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Homebrew

Vhal'thyr

ability score increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
age: Vhal’thyr live considerably longer than humans, typically reaching maturity by age 30 and living up to 300 years or more. Despite their longevity, they remain agile and mentally sharp throughout their lives.
alignment: Vhal'thyr value balance and wisdom, often leaning towards neutral alignments. They respect the forces of nature and magic, and their actions are typically measured and harmonious.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Sylvan, the language of the Old Magic spirits.
race features:
Old Magic’s Blessing You possess an innate connection to the magical forces of the Enchanted Tundra, granting you the following spells:   You know the Druidcraft cantrip.   At 3rd level, you can cast Absorb Elements once per long rest.   At 5th level, you can cast Ice Knife once per long rest.   Wisdom is your spellcasting ability for these spells.     Elemental Resistance You are naturally attuned to the cold, allowing you to withstand extreme weather and magical cold. You have resistance to cold damage.     Magic Sense Your connection to the Old Magic allows you to sense the flow of magical energies around you. You can cast Detect Magic once per short or long rest, without requiring material components. Wisdom is your spellcasting ability for this trait.   Kryalith’s Communion You have an innate ability to commune with the spirits of the tundra. Once per long rest, you can cast Commune with Nature as a ritual, allowing you to ask questions of the land and spirits in a way that reflects your ancestral bond. When you do so, the spirits may offer insight into natural and magical phenomena.   Aura of the Tundra Your presence resonates with the Old Magic, creating an aura of calm that protects you and those around you. As an action, you can activate a magical aura with a 10-foot radius for 1 minute. During this time, you and any friendly creatures within the aura have advantage on saving throws against being frightened or charmed, and hostile creatures within the aura have disadvantage on attack rolls made against you. Once you use this ability, you can't use it again until you finish a long rest.   Elemental Affinity Your deep bond with the Enchanted Tundra grants you control over natural elements. When you reach 10th level, you can cast Control Weather once per long rest, using Wisdom as your spellcasting ability. This casting is limited to changing weather within a cold climate or magical tundra.

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