Homebrew Frost Giant Species Details
Originating from only the most desolate and cold landscapes, frost giants are descendants of ice elementals. Frost giants typically live on mountains or the far northern and southern continents. It is said that the largest civilization of frost giants lives near a rift that grants entry to the elemental plane of water (and by extension: the plane of ice). Mistrusted by other races and mistrusting in return, frost giants tend to be an insular group. They rarely leave the land of their birth and when they do, they often find an unwelcoming world.
Frost Giant Traits
Frost Giants have a number of traits and natural abilities that they share.General Traits
Ability Score Increases
Your Strength and Constitution scores increase by 2 and your dexterity decreases by 1.
Size
You stand between 10 and 12 feet tall and weigh between 500 and 700 pounds.
Age
Frost giants age slower than humans, not reaching adulthood until they are about 25. Frost giants are capable of living for several centuries.
Speed
Your base walking speed is 35 feet.
Languages
You can speak Common, Giant, and Primordial.
Ice Blast
Twice per short rest, you can imbue one of your melee attacks with cold damage. One this attack, your attack does 1D4 cold damage. Adding this cold damage is a bonus action. The number of times you can do this increases every 4th level. The damage type of the dice also increases to a D6 at level 12.
Frost Breath
Similar to the natural breath weapon of the Dragonborn, you have the ability to breathe out an intense blast of cold.
The weapon affects all creatures in a 20 ft cone. The damage type of frost breath is Cold. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
This feature can be used once per long rest.
Frozen Core
Your physiology gives you a natural resistance to cold damage. However, when you are in temperatures over 100°F or 37°C, you must make a DC 12 Constitution Saving Throw or take a level of exhaustion. You must repeat this saving throw each hour you are in the heat. Any levels of exhaustion you take disappear after finishing a short rest outside of the hot environment.
Your experience living in icy environments means you can ignore difficult terrain from ice or snow.
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