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Erina Race DND

The document describes the Frostfell Elf race. They are adapted to cold climates, gain resistance to cold damage, and can magically craft items from ice. They also have proficiency with longswords, shortbows, and longbows.

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Noémi Pintér
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0% found this document useful (0 votes)
2K views2 pages

Erina Race DND

The document describes the Frostfell Elf race. They are adapted to cold climates, gain resistance to cold damage, and can magically craft items from ice. They also have proficiency with longswords, shortbows, and longbows.

Uploaded by

Noémi Pintér
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Frostfell Elf Traits For this reason, erina sometimes run afoul of the law,

You are adapted to the frozen reaches of the world though they are not naturally greedy.
and have learned to shape the ice and snow around DEFENDERS OF HEARTH AND HOME
you into useful tools. The erina generally worship deities focused on the
Ability Score Increase. Your Constitution increases hearth and home. The tenets of such deities regarding
by 1. defense of home align very well with the erina’s
Cold Dweller. You have resistance to cold damage. territorial nature. The burrows of the erina contain
Elf Weapon Training. You have proficiency with the a dizzying number of tunnels and chambers with
longsword, shortsword, shortbow, and longbow. multiple camouflaged entrances and exits. Invading
Ice Crafting. You can magically form an item an erina burrow is a nightmarish experience, as the
from nearby water, ice, or snow. The crafting takes little defenders burrow over, under, and beside their
1 minute, and you can form any nonmagical object enemies with alarming speed, striking from a freshly
without moving parts weighing up to 10 pounds. dug hole before retreating to safety.
Though made of ice, the object functions as a similar
item made of standard materials. The object has AC ERINA ABROAD
13, hit points equal to a resilient object of appropriate Erina tend to live in large communities of their own
size, and is immune to cold damage but vulnerable to kind. Occasionally, compatible fey creatures may lair
fire damage. If the ambient temperature is warmer near or even within an erina burrow. On occasion,
than freezing, the object lasts 1 minute. As long as the some erina are so overcome with curiosity that they
ambient temperature remains at freezing or colder, leave their homes to investigate the world beyond.
the object lasts for 24 hours or until destroyed. Once These adventurous erina make excellent rangers and
you have crafted an object using this trait, you can’t do druids, exploring the unknown wilderness with a grin
so again until you have completed a short or long rest. and a twitching nose.
Snow Step. Difficult terrain composed of snow or Other times, if there is a great threat to the region
ice doesn’t cost you extra movement. where the erina have dug their burrows, the defenders

Chapter 1: Races
of the colony embark on a mission to face the danger
ERINA nose-on.

The enigmatic hedgehog-folk trace their history


back to the beginning of the world—further back
than even elves can trace—to the first groves and
wild grasslands, to those green places between the
elemental poles that birthed all that is. Or so the erina
druids like to claim.
The erina are a small-statured race of creatures
resembling bipedal hedgehogs. They often escape
the notice of the powerful rulers of the land, though
anyone traveling through the wilds would do well to
have them as allies.

CURIOUS
Erina are a highly intelligent species whose natural
curiosity and cunning serve them well. They are always
probing around the limits of their territory and keep
a careful record of their environment. Erina seem
supernaturally aware of their surroundings and have a
keen eye for things that are out of place or novel.

SCROUNGERS
Erina subsist by scrounging. In the wild, their diet
consists of fruit, roots, insects, and small animals that
come within range of their spears. The few erina who
make their homes in cities live in much the same way.
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On rare occasions, some erina may find their Spines. Erina grow needle-sharp spines in small
actions warrant expulsion from the burrow. Erina clusters atop their heads and along their backs. While
communities are often suspicious of warlocks you are grappling a creature or while a creature
and sorcerers, and members of the colony who is grappling you, the creature takes 1d4 piercing
make bargains with strange entities or who exhibit damage at the start of your turn.
dangerous connections to powerful magic are often Keen Senses. You have proficiency in the Perception
escorted out of the burrow. skill.
Digger. You have a burrowing speed of 20 feet, but
ERINA LANGUAGE you can use it to move through only earth and sand,
Erina speak their own language, a series of whirring not mud, ice, or rock.
sounds punctuated by clicks. Erina can also Languages. You can speak Erina and either
communicate with other erina using only twitches Common or Sylvan.
of the nose and whiskers, though this old non-
verbal language has fallen out of fashion in recent
generations. Most burrows have at least one member
GEARFORGED
who speaks the Common tongue. Originally created as powerful soldiers, gearforged
must now find their own paths to navigate the second
ERINA NAMES life they’ve been given. Many devote themselves to
Erina names translate poorly into other languages. civil service, others to their gods. Some dedicate their
When outside erina lands, erinas tend to adopt names extraordinarily long lives to the pursuit of knowledge.
with long, open vowel sounds. These sounds are rare A few, naturally, seek out lives of adventure.
in their own language and bring pleasure to their ears. The gearforged are an artificial race. More
Erina are certain to extend the vowel sounds in their importantly, its members are created one at a
names when introducing themselves. time and come from a vast array of backgrounds.
Individual Names: May-nay, Wayee, Leemay, Nevertheless, they
Einore, Die-Nu, Lowno maintain rich traditions
ERINA TRAITS of history, culture, and
Your erina character has traits which complement its spirituality all their own.
curiosity, sociability, and fierce nature.
Ability Score Increase. Your Dexterity score
increases by 2, and you can choose to increase either
your Wisdom or Charisma score by 1.
Age. Erina reach maturity around 15 years and can
live up to 60 years, though some erina burrow elders
have memories of events which suggest erina can live
much longer.
Alignment. Erina are good-hearted and extremely
social creatures who have a difficult time adapting to
the laws of other species.
Size. Erina average about 3 feet tall and weigh about
50 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life in the dark burrows
of your people, 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.
Hardy. The erina diet of snakes and venomous
insects has made them hardy. You have advantage on
saving throws against poison, and you have resistance
against poison damage.
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