1 Sossarhim Sossal is an obscure, tiny hunter's nation in the far northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. The Sossarhim, with their Kaelish blood, are related to the ancient arctic wolves of Kael, the god of hunting and balance between all things. The frost, fire and hill giants have always been the immortal enemies of the Sossarhim, due to a conflict reaching far beyond recollection, though other giants are respectful of Kael and his people and offer no enmity. Ancient Civilisation Sossal was officially founded many millenia ago, and remains a reclusive and dangerous meritocracy, with the Hunter Queen as its elected leader, the best huntress in Sossal. Sossal has three major cities, namely the port city of Kaeli, the enshrined city of Kaeldrum on Mt. Equilibria in the middle of Sossal, and the capital, Kaessal. Additionally, these are the only great cities in the entire country, as they formed centuries ago around the first shrines to Kael. Sossarhim are usually a nomadic folk, living off the hunt. What Sossal lacks in cities, it makes up for in small villages, there being over 80 villages, all formed around small shrines of Kael. Naturebound The Sossarhim count many barbarians, druids and rangers among their people, though divine arts are seldom reproduced, as Kael does not have a clerical order. Sossarhim barbarians follow the Primal Paths of the Collossus and of the Wolf Totem Warrior, believing in the strength and guidance of Kael, the Great Wolf. The Rangers of Sossal usually align to the Hunter and Monster Slayer conclaves, though few are destined to become Arctic Hunters, specialised in exterminating Kael's enemies. The fire keepers of Kael's shrines are druids belonging to the Circle of the Moon and turn into wolves to protect Kael's places of worship. Tenets of Kael The Sossarhim culture has three tenets, around which their society is built. The Hunt is Holy. The hunt is their livelihood, culture and ancestry, which makes it every Sossarhim's right. Do not intervene, unless asked for help or hunting the target upsets the balance of Kael.

The hunt is their livelihood, culture and ancestry, which makes it every Sossarhim's right. Do not intervene, unless asked for help or hunting the target upsets the balance of Kael. The Balance is Holy. Kael enforces the circle of life, and balance between the natural and unnatural, life and death, growth and decline, good and evil. Upset the balance, and Kael's enforcers move to right the wrongdoing.

Kael enforces the circle of life, and balance between the natural and unnatural, life and death, growth and decline, good and evil. Upset the balance, and Kael's enforcers move to right the wrongdoing. The Law of Honor is Holy. Next to hunting, your honor dictates your standing within Sossal. With honor comes respect, dignity and trust. The Rite of Challenge Sossal's government finds many similarities with Frost Giants, with strength, integrity and resilience being one of the most important aspects of their daily lives. Disputes and arguments are to be settled by a hunting challenge, the target being determined by both sides. The target must be realistically defeatable and both competitors can't have an advantage. The first to complete the challenge wins the argument. All creatures are viable prey for the hunt in Kael's name, as long as the balance of Kael is kept and the laws of Sossal upheld. No Mercy for the Merciless Theft, murder and lying are great crimes, as they prove weakness and inability to be trusted, as well as standing as a grave offront to Kael. The punishment is exile, until one can atone, usually through besting someone or something that upsets Kael's balance, like a white dragon eating too many villagers, a king burning off forests or a necromancer creating undead without care. Depending on the severity of the offence, you may just need to stop the ongoing offense, or actually kill everyone involved, though it usually is enough if you make it stop. You would receive this target through a vision, burned into your mind after leaving Sossal's borders. You cannot enter Sossal again until you atone, as a great invisible force makes entry into Sossal almost impossible, at least without the strength of a god. Any traditional crimes besides the ones mentioned above are usually punished with fixing what you destroyed or destroying what you built, as that forces the criminal to reap what they sow. Sossal therefore does not have a death penalty. Most problems are dealt with case-to-case - to ensure the balance is upkept - by Sossal's Council. "None may defile the tenets, lest they be righted by the Balance." - Kar-Ki, Hunter Queen of Sossal. Sossarhim Names A Sossarhim's first name is granted by a clan elder, in accordance with tradition, and the clan name is used as their surname. The Royal Clans are the most ancient, and its highest members make up Sossal's council. Male Names: Agni, Anvindr, Arvid, Asger, Asmund, Bjorn, Brandr, Brynjar, Calder, Colborn, Fiske, Fritjof, Halvar, Hjalmar, Hjotr, Ivar, Leif, Oddr, Ove, Ragnar, Rannulfr, Sigurd, Skari, Sten, Stigandr, Stigr, Sven, Trygve, Vali, Vidar Female Names: Astrid, Audhid, Birghild, Brenna, Brynhild, Dagmar, Eerika, Eira, Gudrun, Gunhild, Helga, Hertha, Hilde, Hillevi, Ingrid, Iona, Kari, Ragna, Ranveig, Rea, Runa, Saga, Sigrid, Signe, Sigrunn, Solveg, Thora, Ylva Clan Names: Ashbolder, Brightwood, Drakespear, Helder, Hornraven, Frosthale, Shieldbeast, Stormwind, Thunderkin Royal Clan Names: Ki, Eorth, Trutiv, Determorfi

2 Sossarhim Traits White skin. White, black or red hair. White, green or grey glowing eyes. These are some traits many Sossarhim share. Ability Score Increase. Your Constitution and Wisdom scores each increase by 1, and you can increase your Strength or Dexterity score by 1. Age. Sossarhim reach maturity around age 20 and live up to 200 years. Alignment. Sossarhim tend towards lawful neutral, as upholding the laws, protecting tradition and behaving honorable are the most important aspects of their lives. Size. Sossarhim are taller and lighter than humans, standing well over 6 feet and averaging around 110 pounds. Speed. You base walking speed is 30 feet. Eyes of Kael. Your eyes glow in a white, grey or green sheen, as a blessing from Kael. You have superior vision in dark and dim conditions. You can see 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. Voice of Kael You can imitate any animal noises you havcan speak with wolves. Legs of Kael. You are naturally swift and trained for the hunt. Your base walking speed increases by 5 feet (to 35 feet). Languages. You can speak, read and write Common and Sossarhim, an ancient Giant dialect. Sossarhim Hunter You are a clan hunter of arctic creatures from the Coldlands, and regularly deal with their inhabitants. You are specialised in the hunt of beasts and monstrosities of the north, and are used to the harsh cold winds. You regurlarly deal with Giants and are guided by Kael's will and protection. Sossarhim Background Traits Skill Proficiencies: Stealth, Perception

Stealth, Perception Tool Proficiencies: Navigator's tools

Navigator's tools Languages: Giant (Sossarhim)

Giant (Sossarhim) Equipment: One set of white Sossarhim traveller's clothing, navigator's tools, poorly wrought maps from Sossal that depict where you are in Faerun, a wolf tooth necklace of Sossal worth 10gp, and a pouch containing 5 gp Feature: Kael's Protection Through the pact with giants and your Kaelish bloodline, giants and wolves sense a form of familiarity when first seeing you. Wolves and giants with a neutral, good or no alignment will sense Kael's blood and won't attack unless provoked. Evil wolves and giants may attack regardless. Suggested Characteristics Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Sossarhim hunter. d8 Personality Trait 1 I'm driven by a wanderlust that lead me from home. 2 I watch over my friends as if they were a litter of newborn pups. 3 I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it if I had to. 4 I have a lesson for every situation, drawn from observing nature. 5 I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. 6 I'm always picking things up, absently fiddling with things them, and sometimes breaking things. 7 I feel far more comfortable around animals than people. 8 I was, in fact, raised by wolves. d8 Ideal 1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) 2 Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Good) 3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) 4 Might. The strongest are meant to rule. (Evil) 5 Nature. The natural world is more important than all the constructs of civilisation (Neutral) 6 Glory. I must earn glory in battle, for myself and my clan. (Any) d8 Bond 1 My family, clan or tribe is the most important thing in my life, even when they are far from me. 2 An injury to the unspoiled wilderness of my home is an injury to me. 3 I will bring terrible wrath down on the evildoers who destroyed my homeland. 4 I am the last of my tribe, and it is up to me to ensure their names enter legend. 5 I suffer awful visions of a coming disaster and will do anything to prevent it. 6 It is my duty to provide children to sustain my tribe. d8 Flaw 1 I am too enamored of ale, wine and other intoxicants. 2 There's no room for caution in a life lived to the fullest. 3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. 4 I am slow to trust members of other races, tribes and societies. 5 Violence is my answer to almost any challenge 6 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

3 Arctic Hunter Class Features As a Arctic Hunter, you gain the following class features. Hit Points Hit Dice: 1d10 per arctic hunter level

