Frosk (5e Race)

From D&D Wiki

Jump to: navigation, search

Frosk[edit]

Physical Appearance[edit]

medium.jpg
A dangerous looking Frosk warrior wielding a fearsome battleaxe

Frosk resemble dwarves in body type except for the facial hair, skin tone, and eyes. Frosk have facial hair and/or head hair consisting of frost, snow, and icicles. These cold protrusions from the frosk's face never melts by any nonmagical heat and generally carry some significant value to the frosk, as they take long and difficult times to regrow. This usually involves sitting on a snow capped mountain or in an ice cave for a few years. Frosk skin is cold to the touch and either smooth or jagged depending on age and condition. Skin tones differ from various shades of blue to gleaming shades of white. Frosk eyes are anywhere from white to dark blue, but only appear in solid colors with no pupils. Frosk have differed so much from their dwarvish roots that their bodies are constructed through a process of chiselling, a rare and precious ice found in the most freezing and northernmost reaches of the world. It is said that when frosk is slain on the battlefield, they turn back into the precious ice and, through the process of magic, the water cycle always makes it back to the north, where they are possibly reconstructed into another frosk. Frosk have no true gender but are typically considered to be male.

History[edit]

Frosk are the result of the enslavement of northern mountain dwarves by frost giants. Treated as slave workers, they created weaponry and fortresses for the giants in their wars and conquests. Centuries of captivity led to them evolving so as to survive. Their veins froze and their prided beards turned like ice needles. Their skin was no longer flesh even. From their transformation, their bodies came to house the rare ice which formed in living things.

The frost giants were eventually defeated in their gambit for supremacy across the land and fled to further, possibly colder, retreats. They left the frosk behind. Now free, the frosk knew they could not rejoin their original brethren. They stayed in the forges and buildings left by the giants and thrived there, fully embracing their new life.

Society[edit]

Frosk numbers have grown since their newfound freedom and they outnumber that of their previous masters, the giants. For now, the frosk are one of the more prominent races that dwell in the far north, usually governed by systems of tribalism or monarchy. They do feel a need for order, however, being that they have always been part of it, whether it be as slaves to the ice giants, or in older dwarvish clans.

The main frosk city is where the largest forge still stands from their days of servitude. From here, smaller clans branch out to populate the mountains and set up more ice mines and forges. Frosk value diligence and so are very devoted to their work. However, they are aware of reality enough to hone their bodies to fend off invaders. The heads of the clans convene in the main city to discuss matters and make new laws fro all frosk-kind, making them an oligarchy.

Frosk Traits[edit]

Frozen dwarves from the far northern realms.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Frosk age at a rate similar to dwarves, but they suffer no penalties of aging. Most die in battle before their internal clock expires, which is usually around 500 years.
Alignment. Frosk are generally lawful neutral, but some who embrace the cold inside tend towards evil.
Size. Frosk are the same height as dwarves for the most part. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Frostborn. After having lived in cold for so long, it is normal to you. You are resistant to cold damage, but you are vulnerable to fire damage.
Ice Veins. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as per chapter 5 of the DMG
Ice Tunneller. You know how to dig in snow and ice. When in snowy terrain, you gain a burrowing speed of 30 feet.
Icebound. As a result of your strong connection to the cold you don't function so well in warmer climates. In Extreme Heat, you have disadvantage in Constitution saving throws.
Languages. You can speak, read and write Common and either Giant or Dwarvish.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4'′ 0"″ +2d6 150 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors