Homebrew Aquatic Frostfolk Species Details

Blizzards give them no trouble. Rather, they take it in with childlike wonder and happiness. Like how humans react to Spring temperature weather. They can swim in water temperatures ranging from 70°F to -20°F and are rumored to even survive in waters up to -75°F if such coldness were even possible. Due to spending most of their time in the water, they have developed Dark Vision and can see up to 150 ft in the water and 75 ft out of the water.

Due to their Mermaid heritage, they can breathe underwater and swim at speeds ranging from 90ft to 200ft and communicate with sea dwelling creatures as well. However, what sets them apart is their personality when speaking to sea creatures: 

Mermaids and Aquatic Folk speak gently with elegance in order to convince the sea creatures to listen to them, while Frostfolk are more brash and vulgar, but not in a way that offends the creatures they speak to. It gives off more of a commanding persona that could persuade even giant squids to follow their word. It was rumored at one point that a Frostfolk Pirate Captain had persuaded the Legendary Kracken to help her crew in their most desperate hour on the seas and in return, could eat whatever enemy crew fell in the water and take their treasure as well.

They possess an attunement to Frost Magic that starts to show as early as 6 years old and in some cases can learn Wind Magic as well. Some can even imbue that elemental magic into their weapons...

Aquatic Frostfolk Traits

They have multiple advantages by either being in the water or a cold climate.

Dark Vision

Due to spending most of their life in the ocean, they had developed Dark Vision for deep sea hunting as not to compete/overfish with those that dwell on land. 

Grants 75ft of Dark Vision out of the water and 150ft in the water

Adaptations Blessing

Being either constantly submerged in freezing cold water or traversing Glaciers with Blizzards well overhead for many millennia can come with some pretty cool perks. No pun intended. Same can be said when you live in an area where fire can barely sustain itself long enough to cook freshly caught food and you have resorted to eating it raw.

Immune to Cold DMG
Immune to Thunder DMG
Immune to Poison DMG
Dexterity and Strength MOD are increased by 6 when in water, Cold Areas, or attacked with Cold DMG
6+ STR and DEX MOD Increase stays for 6 days after infliction from battle

Manipulation of Frost

Your ancestors had spent years trying to manipulate the unforgiving frost that plagued the lands above to their bidding in order to survive. They succeeded in that by granting your species with an immunity to it. But that was only the Tip of the Iceberg. Pun. Fully. Intended.

Able to learn any Magic that relates to Cold DMG

Able to Imbue Cold Elemental DMG to any weapon of their choosing, but can only be applied to one weapon at a time.

Superior Swimmer

Land dwellers may think there's not that much too swimming considering all they do is float/swim on the water surface and, in rare circumstances, dive like 6-8ft underwater while holding their breath for like a minute at most. But you know better. You're in your element. And you know you're deadlier than a starving, rabid shark when your traversing the oceans depths.

Swimming speed is 90 ft
Will gain 10ft every level until you hit your max of 200ft

Burden of the Sun

Having all these advantages for the cold is bound to come at a price. Yours is the Sun. Good luck.

High temperature (80°F and above) areas won't kill you, but will dehydrate you, causing CON and CHA to decrease by 4. If you are given water it temporarily negates this affect for up to 6 hours until given more water. This is also applied if you are afflicted by Fire DMG

Vulnerable to Fire DMG

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