Noma
The Noma is a humanoid species that has adapted to the harsh environment of the arctic tundras from whence they come. They are known for their insightfulness, artistry, and unique clothing design. While uncommon, Noma are known to have wandered to and settled in both Khorun and Ala. Even involving themselves with the local conflicts as hired hands.
Size: Medium (about 6-8 feet tall)
Speed: 35 feet
As a Noma, you have these special traits. Darkvision You have Darkvision with a range of 120 feet. Tundran Resilience You have Resistance to Cold, lightning, thunder, and piercing damage. You also have Advantage on saving throws you make to avoid or end the Exhausted Condition (if due to environment), and the Poisoned Condition. Toughness Your Hit Point maximum increases by 2, and it increases by 2 again whenever you gain a level. Polar Cunning As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be in a mountainous area, or touching a stone surface to use this Tremorsense. You do not get lost in mountains, tundras or in white-out conditions, you and those who travel with you are not hindered by rough terrain in these areas. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Appearance
The first thing you will notice about a Noma is that fur covers all of the body. The color is usually pale white to grey and thick, but there are cases of brown. It has three insulating layers to keep the Noma from freezing to death during the long, dark winters. They often have an angular face, a small nose, angular, serene eyes, thin lips, and large ears. They are durable and resistant to piercing damage, as well as cold, thunder and lightning damage.Noma Traits
Creature Type: HumanoidSize: Medium (about 6-8 feet tall)
Speed: 35 feet
As a Noma, you have these special traits. Darkvision You have Darkvision with a range of 120 feet. Tundran Resilience You have Resistance to Cold, lightning, thunder, and piercing damage. You also have Advantage on saving throws you make to avoid or end the Exhausted Condition (if due to environment), and the Poisoned Condition. Toughness Your Hit Point maximum increases by 2, and it increases by 2 again whenever you gain a level. Polar Cunning As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be in a mountainous area, or touching a stone surface to use this Tremorsense. You do not get lost in mountains, tundras or in white-out conditions, you and those who travel with you are not hindered by rough terrain in these areas. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
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