your environment and stress:

Enhanced Movement:

  • Your movement speed increases by 50% while in cold or icy environments.

Survival Mode:
In life-threatening situations, your survival instincts activate, enhancing your combat capabilities:

  • Intimidating Presence: All enemies within 30 feet must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls against you. Additionally, their movement is restricted, forcing them to remain within your vicinity.

Duration: Survival Mode ends automatically when combat ends or when you feel safe.

Exhaustion: After Survival Mode ends, you gain 1 level of exhaustion and cannot recover until you take a short rest with a meal.

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(Cold Damage Scaling and Survival Mode Limitations)

 

Damage Scaling
  • 1 - 1 Lv.
  • 1d4 - 3 Lv.
  • 1d6 - 8 Lv.
Survival Mode Duration
  • 50% life - 1-3 Lv.
  • 25% life - 4-8 Lv.
  • 16.7% life - 9-13 Lv.
  • 12.5% life - 14+ Lv.

Previous Versions

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