# Races ## Special Race - Kogata Kogata are a race unique to Moroz, uniquely adapted to the frozen plains. Kogata appear to be human-like with patches of scales and digitigrade clawed, scaled feet. ### Kogata Traits -**Ability Score Increase.** Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. -**Age.** Kogata grow slower than humans, reaching adulthood by 35. They live to be around 200. -**Cold Adaptation.** Living on a tundra has adapted Kogata to the harsh environment. You have resistance to cold damage and aren't slowed by difficult terrain caused by snow or ice. -**Darkvision.** Accustomed to long, cold nights on the tundra, 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. -**Descendants of the Flame.** Kogata can release their internal flame in a burst around them as an action. Each other creature within 5ft of you must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). A creature takes 2d6 fire damage on a failed save, and half as much on a successful one. The damage increase to 3d6 at 5th level, 4d6 at 11th, and 5d6 at 17th level. You can release the flame a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. -**Languages.** Kogata can speak, read and write Common and Draconic. -**Size.** Kogata tend to be taller than humans, often reaching 7 feet tall and averaging 180 pounds. Your size is Medium. -**Speed.** Your walking speed is 30ft. -**Type.** You are a Humanoid. ### Subspecies: Kogata Atavist Kogata Atavists have expressed traits of their ancestors, such as horns and tails. Atavists are adapted to heat instead of cold, causing them to require cold weather clothing in their home continent. -**Firewalkers.** Kogata Atavists lose the Cold Adaptation trait. Instead, you gain resistance to fire damage. -**Wielders of the Flame.** Kogata Atavists lose the Descendants of the Flame trait. Instead, you know the Fire Bolt cantrip. When you reach 3rd level, you can cast the Burning Hands spell. When you reach 5th level, you can cast the Flaming Sphere spell. Once you cast a non-cantrip spell with this trait, you can’t cast that spell with it again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Charisma is your spellcasting ability for spells casted with this trait. ## Special Race - Clay Men Clay Men are a unique race in that they are made, not born. Created thousands of years ago as labourers, the creation of Clay Men has been outlawed as a blasphemy, the creation of new forms of life being recognised as a deity's domain alone. A Clay Man is recognisable on sight, being made of clay with eyes like a glimpse into a furnace. Nevertheless, rogue priests have been known to create Clay Men in very small quantities. Clay Men are animated by a religious text in their head, governing the actions of the golem. ### Clay Men Traits -**Ability Score Increase.** Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. -**Absolute Focus.** Clay Men have their minds focused by the words in their head. You have advantage on saving throws against being charmed, -**Age.** Clay Men, being constructs of clay, do not age. -**Alignment.** Clay Men are brought to life with religious texts in their heads, giving guidelines on what a Clay Man is allowed and compelled to do. Clay Men are always Lawful. -**Darkvision.** Eyes of flame cut through the darkness, allowing Clay Men to see . 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. -**Fascimile of Life.** If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying. -**Beast of Burden** You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. -**Languages.** Clay Men can understand, read and write Common and Celestial. Clay men cannot speak, communicating mostly through writing. -**Men of Clay.** You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don’t need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. -**Sentry’s Rest.** When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you aren’t unconscious. -**Size.** Clay Men are built to be larger than humans, averaging 8ft tall and weighing 500lbs on average. Your size is Medium. -**Speed.** Your walking speed is 25ft. -**Tempered Clay.** A body of fire-tempered clay make Clay Men abnormally difficult to harm. You gain a +1 bonus to Armor Class. If a source would deal additional damage to objects, you are dealt damage as though you were an object. -**Type.** You are a Construct. -**Wrecker.** You deal double damage to objects. ### Subspecies: Unfinished Men Due to the outlawing of the creation of Clay Men, some priests have taken to creating them in secret. Without a full understanding of how Clay Men work, these Clay Men are often baked improperly and with conflicting or unsuitable texts animating them. -**Alignment.** Unfinished Men are mostly Chaotic. -**Unfinished.** Unfinished Men lose the Absolute Focus and Tempered Clay traits. -**Destroyer.** When you roll a 1 on a damage die for a melee attack, you can reroll the die and use the new roll. You can do so no more than once per turn.