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Ancestry and Culture - Arctic

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© Copyright 2021 Arcanist Press LLP

Arcanist Press and their associated logos are trademarks of Arcanist Press LLP.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
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Written by Eugene Marshall


Layout & Design by Amy Bliss Marshall

Cover Background by: Osman Rana


Cover Figure: Inks By Bien Flores & Colors by Basith
Ibraham
Art and Colors from: Bien Flores, Don Tantiado, Basith
Ibramhim, Dean Spencer, Publisher’s Choice Quality Stock Art
© Rick Hershey / Fat Goblin Games,
Cover images Opposite by: Bad Moon Art Studio and Don
Tantiado/Basith Ibrahim
With Special Thanks to Sigil Entertaiment Group
Arctic Ancestries,
Cultures, & More
Introduction:
This document is an expansion of the rules found in Ancestry & Culture: An Alternative to Race
in 5e, available on DriveThruRPG. It contains ten new ancestries & cultures perfect for your snowy
adventures. If you would rather not purchase the core Ancestry & Culture rules, you can combine the
ancestry and culture for each entry below and use it as a playable ‘race’ for PC and NPC creation.
In addition, this book also includes arctic magic items and equipment, optional arctic rules, and five
new monsters, all suitable for any frosty environment. Additionally included are statblocks for arctic
animal companions and familiars.
If you’d like more custom ancestries and cultures, be sure to check out Custom Ancestries & Cultures
and More Ancestries & Cultures on DriveThruRPG, which offer 126 more choices, from fantasy classics
to bizarre originals.
Note: The yetikin included here also appears in More Ancestries & Cultures. A few of the other
options here are new cultures for existing ancestries, such as the arctic dwarf, snow goblin, and
glacial orc, as well.

3
Table of Contents
Dwarf, Arctic   5
Frost Folk   5
Frost Giant Kin   6
Goblin, Snow   8
Ogre   9
Orc, Glacial    9
Pachyderman,
Mammoth   11
Snow Construct   11
Snow Golem   12
Wolf Folk, Arctic   13
Yetikin   14
Arctic Magic Items   15
Arctic Rules
And Equipment   15
Arctic Monsters   17
Animal Companions
and Familiars   23
Appendix:
Monocultures   28
Legal Information   29
the many centuries, these communities have
Dwarf, Arctic developed their own cultural practices, distinct
Dwarves are an ancient people with a rich and from those of dwarven-related communities
varied history. Whether the tales that they were elsewhere.
formed by a god from the very stone are true or Arctic dwarven communities tend to be open
not, dwarves have since spread far and wide, and welcoming places. Those that can survive
though they are most often found in or near and thrive in such harsh conditions must band
rocky and subterranean environments. At least together, many in these communities believe,
a few dwarven cultures and communities have and so they welcome all who would wish to join
settled in arctic regions, where their members them with open arms. These settlements are to
tend to adapt to their frigid environs. be found on vast snow fields or glaciers and are
identifiable by their use of ice and packed snow
to build their structures. Some communities
Dwarven Ancestral Traits subsist on ice fishing, others on hunting, and
People of dwarven ancestry tend to be still others use dogsleds to travel great distances
somewhat shorter and stockier than humans, to trade goods. And many, of course, use all of
often featuring beards or braids or both. Folks of these to thrive. Those who grow up in or adopt
dwarven ancestry tend to have certain traits. arctic dwarven culture share the following traits.
Age. Dwarves mature at the same rate as Ability Score Increase. Your Constitution
humans, but they’re considered young until they score increases by 2 and your Strength by 1.
reach the age of 50. On average, they live about Alignment. Arctic dwarven culture is friendly
350 years. and communal, without being overly restrictive.
Size. Dwarves stand between 4 and 5 feet Its members tend toward goodness.
tall and average about 150 pounds. Your size is Child of the Ice. Those who spend their lives
Medium. in arctic dwarven communities become inured to
Speed. Your base walking speed is 25 feet. the cold. Some arctic dwarven communities even
Your speed is not reduced by wearing heavy use practices of repeated short-term exposures
armor. to extreme cold to help facilitate this process.
Darkvision. Accustomed to life underground, You have resistance to cold damage.
you have superior vision in dark and dim Languages. You can speak, read, and write
conditions. You can see in dim light within Common and Dwarvish.
60 feet of you as if it were bright light, and

Frost Folk
in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage The frost folk are icy humanoids at home in
on saving throws against poison, and you have even the coldest of climes. Their oral histories
resistance against poison damage, most likely a report that they were once creations and
feature of you ancestors’ diet. servants of Thrym, a deity of frost and cold,
Dwarven Toughness. Your hit point who rules over the icy arctic regions of the
maximum increases by 1, and it increases by world. Others whisper that the frost folk are in
1 every time you gain a level, due in large part fact humans stolen as babes and sacrificed to
to the long history of difficult labor required to Thrym, who steals their souls, leaving behind
survive underground for generations. only a frozen shell. Sages speculate that such
a sacrifice may indeed have occurred at the
creation of the frost folk, but deny that any such
Arctic Dwarven Cultural Traits practices happen how, as the frost folk have
A few communities founded by dwarves, or offspring of their own just as any other peoples
that have taken up historically dwarven ways, do.
settled in the far, icy north long ago. Over

Frost Folk Ancestral Traits


Frost folk are shaped exactly like humans,
with some notable differences. Their skin is pale
blue, resembling a human dead of frostbite, and
as cold as ice. Their eyes are an icy, piercing