1d10 per arctic hunter level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Arctic Hunter level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Daggers, Glaives, Halberds, Javelins, Scimitars, Spears, Hand Crossbows, Longbows, Shortbows

Daggers, Glaives, Halberds, Javelins, Scimitars, Spears, Hand Crossbows, Longbows, Shortbows Tools: Cartographer's tools, Leatherworker's tools, Navigator's tools Saving Throws: Dexterity, Wisdom

Dexterity, Wisdom Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) black or (b) white leather armor

(a) a spear or (b) two scimitars

(a) a hand crossbow and 20 bolts or (b) four javelins or (c) a shortbow and 20 arrows

(a) an explorer's pack or (b) a dungeoneer's pack

leatherworker's tools and a hunting trap Hunter's Equipment At 1st level, you have proficiency in hunting equipment, of which the melee weapons gain the finesse attribute for you. You cannot gain proficiencies in any other weapons, unless you multiclass. The hunting equipment is listed below: Melee : Daggers, Glaives, Halberds, Javelins, Scimitars, Spears

: Daggers, Glaives, Halberds, Javelins, Scimitars, Spears Ranged : Hand Crossbows, Longbows, Shortbows

: Hand Crossbows, Longbows, Shortbows Artisan's Tools: Cartographer's tools, Leatherworker's tools, Navigator's tools Arctic infusion Through extensive training, you infuse the arctic frost of Sossal into your melee weapons. You deal an additional 1d4 cold damage with each melee attack. This die increases to 2d4 at 11th level. Fighting Style At 2nd level, you can adopt a particular fighting style as your speciality. Choose from the following options. You can't take a Fighting style more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to that damage of the second attack. Arctic Clans At 3rd level, you choose a clan who's teachings you strive to emulate: Warrior, Weaver, Tamer and Stalker, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Spear of Kael At 6th level, you can carve Kaelish runes into a spear of your choice, which you can also do over a short rest, to have that spear fly back into your hands after throwing it. The damage of the spear counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The effects are permanent as long as the runes stay in tact. When hitting giants with a Spear of Kael, it takes an additional 2d4 cold damage. The Spear of Kael ignores the Frost Giant's immunity to cold damage. The damage increase to 4d4 at 17th level.

4 The Arctic Hunter Level Proficiency Bonus Features Arctic Infusion 1st +2 Hunter's Equipment, Arctic Infusion 1d4 2nd +2 Fighting Style 1d4 3rd +2 Arctic Clan 1d4 4th +2 Ability Score Improvement 1d4 5th +3 Extra Attack 1d4 6th +3 Spear of Kael 1d4 7th +3 Actic Clan Feature 1d4 8th +3 Ability Score Improvement 1d4 9th +4 Predator's Trap 1d4 10th +4 Cold of Sossal 1d4 11th +4 Arctic Clan Feature 2d4 12th +4 Ability Score Improvement 2d4 13th +5 Tracker's Wisdom 2d4 14th +5 Ability Score Improvement 2d4 15th +5 Arctic Clan Feature 2d4 16th +5 Ability Score Improvement 2d4 17th +6 Dagger of Kael 2d4 18th +6 Improved Predator's Trap 2d4 19th +6 Ability Score Improvement 2d4 20th +6 Winter of Sossal 2d4 You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your wolf form. Transforming doesn't break your concentration on a spell you've already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. You keep special senses such as darkvision.

Your equipment merges into your new form. Equipment that merges with the form has no effect until you leave the form. If you are wearing light armor, it magically shifts to fit your new shape and you retain its features.

Your Arctic infusion can't be used while in Winter Wolf form. Predator's Trap At 9th level, you can spend one minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and hide as you are. You gain +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move, take an action or a reaction, you must camouflage yourself again to gain this benefit. Cold of Sossal At 10th level, you gain resistance to cold damage and immunity to cold effects (e.g. negative temperature, magic ice, cold winds). Additionally, gain advantage on Wisdom (Survival) and Intelligence checks concerning arctic creatures and beasts. Tracker's Wisdom Once you reach 13th level, you have stood against many a foe and learned the best way to track any given foe. You gain double proficiency in Survival, even if you hadn't had proficiency in it. Dagger of Kael At 17th level, when you hit an undamaged, unaware or running foe with a dagger, they are set with magical frost. Their movement speed is reduced to 0 for one round. Improved Predator's Trap Starting at 18th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Additionally, you become invisible in shadows and remain invisible until you take an action or speak. Bonus actions will not reveal your position. You can move, but you will be detected if you step out of the shadows. Winter of Sossal Once you reached 20th level, you are immune to cold damage. As an action, you can magically assume the shape of an Winter Wolf (MM 341). You can stay in this shape for as long as you wish, but you may only shapeshift twice per day. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Your game statistics are replaced by the statistics of the Winter Wolf, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Winter Wolf. If the Winter Wolf has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.

