Homebrew FrostWight Species Details
Frostwight enclaves are hidden inside glacial caves,
within archaic ruins, or beneath layers of ice. These settlements
are havens of survival, blending scavenged materials
with frozen structures to withstand the unforgiving
tundras. Entry into a settlement is not guaranteed—newly risen frostwights must often prove their worth in brutal
trials of combat or skill to secure a place among their kin.
Failure means exile to the frigid wilderness.
Life within an enclave is cutthroat, with every member
expected to contribute meaningfully. Frostwights defend
their sanctuaries fiercely, scavenging the tundras for supplies,
crafting tools, and weapons. Seasonal gatherings
serve as opportunities for alliances and to distribute
scarce resources, but they are also moments of tension
and competition. The frostwights honor their survival,
paying tribute to the frost as both a protector and an adversary.
These gatherings often decide the fates of those
deemed unworthy of their place, reinforcing the brutal
order of their existence.
FrostWight Traits
Frostwight TraitsSize
You are medium or small. you count as large when determining your carrying capacity and the weight you can push, drag, or lift.
Ability Score Increase.
Increases one score by 2, and another by 1.
Chilling Aura
As a bonus action, you can unleash an aura
of freezing cold in a 10-foot radius around you for 1
minute. Creatures of your choice that enter the area for
the first time on a turn or start their turn there must succeed
on a Constitution saving throw (DC equals 8 + your
Con modifier + your proficiency bonus). On a failed
save, a creature's speed is halved until the end of its next
turn or until it leaves the area. You can use this trait a
number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a short or long
rest.
Darkvision
You can see in dim light within 120 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.
Frostbound Flesh
You have immunity to cold damage.
Hold Breath
You can hold your breath for 1 hour.
Frozen Touch
As a bonus action, you can imbue your attacks
with an icy edge. Until the end of your turn, when
you hit a creature with an unarmed strike or melee
weapon attack, it deals an extra 1d6 cold damage. This
damage increases to 2d6 at 6th level, 3d6 at 11th level, and
4d6 at 16th level. Once used, you can’t use this trait again
until you finish a short or long rest.
Soul of Frost
You know the ray of frost
cantrip. Starting at 3rd level, you can cast Heroism spell with this trait.
Languages
Your character can speak, read, and write
Common and two other languages that you and your GM
agree is appropriate for the character.
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