Arctic Ancestries, Cultures, & More 5


blue as well. Their breath is icy cold too, feeling Frost folk communities are difficult places for
like a polar wind. When cut, they bleed blue those not of frost folk ancestry to live, as they
blood that freezes almost immediately, falling take no special measures to warm or insulate
from their skin and freezing into blue crystals. their homes. Most frost folk communities have
Frost folk are also impervious to the cold, due to one or two areas with furs and fires for guests
their arctic heritage. or those of their community not of frost folk
Age. Frost folk mature at the same rate as ancestry, but they are inevitably limited in their
humans but don’t live quite as long, living for ability to participate in many frost folk cultural
only about 60 years. practices.
Size. Frost folk are the same size and shape Ability Score Increase. Your Constitution
as humans. Your size is Medium. score increases by 2 and your Wisdom by 1.
Speed. Your base walking speed is 30 feet. Alignment. Frost folk communities allow
Frost Breath. The very air the frost folk their members to live in whatever manner they
breathe can be painfully icy to warmer blooded prefer. Some form couples and have children,
creatures. You can use your action to exhale a others form larger polycule family units, and still
cone of freezing air. When you use your frost others live in large, informal communal systems.
breath, each creature in a 15-foot cone must This variety and individuality might suggest
make a Constitution saving throw. The DC for chaos, but in fact these familial bonds are stable
this saving throw equals 8 + your Constitution and strong. Frost folk communities therefore do
modifier + your proficiency bonus. A creature not tend toward any particular alignment.
takes 2d4 damage on a failed save, and half as Frost Wielder. Frost folk communities teach
much damage on a successful one. The damage their young how to channel the cold around
increases to 3d4 at 6th level, them in a magical attack. You know the ray of
4d4 at 11th level, and 5d4 at 16th level. After frost cantrip.
you use your frost breath, you can’t use it again Ice Walker. Those who grow up in frost folk
until you complete a short or long rest. communities learn to tread across ice and snow
Ice Blooded. Frost folk are born of the arctic more effectively than most. You can ignore
ice. You are immune to cold damage. difficult terrain caused by ice and snow.
Languages. You can speak, read, and write
Common and one other language of your choice.
Frost Folk Cultural Traits
Frost folk communities are found only deep
in arctic regions, often amidst vast glaciers.
These villages are often carved into glaciers,
Frost Giant Kin
Giant kin are most likely the descendants of
creating tunnels and caverns that need constant
both humans and giants. Some speculate they
maintenance as the glaciers slowly move. Frost
are the result of giants using magic to assume
folk communities most often subsist by ice
human size and having offspring with humans,
fishing, though they also track herds of game
or perhaps human wizards enlarging themselves
across the tundra. They even occasionally grow
to giant size, though the details of this ancestry
meager crops from the fertile soils ground up
are lost to time. Giant kin appear to be
and dragged along by the glaciers in which they
humanoid, but are significantly larger and taller
live.
than most humans, with the sturdiness of the
giants apparent in their forms. A few giant kin
communities have ancestries more clearly tied
to frost giants than other types of giant, though
this is more of a feature of their arctic culture
than any ancestral connection to frost giants.

Giant Kin Ancestral Traits


Your giant kin character stands out in
a crowd, in part because of giants in your
ancestry.
Age. Giant kin mature at the same rate as
humans but live a few years longer.
6 Arctic Ancestries, Cultures, & More
Size. Giant kin tower over most humans, Inured to the Ice. Frost giant kin
standing at 7 to 8 feet in height and weighing in communities must accommodate themselves to
the vicinity of 300 lbs. This brings your size to the extreme temperatures of their environments.
the high end of Medium. You have resistance to cold damage.
Speed. Your base walking speed is 30 feet. Robust. The migratory mountain life of giant
Hardy. Like your giant ancestors, you can kin groups makes for strong, fit folk. You have
absorb a startling amount of damage. When you proficiency in the Athletics skill.
take damage from a source you can see, you Languages. You can speak, read, and write
can use your reaction to expend a Hit Die, if Common and Giant.
you have any available. Roll the Hit Die and add
your Constitution modifier to the number rolled,
reducing the damage by that total. You can use
this feature a number of times equal to your
Constitution modifier (minimum of once).
Mighty. When you attempt to carry, push,
drag, or lift something, you count as one size
larger.

Frost Giant Kin Cultural Traits


Giant kin communities in the arctic north
claim a heritage that descends from frost giants.
These communities are often itinerant, moving
from place to place with regularity. Sometimes
they do so to follow herds of big game.
Other times they do so
to follow the seasons,
wintering in lodges in
the mountain vales
and summering in
cabins on the slopes.
Regardless, everyone in
giant kin communities
adjusts to the seasonal
migrations, crossing
steep slopes and wide
valleys. These journeys are
culturally significant for frost
giant kin communities,
with festivals marking their
beginnings and endings.
Ability Score Increase.
Your Strength score increases
by 2 and your Constitution by
1.
Alignment. Frost giant
kin communities tend to
live and work in communal
collaboration, in part out of
necessity in the harsh climates
and through their onerous
migrations. A such, they
tend somewhat toward lawful
values.

Arctic Ancestries, Cultures, & More 7


Goblin, Snow Snow Goblin Cultural Traits
Snow goblin communities are found in arctic
Goblins can be found in virtually any
environment. Related to bugbears and regions, usually in caverns or secluded valleys
hobgoblins in a category called goblinoid, that protect them from the worst of the weather.
recordings of goblins can be found in even the These communities grow simple crops in the
oldest historical records. brief growing season and catch fish and small
game the rest of the year. For leisure, these
communities engage in dance and song, though
Goblin Ancestral Traits the young often enjoy pranks as well. As a
Your goblin character has several distinctive member of such a community, you have certain
traits, thanks to your goblinoid ancestry. traits.
Age. Goblins age very quickly, reaching Ability Score Increase. Your Constitution
adulthood by ten years old, with lifespans up to score increases by 2 and your Dexterity score by
60 years. 1.
Size. Goblins at between 3 and 4 feet tall, Alignment. Snow goblin communities are
weighing not much more than 60 or 70 pounds. often places that alternate between life or death
Your size is Small. struggles with the environment and moments
Darkvision. Goblins historically lived in of simple joy, both seen as parts of the ups and
caves and subterranean regions, granting their downs of life. Because of this, the communities
descendants superior vision in dark and dim tend toward neutrality.
conditions. You can see in dim light within Nimble Escape. You can take the Disengage
60 feet of you as if it were bright light, and or Hide action as a bonus action on each of your
in darkness as if it were dim light. You can’t turns.
discern color in darkness, only shades of gray. Snow Camouflage. Due to their white
Speed. Your base walking speed is 30 feet. clothing and familiarity with the environment,
Omnivorous. Goblins can eat almost anything members of snow goblin communities have
without fear of getting sick. You have advantage advantage on Dexterity (Stealth) checks made to
on saving throws against poison and disease, hide or sneak in snowy terrain.
and you have resistance against poison damage, Languages. You can speak, read, and write
triggered by something you have eaten or drunk. Common and Goblin.

