Homebrew Frostborn Species Details

700 years ago an archmage named Creo Ortus was adventuring in the Frostfell, a place of utter cold. Creo was near death, his body consumed by frost, fiends from the city of Icerazor at his back, he attempted to conjure a fire elemental into being but the spell went wrong. The spell did not go horribly wrong, though, instead of summoning a fire elemental, there was a living ice elemental. In Creo Ortus's blind pain he had accidentally used the components for which to make a water elemental. In the extreme cold the water elemental had frozen. The ice elemental killed the fiends at Creo's back. Creo was able to create a fire and survive the Frostfell and make it back to his home, he later experimented on the ice elemental in many different ways using multiple different components and concoctions. About 10 years later Creo had settled on the direct recipe to make the Frostborn. He created hundreds of thousands of them. He gave them two goals, to kill any fiends they encounter, especially those of Icerazor (for he was brutally attacked and wounded by the fiends of Icerazor),  and to serve and protect his bloodline. The Frostborn are born as small ice cubes and eventually grow into medium sized humanoid beings made of ice. These beings are incapable of reproducing however. So when Creo Ortus passed away the recipe for which to make the Frostborn was lost. The Frostborn are now driven to find the spell and save their race. Before Creo Ortus died, he casted a final spell to lock two Frostborn infants away in time capsules in seperate locations, so that when they were broken out of the capsules they would be young. The Frostborn currently now live in three groups, the first group, the largest population inhabit the Frostfell, slaughtering fiends from Icerazor and trying to come up with ways to make Frostborn without Ortus's recipe. The second group is forever in search of the recipe, and the third group, the smallest population, work as a militia and as servants to the Ortus bloodline. The reason for Creo locking two Frostborn infants in time capsules was so that at least two of them would live into the future and find the recipe. Before he died, Ortus locked the recipe in an unknown vault, he did this so that no one would steal the recipe and use the Frostborn as an army. The Frostborn are completely loyal to whoever creates them. One of the capsules was sent to Barovia with a male Frostborn inside, and the other sent to Waterdeep with a female inside. The Frostborn in the Frostfell have been slightly succsesful in coming up with different ways to create Frostborn without Creo's recipe. Creo's final wishes were that the two infant Frostborn would find the recipe and let their race flourish. 

Frostborn Traits

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Ice Spikes

Starting at 5th level, you can spend an action and a level 1 spell slot to have large ice spikes come out from your body in all directions, anyone within 10 feet of you takes 2d6 piercing damage and 1d6 cold damage. At 10th level the damage increases to 3d6 piercing damage and 2d6 cold damage. At 20th level it become 4d6 piercing and 3d6 cold damage.  

Cold Hands

Starting at 3rd level, whenever you hit with a melee attack you do an extra 1d6 cold damage. 2d6 at 8th level. 3d6 at 18th level. 4d6 at 20th level.

Frosty Appendages

Starting at 2nd level, you can manifest weapons on your arms once per turn as a bonus action. Bigger weapons, like great weapons, require a full action to manifest. The swords stay on your arms until you choose for them to go away, or until you get knocked to 0 hp.

Frost Breath Weapon

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 cold damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Constitution Score
Wisdom Score

Cold Resistance

You have resistance to cold damage, you take half damage when injured by cold damage.  

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