Aodh
2018-10-07, 01:56 AM
Path of the Everlasting
Combative and ruthless, Frost Giant society is focused on the idea that might, above all, makes right. To hold their post in society a Frost Giant must answer any incoming challenge from another Frost Giant, and win. In order to empower themselves to survive this ruthless form of society, a select few Frost Giants turn to Vaprak the Destroyer, the hideous deity of Trolls and Ogres, and are subjected to a vile ordeal involving devouring a living troll. For this they are granted a boon, the regenerative powers of a Troll. Though no lesser mortal could survive the act of eating a Troll, sometimes those rare individuals in the service or worship of a Frost Giant who becomes an Everlasting one will find themselves granted a lesser version of Vaprak’s boon.
Vaprak’s Boon:
At 3rd level, when you rage you gain the regenerative properties of Vaprak’s children. You now regenerate an amount of health equal to your proficiency modifier at the start of your turn while raging, unless you have taken fire or acid damage since the start of your last turn.
The Way of Thrym:
At 6th level you now gain resistance to cold damage and cold terrains no longer count as difficult terrain. You also gain proficiency in animal handling, or expertise if you already have proficiency.
Legacy of the North:
Beginning at 10th level, you can use your action to sap a creatures strength with the icy cold of your homeland. Choose one creature within range to perform a touch action upon. It must succeed on a Con saving throw (DC equal to 8 + your proficiency bonus + your Wis modifier) or be sapped of its strength, gaining one level of exhaustion. This exhaustion fades if the creature is struck by fire damage, or is warmed in some other manner such as stopping by a campfire for 10 minutes.
Troll-Kin:
At level 14 you choose a kind of Troll and gain a bonus from your devotion to Vaprak relating to that kind of Troll.
Troll: You regenerate an extra 2 health at the start of your turn every turn that you are raging, unless you have taken fire or acid damage since the start of your last turn, in which case you do not regenerate on the next turn. You also gain advantage of all perception checks that rely on smell.
Dire Troll: You regenerate an extra 5 health at the start of your turn every turn that you are raging unless you have been hit by fire or acid damage, in which case you do not regenerate on the next turn. You also gain advantage of all perception checks that rely on smell. Your visage is hideously mutated by this change, however, and you now have disadvantage on all persuasion, deception and performance while your target can see your face, and civilisation will often shun you, typically violently. This includes all Giant civilisation besides Hill Giants.
Rot Troll: You inflict 3 necrotic damage to all creatures within 5 ft of you at the start of each turn that you are raging unless you have taken fire or acid damage since the start of your last turn. You also gain resistance to necrotic damage.
Spirit Troll: You gain the ability to move through other creatures as if they were difficult terrain. You also gain advantage on all saves to resist or break out of grapples and restraint conditions.
Venom Troll: When you take any damage but fire, acid or psychic damage while raging you inflict 5 poison damage to all creatures within 5 ft of you. You also gain resistance to poison damage. As a bonus action you may wound yourself, dealing 1d4 damage, and coat your weapon in your poisonous ichor, inflicting an extra 1d6 poison damage with it.
Combative and ruthless, Frost Giant society is focused on the idea that might, above all, makes right. To hold their post in society a Frost Giant must answer any incoming challenge from another Frost Giant, and win. In order to empower themselves to survive this ruthless form of society, a select few Frost Giants turn to Vaprak the Destroyer, the hideous deity of Trolls and Ogres, and are subjected to a vile ordeal involving devouring a living troll. For this they are granted a boon, the regenerative powers of a Troll. Though no lesser mortal could survive the act of eating a Troll, sometimes those rare individuals in the service or worship of a Frost Giant who becomes an Everlasting one will find themselves granted a lesser version of Vaprak’s boon.
Vaprak’s Boon:
At 3rd level, when you rage you gain the regenerative properties of Vaprak’s children. You now regenerate an amount of health equal to your proficiency modifier at the start of your turn while raging, unless you have taken fire or acid damage since the start of your last turn.
The Way of Thrym:
At 6th level you now gain resistance to cold damage and cold terrains no longer count as difficult terrain. You also gain proficiency in animal handling, or expertise if you already have proficiency.
Legacy of the North:
Beginning at 10th level, you can use your action to sap a creatures strength with the icy cold of your homeland. Choose one creature within range to perform a touch action upon. It must succeed on a Con saving throw (DC equal to 8 + your proficiency bonus + your Wis modifier) or be sapped of its strength, gaining one level of exhaustion. This exhaustion fades if the creature is struck by fire damage, or is warmed in some other manner such as stopping by a campfire for 10 minutes.
Troll-Kin:
At level 14 you choose a kind of Troll and gain a bonus from your devotion to Vaprak relating to that kind of Troll.
Troll: You regenerate an extra 2 health at the start of your turn every turn that you are raging, unless you have taken fire or acid damage since the start of your last turn, in which case you do not regenerate on the next turn. You also gain advantage of all perception checks that rely on smell.
Dire Troll: You regenerate an extra 5 health at the start of your turn every turn that you are raging unless you have been hit by fire or acid damage, in which case you do not regenerate on the next turn. You also gain advantage of all perception checks that rely on smell. Your visage is hideously mutated by this change, however, and you now have disadvantage on all persuasion, deception and performance while your target can see your face, and civilisation will often shun you, typically violently. This includes all Giant civilisation besides Hill Giants.
Rot Troll: You inflict 3 necrotic damage to all creatures within 5 ft of you at the start of each turn that you are raging unless you have taken fire or acid damage since the start of your last turn. You also gain resistance to necrotic damage.
Spirit Troll: You gain the ability to move through other creatures as if they were difficult terrain. You also gain advantage on all saves to resist or break out of grapples and restraint conditions.
Venom Troll: When you take any damage but fire, acid or psychic damage while raging you inflict 5 poison damage to all creatures within 5 ft of you. You also gain resistance to poison damage. As a bonus action you may wound yourself, dealing 1d4 damage, and coat your weapon in your poisonous ichor, inflicting an extra 1d6 poison damage with it.