8
improving their buildings or otherwise making
Ogre themselves useful. These communities welcome
Those of ogre ancestry often claim that their those not of ogre ancestry, as long as their new
origins trace back to the gods of the giants, who neighbors are kind. To pass the time, members
created all of giant kind at the beginning of time, of ogre communities sometimes engage in
including the ogres. What ogres usually don’t rhyme.
mention is that the giants tend to see ogres Ability Score Increase. Your Strength score
as the bottom of their social hierarchy, which increases by 2, and your Constitution score
roughly accords with their relative sizes, ogres increases by 1.
being the smallest. Perhaps this fact gives some Alignment. Ogre communities have little
ogres an irritable demeanor, for some most notion of organization or law, though they are
assuredly are unpleasant and quick to anger. gentle places. They tend toward chaos and
Others, however, are more happy-go-lucky, goodness.
willing to live their lives unconcerned about Heavy Weapons. Everyone who is raised in
giant politics. an ogre community eventually learns how to
wield the heavy weapons those of ogre ancestry
prefer. You have proficiency in the greatclub,
Ogre Ancestral Traits greataxe, greatsword, and javelin.
Ogres are massive people. Standing almost Languages. You can speak, read, and write
ten feet tall and weighing 800 or more pounds, Common and Giant.
ogres can fill a room. They are also difficult
to shop for, as most blacksmiths do not carry
armor in their size. Because of their size, some
monarchs employ them on their brute squads,
Orc, Glacial
Those of orcish ancestry tell tales tracing their
hiring them to clear thieves out of the nearby
origins to their primary god, though the details
forests. Despite this line of work, many ogres
are not included in orcish myth. Indeed, some
have gentle natures.
scholars of orcish ancestry or culture even claim
Age. Ogres mature at the same rate as
that the orcish ancestors came from a faraway
humans and live for about as long.
world.
Size. Ogres are massive humanoids, weighing
almost a thousand points and standing ten feet
tall. Your size is Large. Orc Ancestral Traits
Speed. Your base walking speed is 35 feet. There are people of orcish ancestry who can
Darkvision. Thanks to your ogre ancestry, be found outside of the secluded, often remote
you have superior vision in dark and dim orcish communities.
conditions. You can see in dim light within Age. Orcs mature a little faster than humans,
60 feet of you as if it were bright light, and reaching adulthood around age 14. They live to
in darkness as if it were dim light. You can’t be about 75.
discern color in darkness, only shades of gray. Size. Orcs are somewhat larger and bulkier
Intimidating Size. Simply in virtue of the than humans, and they range from 5 to well over
size of an ogre, they often are more effective 6 feet tall. Your size is Medium.
intimidating others. You have advantage on Speed. Your base walking speed is 30 feet.
Intimidation checks against creatures that are Darkvision. Thanks to your orcish ancestry,
Medium or smaller. you have superior vision in dark and dim
conditions. You can see in dim light within
60 feet of you as if it were bright light, and
Ogre Cultural Traits in darkness as if it were dim light. You can’t
Ogres of good temper often seek one another discern color in darkness, only shades of gray.
out to establish friendships and communities. Relentless Endurance. When you are
Most likely found in rural areas, ogre reduced to 0 hit points but not killed outright,
communities are usually pastoral, with herds you can drop to 1 hit point instead. You can’t
of sheep or cows to supply food. The members use this feature again until you finish a long
of these communities often spend their days rest.
idly watching their flocks, though some among
them are more driven and instead spend time

Arctic Ancestries, Cultures, & More 9


Ability Score Increase. Your Strength score
Glacial Orcish Cultural Traits increases by 2, and your Constitution score
Orcish communities that survive out on the increases by 1.
glaciers of the far north are hardy indeed, as Alignment. Glacial orcish communities know
life is very difficult to sustain in such environs. that if everyone doesn’t pitch in and support
Such communities can often be found following each other, then no one survives. People raised
migrating herds of caribou, though some in glacial orc communities are most often lawful,
develop along bodies tending as well toward goodness.
of water, where their Drift Walker. A life traversing icy and snowy
members can subsist terrain has taught you how to navigate such
on cold water fish like difficulties. Deep snow and slippery ice are
cod. These communities not difficult terrain for you.
often work the bones Powerful Attacks. When you score
of the large fish they a critical hit with a melee weapon
catch into beautiful attack, you can roll one of
scrimshaw items. Those the weapon’s damage dice
who grow up in such one additional time and
communities tend add it to the extra
to have certain damage of the
traits. critical hit.

10 Arctic Ancestries, Cultures, & More


Scrimshaw Worker. Glacial orcish
communities celebrate the art of bone carving Mammoth Cultural Traits
called scrimshaw. You have proficiency with Pachyderman communities in the arctic
woodcarver’s tools, though you can use them refer to themselves as Mammoths. Unlike
only to work and carve ivory and bone. pachydermans found elsewhere in the realm,
Languages. You can speak, read, and write those that dwell in the far north, out on the icy
Common and Orcish. expanses there, also have long, thick fur that
covers their bodies. Mammoth communities
tend to be rougher, more primal places than
Pachyderman, Mammoth most pachyderman communities. Whereas
pachydermans praise learning and serenity,
Pachydermans are humanoid elephants.
mammoths value strength and revelry.
Ancient pachyderman texts report that the they
Mammoth communities tend to settle in great
originated as avatars of a god from another
cliffs at the foot of a glacier, taking runoff water
plane of existence. Pachyderman scholars debate
from the ice and food from the hunt. Those who
whether this is myth or fact, but they agree that
grow up in these mammoth communities share
the pachydermans came to this plane through a
certain traits.
portal, which closed behind them, leaving them
Ability Score Increase. Your Strength score
here.
increases by 2 and your Constitution score by 1.
Alignment. Mammoth communities embrace
Pachyderman Ancestral Traits the intensity of life, both its highs and lows.
Pachydermans are anthropomorphic These communities tend toward chaos.
elephants. They have gray, tough skin, tall, Inured to the Ice. Arctic communities
broad bodies, short, thick fingers, and two must accommodate themselves to the extreme
elephant feet. Those that live in arctic regions temperatures of their environments. You have
are more likely to be covered in thick, long resistance to cold damage.
fur. Their heads are identical to an elephant’s, Languages. You speak, read, and write
though sized appropriately for their humanoid Common and Pachyderman, a language
body. They have large ears and a long, of trumpeting sounds that those not of
prehensile trunk, and some have tusks as pachyderman ancestry can learn to emulate with
well. Your pachyderman character has several difficulty.
distinctive features due to this ancestry.
Age. Pachydermans mature more slowly than
humans, reaching adulthood by age thirty. They Snow Construct
live to roughly 150 years of age. Snow constructs are only found in cold arctic
Size. Pachydermans are larger, broader, and environments, and even there they are rare.
heavier than humans. They average 8 feet tall Snow constructs are snow people who have been
and 500 lbs. Your size is Medium. endowed with intelligence and a semblance of
Speed. Your base walking speed is 30 feet. life. Some are built in a snowbound transmuter’s
Powerful Build. You count as one size larger lab, while others are brought to life by a magic
for determining your carrying capacity and the item, such as the hat of snow constructs (see
weight you can push, drag, or lift. below). Either way, these snowy friends are
Prehensile Trunk. You have a two- to three- formidable foes outside in the bitter cold, but
foot long trunk that is agile and strong. As a they are vulnerable to high temperatures.
bonus action, you can use your trunk to take
the Use an Object action. As an action, you
can use your trunk to attempt to grapple a Snow Construct Ancestral Traits
foe. Your trunk can hold, carry, push, drag, Snow constructs are animated snowmen.
or lift up to one third of your normal capacity They are loosely humanoid shape, with arms
for those actions. Your trunk is not dexterous and legs and a body made of hard packed, icy
enough to wield weapons or perform the somatic snow. Their bodies are smooth and uniform,
component of a spell, however. always appearing as though they had just
been made out of clean snow. Some have tree
branches for arms, whereas others have snowy
arms. A few do not have legs, but glide around

