Homebrew Frostvein Dragonborn Species Details
Physical Characteristics:
- Ability Score Increases: You gain a +2 bonus to Constitution and a +1 bonus to Strength or Wisdom, reflecting your resilience and understanding of the frozen wilds.
- Size: Frostvein Dragonborn are Medium creatures, standing between 6'4" and 7'6", with thick, muscular frames adapted for extreme cold.
- Speed: Your base walking speed is 30 feet.
- Scales & Texture: Their scales are thick and crystalline, appearing in hues of icy blue, silver, and pale white. A layer of frost often coats their bodies in colder climates.
- Eyes: Their eyes glow with an icy luminescence, ranging from glacial blue to shimmering white, shifting like frozen waters under the moonlight.
- Horns & Crest: Their horns resemble jagged ice formations, smooth and sharp-edged, while their crests resemble wind-carved ridges of permafrost.
- Tail: Their tails are thick and reinforced, covered in rough, armor-like ridges capable of withstanding freezing gales and powerful strikes.
Society & Culture:
- Homeland: Frostvein Dragonborn dwell in the frozen reaches of Thaldrinor, residing in fortified ice citadels, underground frost caverns, and nomadic tundra camps.
- Governance: Leadership is often determined through trials of endurance, wisdom, and strength, with Elders known as Icewardens leading their communities.
- Traditions: Rituals honoring the spirits of the ice and winter storms are common, with ceremonies conducted to seek guidance from the frozen ancestors.
- Philosophy: Survival, honor, and patience define their beliefs, as they see the cold as both a challenge and a sacred force that tempers strength.
- Art & Craftsmanship: They craft weapons and armor from enchanted ice, frost-hardened steel, and the bones of legendary frost creatures.
Religion & Mythology:
- They revere Aurakthar, the Frost Titan, a primordial entity believed to have shaped the great glaciers and winter storms.
- Legends tell of the Everfrozen Throne, a mythical seat of power said to grant dominion over ice to those deemed worthy.
Abilities & Traits:
- Glacial Resilience: You have resistance to cold damage and advantage on saving throws against exhaustion caused by extreme cold.
- Breath of the Frozen Wind: You can use your action to exhale a freezing gust of wind in a 15-foot cone. Each creature in the area must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus), taking 2d8 cold damage and being slowed by 10 feet until the end of your next turn on a failed save, or half as much damage on a success. This damage increases at 6th (3d8), 11th (4d8), and 16th level (5d8). You can use this ability a number of times equal to your proficiency bonus per long rest.
- Frozen Fortitude: You have advantage on saving throws against being paralyzed or petrified, as your body can withstand immobilizing conditions.
- Tundra Strider: You ignore difficult terrain caused by snow and ice, and you have advantage on Survival checks made to navigate or track in frozen environments.
- Iceborn Magic: You know the Frostbite cantrip. At 3rd level, you can cast Ice Knife once per long rest. At 5th level, you can cast Hold Person once per long rest. Constitution is your spellcasting ability for these spells.
Relations with Other Races:
- Dwarves & Northmen: They share a mutual respect with the mountain-dwelling races of Thaldrinor, as both value endurance and strength in harsh environments.
- Elves & Arcane Scholars: Frostvein Dragonborn often interact with scholars seeking ancient knowledge buried within the ice.
- Fireborn & Desert Dwellers: They have an inherent rivalry with fire-aligned creatures, viewing them as chaotic and reckless forces of destruction.
Adventurers & Roles in Aetheris: Frostvein Dragonborn make excellent warriors, battle shamans, and rangers, seeking to test their mettle against legendary beasts, uncover lost frostbound relics, or safeguard the balance of nature. Many venture beyond their frozen homes to prove themselves in battle, explore new lands, or uphold the will of the ice spirits.
"The cold does not break us. It tempers our souls, hardens our will, and sharpens our blades. We are the children of the frost, the guardians of the frozen frontier, and we shall not yield."
Frostvein Dragonborn Traits
As a Dragonborn, you have these special traits.Iceborn Magic
You know the Frostbite cantrip. At 3rd level, you can cast Ice Knife once per long rest. At 5th level, you can cast Hold Person once per long rest. Constitution is your spellcasting ability for these spells.
Draconic Ancestry
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.
Darkvision
You have Darkvision with a range of 60 feet.
Draconic Flight
When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.
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