The Others

Monstrosity (Iceborn Humanoid), Medium

Racial Traits

Speed
Age Mature around 50; live centuries
Languages Common, Dusk Tongue
Alignment Tendencies Neutral, Lawful Neutral, Neutral Evil

Ability Score Increases

WISDOM
+12
CHARISMA
+10
STRENGTH
+13
DEXTERITY
+12
CONSTITUTION
+14
INTELLIGENCE
+11

Racial Features

Darkvision

Being creatures of long night and dim frost, you see in dim light as if it were bright light up to 60 feet, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Usage:

Cold Resilience

You have resistance to cold damage. The bitter void of winter seems to bless you rather than harm you, making you tougher against the elements you were born in.

Usage:

Black Ice Armory

Weapons and armor forged from black ice are your birthright. You are proficient with simple weapons for which you may fashion black ice variants. Weapons made of black ice count as magical for overcoming resistance and immunity on targets they strike. When you wield a weapon forged from black ice, the weapon deals an additional 1d4 cold damage on a hit. Armor forged from black ice grants a +1 to AC so long as you wear it in a cold or dim environment.

Usage:

Innate Ice Magic

You are naturally attuned to cold arcana. You know two cantrips: Chill Touch (necromancy) and Ray of Frost (evocation). You can cast these cantrips without material components, and they do not require spell slots. Your spellcasting ability for these cantrips is Charisma.

Usage:

Undead Bond (Night's Command)

The Others have learned to bend the will of the dead. You can target one undead creature within 60 feet and attempt to command it for up to 1 minute. To control it, you must succeed on a Charisma check against a DC of 8 + your proficiency bonus. The undead will obey your simple commands (e.g., defend you, attack a specific target) for the duration. You can use this feature a number of times equal to your proficiency bonus per long rest. Undead controlled by this feature are not immune to effects that could cause their destruction and end if they take damage that breaks concentration. This effect ends early if you fall unconscious or end it willingly.

Usage: Uses per long rest: proficiency bonus

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