Shards of Winter

An orc warband is forced to stay in their tents - winter came early, and harsh, foiling any plans they had of raiding the village two hills north. At dawn their leader wakes to find his comrades dead, a warning carved out of ice in their chests as the land around them thaws.

History

The being, Acacitrus, a primordial entity of ice, air, and water, was torn assunder by the queen of air and darkness as she fancied, and set upon by her minions. From the shards of this great beast she carved her own likeness, and into them she breathed life. Her new children are now her enforcers, elemental constructs of fey magic, and with them she challenges anew the might of the summer court. Now the fey

Features

Ability Score Increase. Your dexterity score increases by 2 and your wisdom score increases by 1.

Age. You are created whole, but not mature. It takes you 10 years to adjust to existence, sentience, and intelligence, as if you had started mentally from the human age of 6. They technically do not age, and merely accumulate experience, although their lives are tied to the power of the fey courts.

Alignment. Lawful evil. Fey creatures are normally chaotic, but

Size. Shards can be any size from the small to medium category.

Speed. Your walking speed is 30 feet. You also have a climbing speed of 30 feet.

Fey construct. You are a fey creature for the purposes of determining damage and effects; food is a source of energy for you, but you can subsist on other sources of power as appropriate. In lieu of sleep, you enter a trance as per the elf racial trait.

Crystalbodied. You are vulnerable to thunder damage. You can regenerate lost limbs and heal to full health from your trance.

Violent constitution. After finishing a trance you get a pool of temporary hp equal to your level. You can use an action to create weapons or other objects of ice out of your body, as per the table below. You may incorporate these back into your body to restore part of the hp cost, but they evaporate over 1d10 minutes if they are not within 6 ft of you. You may create other objects with your hp if appropriate - for example a holy symbol, manacles, or a chain, but not a torch.

Ice creation chart

Weapon Damage hp cost (Simple) hp cost (Martial) 1d4 1 2 1d6 2 3 1d8 3 4 1d10 - 5 2d6 - 6 1d12 - 7



Blizzardheart. You are resistant to cold damage. Difficult terrain caused by ice and snow is not difficult for you.

Languages. You can speak common and sylvan.

Shard Feats

True Cold

You have immunity to cold damage. Once per day you can unleash your inner cold in a burst of energy. All creatures in a 30ft radius of you have to make a DC15 constitution saving throw or take 2d6 cold damage, and the ground in that radius becomes difficult terrain. On a successful save they take half damage.

Warforms

You gain the following benefits:

Weapons created with your violent constitution feature deal cold damage equal to half of their regular damage.

You can use your hp to create armor - 1hp per AC above 10, limited to AC18 as per plate armor the way you create weapons and other objects. This armor does not impose disadvantage on stealth checks and is comfortable for you to trance in.

Your ice constructs evaporate over 6d10 minutes if they are not within 6 ft of you.

Frigid Wind

You gain 10ft of movement and enemies you choose within 30 ft of you have their movement reduced by 10 ft. You may concentrate to create icy terrain - 60ft worth per hour, up to 12 hours, decaying back to regular terrain over 1d12 hours once your concentration ends.