Ancestry and Culture - Arctic
Ancestry and Culture - Arctic
Ancestry and Culture - Arctic
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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
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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
long rest.
Ice Veins. Yetikin are influenced
by the magical, icy forces that swirl around
them. You are resistant to cold damage.
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.
Crampons 2 gp 2 lb.
Skis 5 gp 10 lb.
Draugr
Medium undead, neutral evil
Armor Class 14
Hit Points 45 (6d8 + 18)
Speed 30 ft.
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.
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.
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.
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.
Snow Construct
Medium construct, neutral good
Armor Class 11
Hit Points 22 (5d6+5)
Speed 30 ft.
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
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.
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 Hare
Small beast, unaligned
Armor Class 13
Hit Points 3 (1d6)
Speed 40 ft.
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.
Ermine
Small beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 30 ft.
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.
Snowy Owl
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft. fly 60 ft.
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.
Pengiun
Small beast, unaligned
Armor Class 10
Hit Points 2 (1d4-1)
Speed 25 ft. swim 50 ft.
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.