Arctic Ancestries, Cultures, & More 11


Snow Construct

12 Arctic Ancestries, Cultures, & More


on a large snowy sphere at the bottom of their Languages. You can speak, read, and write
torsos. Most have faces made of ice and snow, Common and one other language of your choice,
though some have eyes that resemble rocks most likely of the culture in which you were
or lumps of coal. Fortunately for the snow created.
construct, these cannot be removed, nor can
their arms, except after their deaths. Your snow
construct has several distinctive traits, thanks
to being made of snow, not born.
Wolf Folk, Arctic
Wolf folk have dwelled on the hills and
Age. Snow constructs are created in their plains and in the forests and mountains of the
mature forms and remain that way for as long as land for as long as records exist. Their origin
they remain cool, though they can survive short is a mystery, though some say the wolf folk
periods in warmer environments. themselves descend from a god who has either
Size. Snow constructs are made to resemble hidden his or her own existence, or been locked
humans, more or less. Your size is Medium. away by the other gods.
Speed. Your base walking speed is 30 feet.
Snowborn. Snow constructs are animated ice
and snow. Due to this nature, you are immune Wolf Folk Ancestral Traits
to cold damage, have advantage on saving Wolf folk are humanoid wolves, with black,
throws against being poisoned, and you have gray, brown, or white fur. The walk upright and
resistance to poison damage. Also, you need have humanoid limbs, but a distinctively lupine
neither food, nor drink, nor air, and you cannot head. Most wolf folk have a growling undertone
catch a disease. Despite your snowy nature, to their voices, though it need not sound
your creature type is still humanoid, thanks to menacing.
the fact that you possess a soul and are truly Most wolf folk share certain traits due to this
alive. Because you are made of ice and snow, ancestry.
however, you have vulnerability to fire damage. Age. Wolf folk mature at the same rate as
humans and live for about as long.
Size. Wolf folk are about the same size as
Snow Construct Cultural Traits humans. Your size is Medium.
Snow constructs are usually unique in their Speed. Your base walking speed is 30 feet.
villages, the only one of their kind. In such Keen Hearing and Smell. Wolf folk retain
cases, they serve as friendly protectors of the the keen senses of their lupine ancestors. You
villages, residing in the town square or patrolling have advantage on Wisdom (Perception) checks
its borders. Occasionally, snow constructs that rely on hearing or smell.
congregate in icy clearings in arctic woods, Bite. Wolf folk also retain the strong jaws and
where they build igloos or have friendly snowball sharp canine teeth of wolves, which
fights. you can use to make unarmed strikes. On a hit,
Ability Score Increase. Your Charisma you deal slashing damage equal to 1d6 + your
increases by 2 and your Constitution by 1. Strength modifier.
Alignment. Snow constructs and their
communities tend to value kindness and care.
As such, they tend toward goodness. Arctic Wolf Folk Cultural Traits
Arctic Magic. Snow constructs and their Wolf folk communities, or packs, can take a
neighbors are intimately familiar with the icy variety of forms. In the arctic, these communities
winds that blow across the arctic tundra, an can usually be found in the valley forests, from
experience which lends itself to developing which the village hunters make days-long forays
certain magics. You know the ray of frost out into the surrounding landscape to find food
cantrip. When you reach 3rd level, you can cast or to trade for goods. These communities value
the create or destroy water spell once, but what taking care of yourself and your kin.
you create takes the form of snow or ice. When Ability Score Increase. Your Constitution
you reach 5th level, you can cast the gust of increases by 2 and your Wisdom by 1.
wind spell once, without requiring the material Alignment. Wolf folk culture focuses on the
component. You regain the ability to cast these pack above all else, which tends its members
spells when you finish a long rest. Charisma is toward law.
your spellcasting ability for these spells.

Arctic Ancestries, Cultures, & More 13


Languages. You can speak, read, and write
Common and one other language. Yetikin Ancestral Traits
Pack Tactics. You have advantage on an Yetikin appear to be humans with shaggy
attack roll against a creature if at least white hair on their heads, the sides of their
one other wolf folk ally is within 5 feet of the faces, and over much of their bodies. Unlike
creature and the ally isn’t incapacitated. true yetis, the yetikin still wear leather and
Arctic Survivalist. Arctic wolf folk hide clothing, cook with fire, and in other ways
communities teach their young how to survive behave as humans. In their appearance and
in the harsh arctic climes. You have proficiency certain other ancestral features, however, the
in Survival. Furthermore, whenever you make yetikin have developed certain unique traits.
a check to find food or to protect yourself from Age. Yetikin mature at the same rate as
the cold, you add double your proficiency bonus humans and live for about as long.
to the check, instead of your normal proficiency Size. Yetikin are somewhat larger than
bonus. human, but not as big as true yeti. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Yetikin Chilling Gaze. Yetikin have evolved to have
an attack that yeti themselves also have – a gaze
Yetikin are humans who live in arctic
that freezes people in place. You can use your
environments in close proximity to lairs
action to target one creature you can
of the yeti. Whatever strange icy magics
see within 30 feet of you. If the target
created the yeti have had their effects on
can see you, the target must succeed
the tribes of humans in their vicinity,
on a DC 10 Constitution saving throw
because some centuries
against this magic or take 3 (1d6) cold
ago these humans
damage and then be paralyzed until
gradually
the end of their next turn, unless it is
transformed,
resistant or immune to cold damage. If
becoming
the target’s saving throw is successful,
the
or if the effect ends on it, the target
yetikin.
is immune to the Chilling Gaze of all
yetis and yetikin for 1 hour. Once you
have used this ability, you cannot use
it again until you have completed a
short or

long rest.
Ice Veins. Yetikin are influenced
by the magical, icy forces that swirl around
them. You are resistant to cold damage.