5 Spellcasting Ability Wisdom is your spellcasting ability for your arctic hunter spells. Your magic comes from the elements and the influence it has on your Kaelish training. You use your Wisdom whenever a spell refers to Wisdom spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a arctic hunter spell you cast and when making an attack roll with one. Spell save DC: 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use your spear as a spellcasting focus for your arctic hunter spells. Arctic Clans There are four clans under which an arctic hunter may study: Warrior, Weaver, Tamer and Stalker. Warrior Training under the Warrior clan means you learn to be versatile and fast, focusing on being difficult to hit and making it difficult for your targets to dodge your attacks. Wolf's Hide At 3rd level, add your wisdom modifier to your AC when not donning armor or carrying a shield. Predator's Speed At 7th level, add your Wisdom modifier to your initiative rolls. Deceive and Retreat At 11th level, you gain the ability to summon bait to lure your foes to an advantageous spot or make false trails to lead them away from you. The bait will be perceived as a green floating orb for you. Designate the targets, and the green orb will take form (e.g. tracks leading in the wrong direction, animal bait, animal growling, treasure, stench or blood stains). The effect is an illusion in a 20 square feet area and the duration is one hour. The illusion can be touched, but disappears early (after a minute) if touched. After the duration completes, the effect ends and the green orb disappears. The designated targets can make a DC 15 Wisdom (Insight) check to see through the illusion. Master Ambusher At 15th level, gain the ability to briefly sourround yourself by icy mist and teleport up to your movement speed to an unoccupied space that you can see as an action. If you teleport to an area within 5 feet of an enemy, you can attack once as part of the same action. You can use this ability your wisdom modifier times per long rest (minimum of 1). Weaver Training under the Weaver clan means you learn to be versed in nature and its elements, focusing on bending your environment and shaping the world in Kael's vision. Kael's Way At 3rd level, you gain the cantrips Mold Earth, Shape Water, Produce Flame and Control Flame. They will act as arctic hunter cantrips for you. You use your Wisdom as your spellcasting modifier. Kael's Mold At 7th level, you gain the spells Absorb Elements, Gust of Wind and Thunder Step. They will act as arctic hunter spells for you and require no material costs if you wield a spear. You can cast each spell thrice per short rest. You use your Wisdom as your spellcasting modifier.

6 Kael's Hand At 11th level, you gain the spells Conjure Minor Elemental, Stone Shape and Leomund's Tiny Hut. They will act as Arctic Hunter spells for you and require no material costs if you wield a spear. You can cast each spell twice per short rest. You use your Wisdom as your spellcasting modifier. Kael's Influence At 15th level, you gain the spells Conjure Elemental, Control Winds and Awaken. They will act as Arctic Hunter spells for you and require no material costs if you wield a spear. You can cast each spell once per short rest. You use your Wisdom as your spellcasting modifier. Tamer The Tamer clan lives and fights with the wolves they protect. They are bonded for life, hunt and die together, to end in Ysgard at Kael's side. They are closest to what one can call a clerical order for Kael. Wolf Companion At 3rd level, you create a bond with a wolf, and enhance its abilities with magic. With 8 hours of work and the expenditure of 50gp worth of rare herbs and fine food, you call forth a wolf from the wilderness to name and serve as your faithful companion. At the end of the 8 hours, your wolf companion appears and gains all the benefits of your Wolf's Bond ability. You can only have one wolf companion, and you can never form another bond with a different wolf. If your wolf companion is ever slain, the magical bond you share allows it to return to life. With 8 hours of work and the expenditure of 25gp worth of rare herbs and fine food, you call forth your wolf's spirit and use your magic to create a new body for it. You can return your wolf to life in this manner even if you do not possess any part of its body. Wolf's Bond Your wolf gains a variety of benefits while it is linked to you. The wolf obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. While you are traveling in arctic regions, you can both can move stealthily at a normal pace.

