Yeti Ancestry (5e)
Creature Type
Humanoid
Size
Medium
Medium
Despite their size, yetis possess immense physical power (see Powerful Build).
Speed
30 ft.
Speed
30 ft.
Ability Score Increase
Choose one of the following options:
+2 Strength, +1 Constitution
+1 Strength, +1 Constitution, +1 Wisdom
Traits
Choose one of the following options:
+2 Strength, +1 Constitution
+1 Strength, +1 Constitution, +1 Wisdom
Traits
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born
You are naturally acclimated to high altitude, including elevations above 20,000 feet. You also have resistance to cold damage.
Natural Armor
Your thick hide and dense fur protect you.
While not wearing armor, your Armor Class is:
13 + your Dexterity modifier
You can use a shield and still gain this benefit.
Darkvision
Accustomed to frozen nights and blinding snowstorms, you have darkvision out to 60 feet.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes.
Damage: 1d6 + your Strength or Dexterity modifier
Damage Type: Slashing
Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.
Chilling Gaze
You can freeze the blood of your enemies with a single terrifying glare.
As an action, you target one creature you can see within 30 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Born
You are naturally acclimated to high altitude, including elevations above 20,000 feet. You also have resistance to cold damage.
Natural Armor
Your thick hide and dense fur protect you.
While not wearing armor, your Armor Class is:
13 + your Dexterity modifier
You can use a shield and still gain this benefit.
Darkvision
Accustomed to frozen nights and blinding snowstorms, you have darkvision out to 60 feet.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes.
Damage: 1d6 + your Strength or Dexterity modifier
Damage Type: Slashing
Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.
Chilling Gaze
You can freeze the blood of your enemies with a single terrifying glare.
As an action, you target one creature you can see within 30 feet. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
- On a failed save, the target takes 2d8 cold damage and is frightened of you until the end of its next turn. This damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level
- On a successful save, the target takes half damage and is not frightened.
Once you use this trait, you can’t use it again until you finish a long rest.
Languages
You can speak, read, and write Common and Giant.
Ancestry Feats
Languages
You can speak, read, and write Common and Giant.
Ancestry Feats
Fearsome Roar
Prerequisite: Yeti ancestry
You unleash the primal terror of the high peaks, echoing with the voice of an apex predator.
Terrifying Bellow (1/Long Rest).
As an action, you emit a thunderous roar. Each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
On a failed save, a creature is frightened of you for 1 minute.
On a successful save, the creature is immune to your Fearsome Roar for 24 hours.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Creatures that are immune to the frightened condition are unaffected.
Prerequisite: Yeti ancestry
You unleash the primal terror of the high peaks, echoing with the voice of an apex predator.
Terrifying Bellow (1/Long Rest).
As an action, you emit a thunderous roar. Each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
On a failed save, a creature is frightened of you for 1 minute.
On a successful save, the creature is immune to your Fearsome Roar for 24 hours.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Creatures that are immune to the frightened condition are unaffected.
Ice Walk
Prerequisite: Yeti ancestry
Prerequisite: Yeti ancestry
Your body is perfectly adapted to frozen terrain, allowing you to move across ice and snow as if it were solid stone.
Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
Frozen Stride. You ignore difficult terrain caused by ice, snow, or frozen ground.
Surefooted on Ice. You have advantage on ability checks and saving throws made to resist being knocked prone while standing on icy or slippery surfaces.
Cold-Hardened. You have resistance to environmental cold effects, such as extreme cold weather (as described in the DMG), even if you lack cold damage resistance from another source.-----------------------------------------------------------------------------------------------------------------------------
Optional Background: Yeti
You were not merely born a yeti—you lived as one. Whether raised among isolated clans, surviving alone in the frozen heights, or acting as a silent hunter of the high mountains, you embody the full myth and reality of the yeti way of life. You are powerful, quiet when you need to be, and perfectly at home where others freeze or fall.
Some Yetis become guardians of sacred peaks. Others become wandering hunters, mercenaries, or guides. A rare few descend into the lowlands, bringing with them an unsettling mix of raw strength and predatory grace.
Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
Frozen Stride. You ignore difficult terrain caused by ice, snow, or frozen ground.
Surefooted on Ice. You have advantage on ability checks and saving throws made to resist being knocked prone while standing on icy or slippery surfaces.
Cold-Hardened. You have resistance to environmental cold effects, such as extreme cold weather (as described in the DMG), even if you lack cold damage resistance from another source.-----------------------------------------------------------------------------------------------------------------------------
Optional Background: Yeti
You were not merely born a yeti—you lived as one. Whether raised among isolated clans, surviving alone in the frozen heights, or acting as a silent hunter of the high mountains, you embody the full myth and reality of the yeti way of life. You are powerful, quiet when you need to be, and perfectly at home where others freeze or fall.
Some Yetis become guardians of sacred peaks. Others become wandering hunters, mercenaries, or guides. A rare few descend into the lowlands, bringing with them an unsettling mix of raw strength and predatory grace.
Skill Proficiencies
Athletics & Stealth
Tool Proficiencies
One of the following: Climber’s Kit, Herbalism Kit, or Survivalist’s Tools (such as snares or hunting traps)
Languages
Choose either Dwarven or Giant
Equipment
You are adapted to life in extreme, isolated environments.
Athletics & Stealth
Tool Proficiencies
One of the following: Climber’s Kit, Herbalism Kit, or Survivalist’s Tools (such as snares or hunting traps)
Languages
Choose either Dwarven or Giant
Equipment
- A climbing kit or hunting trap kit (your choice)
- Cold-weather clothing
- A trophy taken from a dangerous hunt (bone charm, fang necklace, or carved horn)
- A set of traveler’s clothes
- A belt pouch containing 10 gp
You are adapted to life in extreme, isolated environments.
You are considered naturally acclimated to high altitudes and severe cold environments.
You can always find shelter, food, and safe footing for yourself (and up to five companions) in mountainous or arctic terrain, even without making an ability check, provided such survival is reasonably possible.
When traveling through mountains, glaciers, or snowfields, your group ignores nonmagical difficult terrain caused by ice, snow, or steep rocky slopes.
This feature reflects hard-earned instinct rather than supernatural ability, and it does not grant combat advantages.
You can always find shelter, food, and safe footing for yourself (and up to five companions) in mountainous or arctic terrain, even without making an ability check, provided such survival is reasonably possible.
When traveling through mountains, glaciers, or snowfields, your group ignores nonmagical difficult terrain caused by ice, snow, or steep rocky slopes.
This feature reflects hard-earned instinct rather than supernatural ability, and it does not grant combat advantages.

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