Yetikin Cultural Traits


Yetikin communities are found
in arctic regions or, occasionally, in
glacial mountain ranges, where their
members live lives of grim survival. The
yetikin hunt and fish for a living, working
year-round to collect enough for their people to
live. Because of the challenge of living in such
places, members of yetikin communities
have learned much of their environment
and how to thrive in it.

14 Arctic Ancestries, Cultures, & More


Ability Score Increase. Your Constitution
score increases by 2 and your Wisdom score by 1. Snowshoes of Speed
Alignment. Yetikin communities focus more Wondrous item, rare (requires attunement)
on survival and comfort than law or rules. As While you wear these snowshoes, you can
such, they tend toward chaos. use a bonus action and click the snowshoes
Snow Camouflage. Due to their white together. If you do, the showshoes double your
fur or clothing and their familiarity with the walking speed, and any creature that makes an
environment, members of yetikin communities opportunity attack against you has disadvantage
have advantage on Dexterity (Stealth) checks on the attack roll. If you click your snowshoes
made to hide in snowy terrain. together again, you end the effect.
Yeti Friend. Those who grow up in yetikin When the showshoes’ property has been used
communities learn certain behaviors and calls for a total of 10 minutes, the magic ceases to
that true yeti recognize. You have advantage on function until you finish a long rest. Whether or
any Charisma check concerning yetis. not you have clicked the snowshoes together,
Languages. You can speak, read, and write deep snow and slippery ice are not difficult
Common and Yeti. terrain for you.

Arctic Magic Items Optional Arctic Rules &


Blizzard Cloak Equipment
Wondrous item, uncommon (requires attunement)
The following are a few optional rules and
While you wear this thick, white, fur-lined
mechanics that GMs may wish to consider
cloak while outside in an arctic environment,
adding to their games. Several of the optional
you stay warm and are much more difficult
rules systems also involve special equipment,
to see. You are protected from even the most
such as skis, snowshoes, and the like.
extreme cold weather and you have advantage
on Dexterity (Stealth) checks made to hide or
sneak in snowy terrain. Arctic Terrain
Many arctic environments are covered with
Hat of Snow Constructs vast amounts of ice and snow. When a creature
Wondrous item, very rare (requires attunement) wishes to move through deep snow or across
This seemingly plain hat animates a snowman solid ice, their mobility is impaired. When snow
if placed atop its head, transforming it into a is deep (more than a foot) it counts as difficult
snow construct. The creature is friendly to you terrain. Solid ice can also be very slippery and
and your companions. It understands your thus counts as difficult terrain as well.
languages and obeys your spoken commands. If
you issue no commands, the creature defends
itself but takes no other actions.
As long as the hat of snow constructs
remains on the head of the snowman, it remains
animate. Should the hat be removed or the snow
construct die, the hat of snow constructs falls
to the ground and the snow construct collapses
into a normal pile of snow. Once used to animate
a snowman, the hat of snow constructs cannot
be used again to do so for seven days.

Freezing Blade
Weapon (any sword), very rare
When you hit with an attack using this
magic sword, the target takes an extra 1d4 cold
damage. On its first hit each round, the sword
also reduces the target’s speed by 10 feet until
the start of your next turn.

Arctic Ancestries, Cultures, & More 15


Climbing ice covered surfaces is also Ice Skates. Ice skates can be affixed to the
exceptionally difficult. Any rolls made to bottom of one’s boots, allowing one to move more
climb an ice-covered surface is made with quickly across ice. Each round you attempt to
disadvantage, unless the creature has move across ice while wearing ice skates, make
equipment designed to aid ice climbing, like a DC 10 Dexterity saving throw. On a success,
crampons. you may ignore difficult terrain caused by ice.
If you fail the saving throw, you fall prone and
Arctic Equipment end your movement for that turn. Any terrain
The following items can make it easier for besides ice is difficult terrain for you while you
creatures to traverse arctic terrain. wear ice skates and you cannot take the Dash
Cold Weather Clothing. Warm weather action on any surface except ice while wearing
clothing is a set of furs or many-layered fabrics the skates. It takes one action to attach or
designed to keep body heat and freezing winds remove ice skates.
out. When wearing cold weather clothing, you Skis. Skis allow for easy travel across snowy
have advantage on rolls to resist the effects of terrain and rapid travel downhill. Each round
extreme cold. you attempt to move across snow while wearing
Crampons. Crampons are ice cleats – spikes ice skates, make a DC 10 Dexterity saving
that can be strapped onto the bottoms of a pair throw. On a success, you may ignore difficult
of boots, so that one can climb icy surfaces more terrain caused by snow. If you fail the saving
easily. When you wear crampons, you can climb throw, you fall prone and end your movement
ice covered surfaces as if they were not covered for that turn. Any terrain besides snow is
in ice. Wearing crampons prevents you from difficult terrain for you while you wear skis
taking the Dash action, however. It takes one and you cannot take the Dash action on any
action to attach or remove crampons. surface except snow while wearing the skis.
What’s more, if you use skis to move downhill in
snowy terrain and make your saving throw, your
movement is doubled for one turn. It takes one
action to attach or remove skis.
Snow Shoes. Snow shoes allow for easy travel
across snowy terrain. When you move across
snow while wearing snow shoes, you may ignore
difficult terrain caused by snow. Any terrain
besides snow is difficult terrain for you while you
wear snow shoes and you cannot take the Dash
action.

Arctic Adventuring Gear

Item Cost Weight


Cold Weather Clothing 5 gp 6 lb.

