Coldvein (5e Race)

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Coldvein[edit]

Rowan rubs the sleep from his eyes and rises from his bed. Looking into the mirror over the washbasin, he can't help but point out the bruises and lacerations that remain on his face and neck. Further down, along his chest and shoulders there are even more wounds that have been with him for years. As a coldvein, this was to be expected. No blood running through his undead veins meant that his wounds would never heal, and one day, his flesh would be completely gone, leaving behind nothing more than his immortal soul. But until that day, he had a bar to run. Even after he was to become an undying specter, he would probably stick around and keep the new owner company...

Physical Description[edit]

Coldveins are rather tame in appearance compared to most undead. Oddly enough, necromancers have been unable to create coldveins from any race other than elves, specifically high elf remains. Coldveins have incredibly pale skin and dark eyes, as well as pointed elf ears. Despite being undead, coldveins do not rot. But their wounds do not close either. Often times, coldveins eventually wrap almost their whole bodies up in bandages to hide these glaring wounds they accumulate. One day, when their lifeless bodies can no longer hold themselves together, their spirits escape, tragically remaining bound to the mortal plane and leaving their broken body for all to see.

History[edit]

According to the oldest coldvein spirit, the process by which they are created was developed by the powerful wizard Greylin Sorel. The mad man was quite fond of the bodies of high elves and desired to be able to make them into impervious undead soldiers. He was caught and executed for his heinous practices, but his recipes were gone from his study, taken by his apprentices.

Since then, his apprentices have passed this knowledge along to the necromancer circles scattered around the world. There has been a history of looting the corpses of high elves to continue this barbaric practice. Coldveins have endured histories of slavery at the hand of necromancers who raised them, and abuse at the hands of the fearful ones that glanced upon them.

Society[edit]

Coldveins are often able to pass off as drow-High Elf mixes. That is, so long as they avoid chapels and clerics. On rare occasions, however, their unfortunate nature is accepted by townspeople and even the church. It is rare for coldveins to take on careers that involve traveling, as most seek to remember who they were before they died, and they often believe that they are reanimated close to their living home. Some coldveins, however, accept their lot in life, taking to traveling and taking advantage of their second shot to create a new life.

Coldvein Names[edit]

Coldveins often pick names for themselves that come from the naming conventions of the most common race in their area.

Male: Ulfgar, Heimund, Juuraat

Female: Farsha, Raata, Klyynlin

Coldvein Traits[edit]

Undead elves shrouded in mystery.
Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age. Coldveins do not age, and even upon the destruction of their bodies, their souls remain tethered to the mortal plane. This being said, if their bodies are destroyed before their souls can grow to their true form, they become powerless specters.
Alignment. Coldveins can be of any alignment, though they tend towards chaos rather than order.
Size. Coldveins stand within the same general sizes as high elves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Black Eyes. Whenever you make a Wisdom (Perception) check while in darkness, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Darkvision. 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.
Death's Boon. You know the prestidigitation cantrip. Once you reach 3rd level, you can cast the aganazzar's scorcher spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness once. You must finish a long rest to cast these spells again with this racial trait. Charisma is your spellcasting ability for these spells.
Grave-Minded. You have advantage on saving throws against being charmed and magic can't put you to sleep.
Spiritual Resonance. Being created from an elf, it makes sense coldveins still have some magical knowledge, however minuscule. You are proficient in the Arcana skill.
Undead Nature. Your creature type is undead instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to diseases unless they are capable of targeting undead. You do not need to eat or breathe, though you may do so if you wish.
Languages. Coldveins can speak, read, and write in Common, Elvish, and one other language of your choice.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 4'' +2d12 85 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a coldvein character, you can use the following table) of traits, ideals, bonds and flaws to help flesh out your character. Use these table in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I do not care that I have no memories from before my death.
2 While bright lights cause me trouble, I don't hate being in the light.
3 I envy the living, wishing to feel my heart beat once again.
4 What most find disgusting and foul, I find fascinating.
5 Since I've been reanimated, I seem to have lost the ability to feel emotions.
6 I feel an undeniable comfort among the dead. Graveyards in particular are very soothing.
7 Though many hate or pity me, I simply accept my situation to be what it is.
8 Silence suites me. The living don't seem to be the greatest conversationalists anyway.
d6 Ideal
1 New Beginning: Whoever I was before, I have a chance at a fresh start. I can become whatever I choose to be. (Any)
2 Darkness: The darkness keeps me safe. This must be where I belong. (Lawful)
3 Love: I have small inklings of how it felt to be alive. I remember love most of all. I must hold onto this feeling. (Good)
4 Knowledge: I no longer age. Gaining knowledge is a great way to utilize immortality. (Lawful)
5 Power: The grave itself can not touch me. With this power, I can take whatever I want! (Evil)
6 Experience: I probably died without completing my goals. I sure as hell won't spend my undeath in regret! (Chaotic)
d6 Bond
1 The necromancer who created me did so for the sake of companionship. I still consider them a friend.
2 A paladin chose to spare me, despite his oath to the order. I will be forever grateful to him.
3 An apprentice alchemist has taken interest in me. Her interest seems innocent enough.
4 Upon being reanimated, I killed my creator in a fit of uncontrollable rage.
5 I have met some people who claim to know me, though I do not remember them or the name they've called me by.
6 I woke up alone after being reanimated. I was wearing clothes that matched the dress of the nearby village and carrying only a letter from a supposed colleague.
d6 Flaw
1 Being in plain sight is suffocating to me.
2 I naturally distrust every person I meet initially.
3 My lack of pain and sensation extends to my ability to feel empathy. That is, I do not feel empathy.
4 Seeing a corpse, fresh or rotting, causes a terrible hunger to wash over me.
5 I am endlessly cynical, always believing that the worst has yet to come.
6 I am in a perpetual state of sorrow. Silently crying at all times.
4.67
(3 votes)

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