Coldskin (5e Race)
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|“||Cold people, of a cold land. But if you get to know one, or do some valuable service to them, their hearths become some of the warmest in the world.||”|
Coldskin can be of any human race, but their skin is always paler, and their hair lighter. But the one truly remarkable feature of all Coldskin are their eyes, which are a bright and brilliant shade of blue.
Long ago, a band of humans stumbled upon a portal to the Elemental Planes. Well, specifically, to the border of two: the Plane of Water and the Plane of Air. As always, there was a war between the two planes, and this band of humans was caught in the middle of it. However, rather than tear them apart, the group was somehow transformed by the event. As they returned through the portal, the icy mix of the two planes came with them, turning much of the surrounding region into a frozen wasteland. Most animals died immediately, many died soon after, but some survived and adapted, as did the vegetation. The land itself became seeped with wild, cold magic. As for the humans? Their skin paled and their eyes turned blue, and their blood flow slowed to a near standstill. They managed to close the portal, and adapted to the land. Though some say that the portal is still there, still connected to the Elemental Planes, still maintained by whatever unknown force created it.
Out of necessity, coldskin are close-knit tribes, either fishing villages on the coast, nomads following herds of prey, or central towns that rely on the other groups, providing them with crafts and services. Loners often do not survive long, unless they find their way out of their homeland. Think about why your coldskin has risked leaving their tribe.
Coldskin are often named after ancestors that have died honorably or live nobly, but at age 15 they have a renaming ceremony, where they choose their own name. This honored tradition takes away "usual" names, as most people do not want their names to blend in and are encouraged to be creative with their name. One person may be named Rhijar, after one of the first coldskin, while another may name herself She-Who-Hunts-Wolves, and still, others may go with something simple, such as Bob. Because of this tradition, very few Coldskin have last names. The only exceptions are exiles, who take a last name relating to the reason for their exile, as they see fit.
Coldskin are humans that came in contact with the Elemental Planes of Water and Air in a bizarre event that changed them, and their world, forever.
Ability Score Increase. Your Constitution score increases by 2 and one other score of your choice increase by 1.
Age. Being formed from humans, they have the same average life expectancy as humans.
Alignment. Their life in tightly knit communities leans most Coldskin's towards the lawful and good alignments, although as they are still human, there are some that deviate from this.
Size. Coldskin tend to be slightly heavier but shorter than most humans. Your size is Medium.
Speed. As a Coldskin, your blood moves slower than most other races, so you must choose your movements more deliberately. Your walking speed is 25 feet, but when you take the Dash action, your base walking speed is considered to be 30 feet.
Frozen Blood. As your blood moves slowly, you take longer to bleed out. Creatures that attempt Medicine checks against you have advantage.
Snowstorm Senses. Accustomed to your vision being impaired by the storms of your homeland, you have superior vision in lightly and heavily obscured conditions. You can see in lightly obscured areas within 60 feet of you as if it was not obscured, and in heavily obscured areas as if it were lightly obscured.
Life Source. Life in the tundra relies heavily on animals. You have proficiency in Animal Handling.
Light as Snow. You are proficient in the Stealth skill. In addition, while in a tundra you can add double your proficiency bonus to Stealth checks, instead of your normal proficiency bonus.
Tundra Born. You have resistance to cold damage, and when you are in a tundra or a similar region, you have resistance to fire damage. Otherwise, you have vulnerability to fire damage. In addition, you automatically succeed on checks against the effects of Thin Ice and Slippery Ice.
Languages. You can speak, read, and write Common, and you can understand the Primordial dialects of Aquan and Auran.
Random Height and Weight
|4′ 6″||+2d10||120 lb.||× (2d6) lb.|
*Height = base height + height modifier