Crampons 2 gp 2 lb.

Ice Skates 1 gp 2 lb.

Skis 5 gp 10 lb.

Snow Shoes 3 gp 4 lb.

16 Arctic Ancestries, Cultures, & More


The evil magics that swirl in the dark places of
Arctic Monsters the far north concentrate in them, providing
them several strange magical abilities as well.
Draugr resemble frozen, desiccated corpses,
Draugr animated and walking through the snow and
Draugrs are the frozen dead, returned to walk ice. All of the liquid water and blood is gone
the wastes in search of the warmth of living from them, as is any hint of warmth. Often, they
beings. These undead died in anger, raging at wield longswords made of solid ice. When they
the injustice of their early death at the hands die, they and their equipment shatter into a
of the elements. In undeath, they seek out the thousand tiny ice crystals.
living to kill in an endless act of spiteful revenge.

Draugr
Medium undead, neutral evil
Armor Class 14
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


15(+2) 14(+2) 16(+3) 10(+0) 13(+1) 14(+2)

Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus +2

Actions
Multiattack. The draugr makes two icy longsword attacks. It can use its Warmth Drain in place of one longsword attack.
Warmth Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) cold damage. The target must succeed
on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid
slain by this attack rises 24 hours later as a draugr, unless the humanoid is restored to life or its body is destroyed.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
damage if used with two hands.

Arctic Ancestries, Cultures, & More 17


When it hunts, it lies in wait for a target to be
Eldritch Thing alone and then attempts to consume them.
An eldritch thing is a shapeshifting alien The eldritch thing attacks a foe by grappling
creature found in arctic climes that kills and it with tentacles that digest its prey. Once it
assimilates living creatures. Whether it fell from has consumed a victim, it can shapeshift into
the sky or has always lay dormant in the ice the victim’s form, creating an eerily accurate
is unknown. When living creatures unearth it, mimicry of the original, down to language,
usually by accident, it awakens. personality, and memories. The eldritch thing
Once awakened, an eldritch thing hunts then uses its new form as camouflage and works
living prey to assimilate. Its true form is as an to isolate another living target, so that it can
amorphous blob, not unlike a pudding or ooze, attempt to consume them as well.
but made of an amalgam of clearly organic Eldritch things
tissue, body parts, and organs. reproduce by fission.
When they take
on enough mass –
usually several full-
sized humanoids,
for example – they
split into two and
each go their own
way. This fission
can be forced,
as well, when an
eldritch thing takes
slashing damage.
The resulting splits
each become
an autonomous
eldritch thing.

18 Arctic Ancestries, Cultures, & More


Eldritch Thing
Medium aberration, chaotic evil
Armor Class 16
Hit Points 115 (12d10 + 50)
Speed 30 ft.
STR DEX CON INT WIS CHA
15(+2) 16(+3) 20(+5) 10(+0) 13(+1) 14(+2)

Saving Throws Constitution +9


Skills Athletics +6, Deception +6, Stealth +7
Damage Resistances Bludgeoning and Piercing from nonmagical attacks that aren’t silvered
Damage Immunities Cold, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages the languages of any creatures it has assimilated
Challenge 10 (5,900 XP) Proficiency Bonus +4

Amorphous. In its true form, the eldritch thing can move through a space as narrow as 1 foot wide without squeezing.
Shapeshifter. The eldrtich thing can use its action to polymorph into a Small or Medium creature it has assimilated, or back
into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Actions
Multiattack. The eldritch thing makes two tentacle attacks or uses its Assimilate ability.
Assimilate. As an action, the eldritch thing chooses a creature it has grappled with 0 hit points and absorbs them into its
form. The target instantly dies, its body dissolving into the mass of the eldritch thing. The victim’s body and soul are destroyed
entirely by this process; only a wish spell can return the victim to life.
Once the eldritch thing has absorbed its victim’s body, it learns all the languages the target knows and gains all its proficiencies.
It also recalls the victim’s life, experiences, and personality to an uncanny degree. When the eldritch thing shapeshifts into a
creature it has assimilated, it has advantage on Charisma (Deception) checks to trick people into believing it is the victim.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) necrotic
damage. If the target is Medium or smaller, it is grappled (escape DC 18) and restrained until the grapple ends. The eldritch
thing has two tentacles, each of which can grapple one target.
Reactions
Split. When an eldritch thing that is Medium is subjected to slashing damage, it splits into two Small eldritch things if it has at
least 10 hit points. Each new eldritch thing has hit points equal to half the original thing’s, rounded down. Small eldritch things
have Intelligence of 5 (-3). Once the have assimilated a Medium creature or three Small creatures, they grow to Medium size
and have game statistics as listed above.

Arctic Ancestries, Cultures, & More 19


jagged shards of ice. These rare creatures hail
Ice Elemental from the intersection of the elemental planes of
Ice elementals are the forces of ice and cold air and water and are found in only the most
embodied in a dimly sentient form. Roughly extreme arctic environs.
humanoid in shape, ice elementals are made of

Ice Elemental
Large elemental, neutral
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., burrow (ice and snow only) 30 ft.

STR DEX CON INT WIS CHA


18(+4) 10(+0) 18(+4) 5(−3) 10(+0) 6(−2)

Damage Vulnerabilities fire


Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan and Auran
Challenge 5 (1,800 XP) Proficiency Bonus +3

Freezing Aura. Ice elementals are cold embodied. A creature that touches the ice elemental or hits it with a melee attack while
within 5 feet of it takes 7 (2d6) cold damage.
Ice Glide. The ice elemental can burrow through nonmagical, unworked ice and snow. While doing so, the elemental doesn’t
disturb the material it moves through. Furthermore, the ice elemental can ignore difficult terrain caused by ice or snow.
Actions
Multiattack. The elemental makes two slam attacks or one ice shard attack.
Ice Shard. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target: Hit 7 (2d6) piercing damage plus 1d6 cold damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 1d10 cold damage.

