Homebrew Gelun Species Details

Race Group: Elemental 

Ability Score Modification: +2 Dex, +1 Cha

Alignment: Typically neutral

Size: Medium 

Age: Gelun mature at the same rate as humans, but they can live up to 300 years.

Speed: 30 

Languages: Common

Damage Immunity:  Fire

Damage Vulnerabilities: Cold. If a cursed cold one fails its save against a cold effect, it is also dazed for 1 round.

Heat Reliant: Unless you inhabit an environment where the temperature remains above 110° F, you will frost over and freezes solid, entering a state of extreme hibernation. It is extremely vulnerable during such periods, essentially helpless. On the other hand, while enjoying environments of severe hear or hotter, you  function normally, gaining all the nutrition and energy they need from the warmth itself.

Fire Absorption: Any magical attack that deals fire damage to you will heal 1 point of damage for each 5 points of damage the attack would otherwise deal (rounded down). If the amount of healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points. You can only gain temporary hit points from this ability equal to half your normal hit points. Temporary hit points gained in this fashion last for 1 hour. 

Heat-Sucking Claw: Your frost-coated nails deal an extra 1d6 points of cold damage whenever your use and unarmed melee attack.

Icy Gaze: As and action, you can activate your icy gaze. Any creature meeting your gaze within 30ft, must succeed a charisma save throw equal to 8+Cha Mod+Proficiency mod. On a failed save the creature is Stunned for 1 round. You can use this ability a number of times equal to your charisma mod (minimum 1) and uses refreshes after a long rest.

Natural Armor: Your long life living in the excessive heat has hardened your skin. Your have a natural armor equal to 14+Dex Mod. 

Proficiency: You are proficient in perception.

Gelun Traits

Ability score mod, Languages, Damage Immunity, Damage Vulnerabilities, Heat Reliant, Fire Absorption, Heat-Sucking Claw, Icy Gaze, Natural Armor, Sense, Proficiency

Heat Reliant

Unless you inhabit an environment where the temperature remains above 110° F, you will frost over and freezes solid, entering a state of extreme hibernation. It is extremely vulnerable during such periods, essentially helpless. On the other hand, while enjoying environments of severe hear or hotter, you  function normally, gaining all the nutrition and energy they need from the warmth itself (meaning they do not have to eat or drink).

Fire Absorption

Any magical attack that deals fire damage to you will heal 1 point of damage for each 5 points of damage the attack would otherwise deal (rounded down). If the amount of healing would cause you to exceed your full normal hit points, you gain any excess as temporary hit points. You can only gain temporary hit points from this ability equal to half your normal hit points. Temporary hit points gained in this fashion last for 1 hour. 

Heat-Sucking Claw

Your frost-coated nails deal an extra 1d6 points of cold damage whenever your use and unarmed melee attack.

Icy Gaze

As and action, you can activate your icy gaze. Any creature meeting your gaze within 30ft, must succeed a charisma save throw equal to 8+Cha Mod+Proficiency mod. On a failed save the creature is Stunned for 1 round. You can use this ability a number of times equal to your charisma mod (minimum 1) and uses refreshes after a long rest.

Natural Armor

Your long life living in the excessive heat has hardened your skin. You have a natural armor equal to 14+Dex Mod. 

Ability Score Modification

+2 Dex, +1 Cha

Language

You can speak wordz in common.

Sense

Darkvision 60ft.

Damage Immunity

You are immune to fire damage.

Damage Vulnerablilites

Cold damage hurts a lot. If a you fail a save against a cold effect, it is also dazed for 1 round.

Proficiency

You are proficient in perception. 

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