Glacier Dwarf Organization in Aurora | World Anvil

Glacier Dwarf

Frigid Folk

  Whether from hills, mountains, or the underdark, the dwarves of Tehiri are a hardy people. Those hailing from the glacial regions are no exception. With white hair and frosty blue skin that can border on transparent, many swear that these folk look as though they were carved straight from the very glaciers they inhabit. Seeking to carry on the reverence and resolute nature of glaciers, the dwarves who call them home teach ice carving from a young age.  

Arctic Accommodations

  Often a group of these dwarves will dedicate themselves to a singular glacier, exploring it and following it wherever it shifts across the arctic landscape. Similar to an anthill, paths are carved through the glacier to craft homes and places of importance. Additionally, igloos and other temporary structures are set up on the exterior. The history and effects on the land by both glacier and clan are carved into the ice itself so as to always travel with them.

Eventually parts of the glacier will break off, separating itself to travel in a new direction. Glacier dwarves do their best to track when this might happen naturally so that they can plan for a portion of the clan to venture on with this newly created chunk. On certain occasions they may even plan to break off a chunk themselves. In either case, those chosen to part ways will be left with the decision of whether or not they return to the main glacier in the future.

These dwarven clans enjoy a lifestyle more flexible than that of most others. Watching the shifts and changes that occur over time with the glacier invite them to consider the impermanence of even impressive structures. They still endeavor to craft masterwork items nonetheless, attempting to find ways their creations can stand the test of time.

Your glacier dwarf character could find themselves wandering the Frozen Wastes of Omari as part of a nomadic tribe, or residing in the Azure Valley where temperatures are low and ice formations plentiful. However ice can only interest some individuals for a short time, and as such, glacier dwarves can be found all about the various continents of Tehiri. Whether they’ve been traveling with a separated glacial chunk or decided to set off on a personal journey, these dwarves are always shifting and moving across the land - just like the glaciers they resemble.      

Features & Traits

   
Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age

Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Size

Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to life in and around glaciers, 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 in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison and cold damage (explained in the “Combat” section).
  Arctic Adaptation
You gain proficiency with mason's tools, and can use a Climber's Kit with a bonus action instead of an action.
Additionally, you aren't affected by difficult terrain caused by ice, snow, or mountainous conditions.

Glacial Charge

You can wield the power of the hoarfrost to invoke the unyielding movement of glaciers. When you take the Attack action on your turn, you can replace one of your attacks with a sliding charge as you coat your body in ice. You can move up to half of your movement to a space you can see. When you move through a space occupied by a creature, they must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 1d8 cold damage and are moved 5 feet in a direction outside of your path. On a successful save, they take half as much damage and you're stopped in place. Movement from this ability doesn't provoke opportunity attacks and doesn't count against your total movement for the turn. The damage deal by this features increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

Languages

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
https://www.dndbeyond.com/races/1541077-glacier-dwarf

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