Lindworm monstrosities they are today. Whether or


not this origin is true, lindworms are indeed
The lindworm is a wingless, serpentine,
dragon-like monstrosity that dwells in deep fearsome creatures, striking any who enter their
arctic lakes and bays. It has white scales like hunting grounds. They are known to hoard the
a white dragon and a draconic head, but it bones and possessions of those that they have
only has two front legs with strong claws. It is slain, as well as items found in the wrecks of
wingless, with a back half that resembles a giant vessels that have sunk in the icy waters of their
snake or serpent. It slithers through the water of homes.
across the ice and snow with surprising speed in
pursuit of its prey.
Tales tell that lindworms were once a family
of dwarves who offended the gods and, as
punishment, were transformed into the vile

20 Arctic Ancestries, Cultures, & More


Lindworm
Huge monstrosity, unaligned
Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 50 ft., swim 40 ft.

STR DEX CON INT WIS CHA


23(+6) 16(+3) 18(+4) 7(-2) 14(+2) 12(+1)

Skills Perception +6, Stealth +7


Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 16
Languages Draconic
Challenge 11 (7,200 XP) Proficiency Bonus +4

Amphibious. The lindowrm can breathe air and water.


Actions
Multiattack. The lindworm makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage and 7 (2d6) cold damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage
plus 11 (2d10) cold damage. The target is grappled (escape DC 16) if the lindworm isn’t already constricting a creature, and the
target is restrained until this grapple ends.
Swallow. The lindworm makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target
is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against
attacks and other effects outside the lindworm, and it takes 21 (6d6) acid damage at the start of each of
the lindworm’s turns. A lindworm can have only one creature swallowed
at a time. If the lindworm takes 30
damage or more on
a single turn from the
swallowed creature,
the lindworm must
succeed on a DC 14
Constitution saving
throw at the end of
that turn or regurgitate
the creature, which falls
prone in a space within
10 feet of the lindworm.
If the lindworm dies, a
swallowed creature is
no longer restrained by it
and can escape from the
corpse by using 15 feet of
movement, exiting prone.

Arctic Ancestries, Cultures, & More 21


their arms, except after the death of the snow
Snow Construct construct.
Snow constructs are animated snowmen. Snow constructs are only found in cold arctic
They are loosely humanoid shape, with arms environments, and even there they are rare.
and legs and a body made of hard packed, icy Snow constructs are snow people who have been
snow. Their bodies are smooth and uniform, endowed with intelligence and a semblance of
always appearing as though they had just life. Some are built in a snowbound transmuter’s
been made out of clean snow. Some have tree lab, while others are brought to life by a magic
branches for arms, whereas others have snowy item, such as the hat of snow constructs (see
arms. A few do not have legs, but glide around the arctic magic items section). Either way, these
on a large snowy sphere at the bottom of their snowy friends can be formidable foes outside in
torsos. Most have faces made of ice and snow, the bitter cold, but they are vulnerable to high
though some have eyes that resemble rocks temperatures.
or lumps of coal. Fortunately for the snow
construct, these cannot be removed, nor can

Snow Construct
Medium construct, neutral good
Armor Class 11
Hit Points 22 (5d6+5)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 7 (-2) 11 (+0) 12 (+1)

Damage Vulnerabilities Fire


Damage Immunities Cold
Damage Resistance Poison
Senses Passive Perception 10
Languages Common
Challenge 1/4 (25 XP) Proficiency Bonus +2

Snowborn. Snow constructs are animated ice and snow. Due to this nature, they are immune to cold damage, have advantage
on saving throws against being poisoned, and you have resistance to poison damage. Also, they need neither food, nor drink,
nor air, and you cannot catch a disease. Because they are made of ice and snow, however, they have vulnerability to fire
damage.
Innate Spellcasting. The snow construct’s spellcasting ability is Charisma (spell save DC 11). The snow construct can innately
cast the following spells:
At will: ray of frost
1/Day each: create or destroy water (ice or snow only), gust of wind
Actions
Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage

22 Arctic Ancestries, Cultures, & More


Arctic Animal
Companions and
Familiars
Arctic environments feature unique
creatures that can serve as animal
companions or familiars. Below are
several you might enjoy.

Arctic Fox
The arctic fox is a snowy white
vulpine. Resembling a fluffy fox, the
arctic fox is an excellent hunter and
adept and running through snow.

Arctic Fox
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


4 (-3) 15 (+2) 11 (+0) 3 (-4) 14 (+2) 6 (-2)

Skills Perception +4, Stealth +4


Senses Passive Perception 14
Languages --
Challenge 0 (10 XP) Proficiency Bonus +2

Arctic Camouflage. The arctic fox’s snow-white coat grants it a degree of camouflage in snowy terrain. When in snow or ice,
the fox has advantage on Stealth rolls.
Keen Senses. The arctic fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Thick Fur. The arctic fox’s fur provides them excellent protection from the cold. Arctic foxes can tolerate temperatures as low
as −50 degrees Fahrenheit without any additional protection.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.

Arctic Ancestries, Cultures, & More 23


Arctic Hare
The arctic hare is a snowy white rabbit hare.
Resembling a large rabbit with unusually long
ears, the arctic hare is exceptionally fast and
adept and running through snow.

Arctic Hare
Small beast, unaligned
Armor Class 13
Hit Points 3 (1d6)
Speed 40 ft.

STR DEX CON INT WIS CHA


2 (-4) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 6 (-2)

Skills Perception +4, Stealth +5


Senses Passive Perception 14
Languages --
Challenge 0 (10 XP) Proficiency Bonus +2

Arctic Camouflage. The arctic hare’s snow-white coat grants it a degree of camouflage in snowy terrain. When in snow or ice,
creatures have disadvantage to see the arctic hare.
Keen Hearing. The arctic hare has advantage on Wisdom (Perception) checks that rely on hearing.
Snow-shoed. The arctic hare’s wide feet allow it to run across snow with ease. Snow does not count as difficult terrain for the
arctic hare.
Thick Fur. The arctic hare’s fur provides them excellent protection from the cold. Arctic hares can tolerate temperatures as low
as −50 degrees Fahrenheit without any additional protection.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.

24 Arctic Ancestries, Cultures, & More


Ermine
The ermine is a white weasel-like creature
found in the north. The ermine’s long, thin body
allows it to squeeze through the smallest of
spaces.

Ermine
Small beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 30 ft.

STR DEX CON INT WIS CHA


2 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 8 (-2)

Skills Perception +3, Stealth +5


Senses Passive Perception 13
Languages --
Challenge 0 (10 XP) Proficiency Bonus +2

Arctic Camouflage. The ermine’s snow-white coat grants it a degree of camouflage in snowy terrain. When in snow or ice,
creatures have disadvantage to see the arctic hare.
Keen Senses. The ermine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Tight Squeeze. The long, skinny body of an ermine allow sit to move easily through even tiny spaces, squeezing through spaces
as small as 1 inch.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.