Your wolf has abilities and game statistics determined in part by your level. Your wolf uses your proficiency bonus rather than its own, as well as adding it to its AC and damage rolls. It also gains two skill proficiencies and proficiency in all saving throws.

For each level after 3rd , your wolf gains an additional hit die and increases its hit points accordingly, as well as increasing its ability scores when you do, though not above 20.

, your wolf gains an additional hit die and increases its hit points accordingly, as well as increasing its ability scores when you do, though not above 20. Your companion shares your alignment and ideal, as well as having a personality trait and a flaw that you can roll or select from the tables to the right. Its bond is always: "The individual who travels with me is a beloved companion for whom I would gladly give my life." Personality Traits and flaws d6 Personality Types 1 I'm dauntless in the face of adversity. 2 Threaten my friends, threaten me. 3 I stay alert so others can sleep. 4 People see an animal and underestimate me. I use that to my advantage. 5 I have a knack for showing up in the nick of time. 6 I put my friends' needs before my own in all things. d6 Flaws 1 If there’s food left unattended, I’ll eat it. 2 I growl at strangers, and all people except my ranger are strangers to me. 3 Any time is a good time for a bellyrub. 4 I’m deathly afraid of water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them. Coordinated Attack Beginning at 5th level, you and your wolf form a more potent fighting team. When you use the attack action on your turn, you can sacrifice your Extra attack feature to have it use its reaction to make a melee attack. Wolf's Defence At 7th level, while your wolf can see you, it has advantage on all saving throws. Storm of Claws and Fangs At 11th level, your wolf can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Additionally, the wolf's damage dice increase by two. Superior Wolf's Defence At 15th level, whenever an attacker that your wolf can see hits it with an attack, it can use its reaction to halve the attack's Damage against it.

7 Stalker Members of the Stalker clans are the scouts and spies of the Sossarhim, ensuring safety at the borders and beyond, and occasionally take objectives outside of Sossal on behalf of the hunter queen. Night Stalker At 3rd level, you master the art of stealth and espionage. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, if you manage to hide from a creature, it does not gain any benefits from its darkvision. Lastly, you have advantage Wisdom (perception) checks that rely on hearing. Improved Nightvision You gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range to 120 feet. Iron Mind At 7th level, You gain proficiency in Wisdom saving throws. Stalker's Flurry Starting at 11th level, once on each of your turns when you miss an attack, you can make another attack. Stalker's Dodge At 15th level, when you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you don't. Sossal's Clans Sossal and its people are divided by thirteen clans, each of them trained in their individual fighting styles and magics. Ashbolder : Arctic Hunter (Warrior)

(Warrior) Brightwood : Druid (Circle of the Moon)

(Circle of the Moon) Drakespear : Arctic Hunter (Tamer)

(Tamer) Helder : Barbarian (Path of the Wolf Totem Warrior)

(Path of the Wolf Totem Warrior) Hornraven : Ranger (Hunter)

(Hunter) Frosthale : Arctic Hunter (Weaver)

(Weaver) Shieldbeast : Barbarian (Path of the Colossus)

(Path of the Colossus) Stormwind : Arctic Hunter (Stalker)

(Stalker) Thunderkin : Ranger (Monster Slayer) The Royal clans are the eldest of the clans and make up the leaders of Sossal's council and government. Each royal clan heads other clans and acts as elders and consorts to them. Ki: Ashbolder, Drakespear, Thunderkin (Arctic Hunters)

(Arctic Hunters) Eorth: Brightwood, Frosthale (Druids and Weavers)

(Druids and Weavers) Trutiv: Hornraven, Thunderkin (Rangers)

(Rangers) Determorfi: Helder, Shieldbeast (Barbarians)

