Homebrew Cryovore Species Details
Physical Description:
Cryovores are humanoid beings composed of living ice. Their bodies constantly shift in crystalline patterns, often shimmering with an ethereal glow. While their forms resemble humans in stature, their skin appears as translucent ice, often swirling with hues of blue, white, and silver. They can alter their limbs at will, transforming them into various shapes—blades, claws, or even tendrils. Cryovores are cold to the touch, and their presence brings a chill to the air.
Cryovore Traits
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Ability Score Increase:
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+2 , +1 for any of the stats
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Age:
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Cryovores have a lifespan similar to humans, but they mature slower, reaching adulthood around 30 years. They can live up to 300 years.
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Alignment:
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Cryovores are typically neutral, with a strong sense of survival, often leaning toward isolationism or careful cooperation with others.
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Size:
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Cryovores stand between 5 and 7 feet tall. Their size is Medium.
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Speed:
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Your base walking speed is 30 feet. (45f feet if they morph there feet into ice skates)
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Iceborn Resilience:
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You have resistance to cold, poison, and any dieases damage.
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You can hold your breath for up to 1 hour.
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Morphing Limb (Morph Limb):
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As a bonus action, you can transform one of your limbs (arms or legs) into any simple weapon or natural weapon of your choice (claws, blades, etc.), which can deal 1d8 damage of any physical type (slashing, piercing, or bludgeoning). This transformation lasts for 1 minute or until you decide to change back.
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The weapon can be used to attack, and you can choose to deal damage as either slashing, piercing, or bludgeoning, depending on the limb shape.
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Elemental Weakness - Fire Vulnerability:
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You have disadvantage on saving throws against fire damage.
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You take an additional 1d4 fire damage whenever you are hit by a fire attack or effect.
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Extreme Heat Sensitivity (Heat Exposure):
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In hot environments, such as deserts, volcanoes, or near open flames, you take 1d4 fire damage every 2 turns you spend in those conditions, unless you're wearing specialized magical equipment or enchanted items to mitigate this effect (e.g., heat-resistant cloaks, frost-imbued armor).
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Icy Regeneration:
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In cold environments (such as tundras, caves, or snow-covered areas), your natural regenerative abilities activate. You regain 2 hit points at the start of each of your turns when in temperatures below freezing (32°F or 0°C). If you are in a warm environment, this regenerative ability is dormant.
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Cold Aura:
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You emanate an aura of cold, causing the temperature around you to drop slightly (within a 10-foot radius). Non-Cryovores within range of this aura must succeed on a DC 12 Constitution saving throw or have disadvantage on attack rolls against you. This effect can be suppressed or activated at will.
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Languages:
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You can speak, read, and write Common and one other language of your choice (often Aquan or Infernal, based on their origin).
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Background Ideas:
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Frost Heralds: Cryovores often serve as messengers of the frost giants or guardians of ancient ice shrines, wielding their morphing abilities as symbols of their fluid and ever-changing connection to the world’s natural cycles.
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Frozen Nomads: Many Cryovores wander the coldest places of the world, never staying in one place for too long, constantly adapting to the environment. They are often seen as mysterious figures who show up when the wind howls the loudest.
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Revenants of the Frozen Past: Once a thriving species in a lost kingdom of ice and snow, they now search the world to rediscover lost knowledge and rebuild their fallen civilization. They are always seeking ancient artifacts of frost magic or seeking a way to unlock their ancient power.
Cryovore Traits
Cryovore Racial Traits Summary: Ability Score Increase: +2 , +1 Size: Medium Speed: 30 ft. (45 feet if morph limbs/legs into ice skates) Darkvision: 60 feet Iceborn Resilience: Resistance to cold, poison, and diease damage; hold breath for 1 hour. Morph Limb: Transform limbs into a simple or natural weapon (1d8 damage of any physical type). Fire Vulnerability: Disadvantage on fire saving throws; +1d4 fire damage taken. Heat Exposure: Takes 1d4 fire damage every 2 turns in extreme heat (unless protected). Icy Regeneration: Regains 2 hit point per turn in cold environments. Cold Aura: Disadvantage on attack rolls against you within a 10-ft radius (unless suppressed). Languages: Common + 1 other language of choice.
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