Arctic Ancestries, Cultures, & More 25


Snowy Owl
The snowy owl is a white
feathered owl often seen in the
frozen forests of the north.

Snowy Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft. fly 60 ft.

STR DEX CON INT WIS CHA


3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +3


Senses Darkvision 120 ft, Passive Perception 13
Languages --
Challenge 0 (10 XP) Proficiency Bonus +2

Arctic Camouflage. The snowy owl’s white plumage provides a measure of camouflage when it is not in motion. The owl rolls
Stealth with advantage when motionless in a snowy environment.
Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Senses. The ermine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Thick Feathers. The snowy owl has a thick, dense coat of feathers that keeps it warm. They can tolerate temperatures as low
as −50 degrees Fahrenheit without any additional protection.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1 slashing damage.

26 Arctic Ancestries, Cultures, & More


Penguin
A penguin is a flightless bird found in frigid
regions near large bodies of water. It is an
excellent swimmer and can tolerate the freezing
waters there as it hunts fish.

Pengiun
Small beast, unaligned
Armor Class 10
Hit Points 2 (1d4-1)
Speed 25 ft. swim 50 ft.

STR DEX CON INT WIS CHA


3 (-4) 11 (+0) 10 (+0) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 0 (10 XP) Proficiency Bonus +2

Fat and Feathers. Penguins has a layer of fat, as well as a coat of water-repellant feathers, to keep it warm and dry, even when
submerged. They can tolerate temperatures as low as −20 degrees Fahrenheit without any additional protection.
Hold Breath. The penguin can hold its breath for 20 minutes.
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.

Arctic Ancestries, Cultures, & More 27


Appendix: On Monocultures
Some of the ancestries in this text have only
one associated culture listed with them, such as
the frost folk. Other ancestries feature multiple
cultures across our books, such as dwarf,
goblin, orc, elf, and so on.
When an ancestry lists only one culture, it
does not mean that the ancestry can be found
only in that culture, nor that the listed culture
is exclusively for members of that ancestry. On
the contrary, we intend each of these cultures
to include people from a variety of ancestries,
and each ancestry to be found in a variety of
cultures. Indeed, if you look carefully at how
we describe each culture, we always attempt to
leave open the possibility that peoples of very
different ancestries might live together in any
given culture.
When reading about a culture, imagine that
it might long ago have been founded by a group
of people from its associated ancestry, but it
no longer is exclusively or even predominantly
made up of them. In fact, there need not be any
members of the ancestry from which the culture
derives its name living in a given community any
longer.
Thus, think of the cultures as perhaps
having some historic connection to an ancestry,
or having adopted the traditional ways of a
certain ancestry, while also allowing a wide
diversity of ancestries living together in each
community.

28 Arctic Ancestries, Cultures, & More


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independent Agreement with the owner of such Trademark or Registered
OPEN GAME LICENSE Version 1.0a Trademark. The use of any Product Identity in Open Game Content does
The following text is the property of Wizards of the Coast, Inc. and is not constitute a challenge to the ownership of that Product Identity. The
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re- owner of any Product Identity used in Open Game Content shall retain
served. all rights, title and interest in and to that Product Identity.
1. Definitions: (a)”Contributors” means the copyright and/or trademark 8. Identification: If you distribute Open Game Content You must clearly
owners who have contributed Open Game Content; (b)”Derivative Material” indicate which portions of the work that you are distributing are Open
means copyrighted material including derivative works and translations (in- Game Content.
cluding into other computer languages), potation, modification, correction, 9. Updating the License: Wizards or its designated Agents may publish
addition, extension, upgrade, improvement, compilation, abridgment or other updated versions of this License. You may use any authorized version of
form in which an existing work may be recast, transformed or adapted; this License to copy, modify and distribute any Open Game Content orig-
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, inally distributed under any version of this License.
publicly display, transmit or otherwise distribute; (d)”Open Game Content” 10. Copy of this License: You MUST include a copy of this License with
means the game mechanic and includes the methods, procedures, processes every copy of the Open Game Content You Distribute.
and routines to the extent such content does not embody the Product Iden- 11. Use of Contributor Credits: You may not market or advertise the
tity and is an enhancement over the prior art and any additional content Open Game Content using the name of any Contributor unless You have
clearly identified as Open Game Content by the Contributor, and means written permission from the Contributor to do so.
any work covered by this License, including translations and derivative 12. Inability to Comply: If it is impossible for You to comply with any
works under copyright law, but specifically excludes Product Identity. (e) of the terms of this License with respect to some or all of the Open Game
“Product Identity” means product and product line names, logos and iden- Content due to statute, judicial order, or governmental regulation then You
tifying marks including trade dress; artifacts; creatures characters; stories, may not Use any Open Game Material so affected.
storylines, plots, thematic elements, dialogue, incidents, language, artwork, 13. Termination: This License will terminate automatically if You fail to
symbols, designs, depictions, likenesses, formats, poses, concepts, themes comply with all terms herein and fail to cure such breach within 30 days of
and graphic, photographic and other visual or audio representations; becoming aware of the breach. All sublicenses shall survive the termination
names and descriptions of characters, spells, enchantments, personalities, of this License.
teams, personas, likenesses and special abilities; places, locations, environ- 14. Reformation: If any provision of this License is held to be unen-
ments, creatures, equipment, magical or supernatural abilities or effects, forceable, such provision shall be reformed only to the extent necessary to
logos, symbols, or graphic designs; and any other trademark or registered make it enforceable.
trademark clearly identified as Product identity by the owner of the Prod- 15. COPYRIGHT NOTICE
uct Identity, and which specifically excludes the Open Game Content; (f) Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
“Trademark” means the logos, names, mark, sign, motto, designs that are System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
used by a Contributor to identify itself or its products or the associated Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
products contributed to the Open Game License by the Contributor (g) Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
“Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Chris Sims, and Steve Townshend, based on original material by E. Gary
modify, translate and otherwise create Derivative Material of Open Game Gygax and Dave Arneson.
Content. (h) “You” or “Your” means the licensee in terms of this agree- Arctic Ancestries, Cultures & More, Copyright 2020, Arcanist Press LLP.
ment. END OF LICENSE

Arctic Ancestries, Cultures, & More 29

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