8 Barbarians Determination, focus and resolve. These are the strongest ideals held by barbarians who follow the Path of the Collossus. Colossi, as they are called, are the protectors of Sossal's borders, known for their large presence on the battlefield, both figuritively and literally. While raging, these barbarian use their kaelish blood to grow to a tremendous size and use that to their advantage when in combat. Path of the Collossus Growing Rage Starting when you choose this path at 3rd level, while raging, you instantly grow in size and release massive heatwaves for the duration of the rage. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. Additionally, your weapon attacks deal an extra 1d4 damage while raging. Giant's Maneuvers Beginning at 6th level, you have learned to better make use of your immense size in battle. You gain access to the following Special melee attacks while raging. Charge If you move at least 10 feet straight toward a creature or object, you may use the Attack action to charge into it. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. Make an attack roll against your target. On a hit, the target must succeed on a Constitution saving throw or be knocked prone and takes damage equal to an unarmed strike. The DC for the save is equal to 8 + your profiency modifier + your Strength modifier. Against an object, your attack deals siege damage. Throw While grappling a creature no more than one size larger than you, you may use the Attack action to throw the creature away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. Instead of making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics). If you win the contest, you may throw them a distance equal to your Strength score, in any direction you choose. Crush You may use the Attack action to try and crush a creature with your body, as long as they are at least one size smaller than you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. Instead of making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, the creature is restrained and takes 1d6 plus your Strength modifier in bludgeoning damage. A crushed creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. The condition also ends if an effect removes the crushed creature from your reach, such as when a creature is hurled away by the Thunderwave spell. It may also end if you move in any direction. When you reach 14th level, the damage die increases to 2d6. Titan's Grasp Beginning at 10th level, your muscles have densened from the constant stretching and shrinking. You can never have disadvantage on Strength checks, even outside of your rage ability. While raging, your bonus damage with weapon attacks from your Growing Rage feature increases to 1d6. Unstoppable Force Starting at 14th level, your increased size allows you to shrug off slowing and immobilizing effects with ease. While raging, you gain advantage on all saving throws that would cause your speed to become 0, not allow you to move, or change how you can move. This includes the frightened and prone conditions, reductions in speed such as from a Slow spell and even conditions that would incapacitate you. Collossus Barbarian Jarl Magnus Shieldbeast

9 Ember Elves Hidden from everyone's eyes, the ember elves, or Arsorians, live in caverns underneath Mount Hotenow. It is located in the north-east of the city of Neverwinter. Their people are made up of crafters that equal dwarves in skill. The ember elves have no relations with other elves due to their reclusive nature. They make business with their friends to the far northeast, the Sossarhim, and deliver weapons in exchange for their protection and other services like escorting caravans, delivering their wares and bringing sustenance to their age-long allies. Ember elves look similar to the drow, but do not share their affinity to evil, and don fiery red hair instead of the pale white shades of their underdark cousins. Ember elves tend toward the neutral alignment, not sharing interest in the world and focusing on their work instead. They do not feel emotions, and give off a very distant impression for those who never heard of these rare elven master crafters. They are the descendants of Darahl Tilvenar and worship him as well as Correlon. They wield a resistance to the furnace's fires and are master crafters of weapons, armor, potions and jewellery. Ember Elf Traits Your ember elf character has certain traits in common with all other ember elves. Ability Score Increase. Your Constitution score increases by 1. Tool Proficiency. You have proficiency with the artisan's tools of your choice: smith's tools, glassblower' tools or jeweler's tools Ignatious Resistance. You have resistance to fire damage. Arsorian Fire. Ember elves have an fire sewn into their bodies, which they can magically course into their weapons. Once per rest, they can infuse their bodily fire into their weapons, dealing an additional 1d6 fire damage with their melee attacks for 1 minute. Languages. You can speak, read and write Ignan. Arsorian Crafter: The ember elves are not well known in any regard, largely keeping to themselves. To them, measure in skill is what makes you stand out. For years, you laboured under your master of the craft, enduring long hours and unaffectionate treatment in order to gain the fine skills you possess today. What made you leave your home is concerning, however, seeing as ember elves almost never leave the tunnels they are born, live and die in. You might seem unappeasable and unlikeable, but given time, you may just learn to understand the emotions of those around you, and learn to find interest in things outside of crafting a perfect sword. Restriction: Ember Elves Only Skill Proficiencies: History, Performance

History, Performance Tool Proficiencies: One type of artisan's tools

One type of artisan's tools Languages: Ignan

Ignan Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of Arsorians you learned your skill from, a set of elven blacksmith's clothing and an apron, scrap metal (20lbs), a pouch containting 5gp and a gem worth 10gp Feature: Arsorian Mastery You have mastered your craft, and not without effort. You know your way around the furnace's tools, and have practised many years to learn how to make artifacts of great skill. You may repair and craft elven weapons and armor at half the time it would normally take. Suggested Characteristics Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifiying the entries when appropriate to suit your identity as an Arsorian Crafter. Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have something to do with maintaining the high qualitiy of your work or preserving the Arsorian traditions of craftsmanship.