Frost Knight (5e Class)

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Frost Knight[edit]

A woman walks out of a bandit camp, the ice of the north bloodied with those who wronged her. They call her the Ice Wraith and she will destroy those who made her the monster she is.

Eternal Oath[edit]

Player must not spare a life, unless target is an innocent person. If they do, they must bear the burden, and take 1d10 necrotic damage per level of Frost Knight obtained

Creating a Frost Knight[edit]

“The cold comforts those who have lost it all.”

Where did you learn your powers? Were they given to you? Are they a curse? An accident? Maybe nature blessed you with them? Frost Knights are usually lawful alignment, having steadfast beliefs in the law of the one who granted them their power. Maybe for vengence, or to protect the ones you love.

Quick Build

You can make a Frost Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Charisma is also a good score. Second, choose the Haunted one, or Outlander background.

Class Features

As a Frost Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Frost Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Frost Knight level after 1st


Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Martial Weapons, Simple Weapons, Heavy Weapons
Tools: Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools
Saving Throws: Constitution, Strength
Skills: choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion.Flaw= Your body temperature is -125 C


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Bonded 2 Handed weapon or (b) Bonded 1 handed weapon and a Shield
  • (a) Chain Mail or (b) Chain Shirt
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • Cloak
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Frost Knight

Level Proficiency
Features Icy Bond Extra Damage
1st +2 Icy Bond , Cold-Blooded, Eternal Vigil 1
2nd +2 Fighting Style 2
3rd +2 Soul Frost 1d4
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack, Icy Bond 1d6
6th +3 Icy Ground 1d6
7th +3 Archetype Feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Consuming Cold 1d6
10th +4 Ice Spikes, Icy Bond 2d4
11th +4 Archetype Feature 2d4
12th +4 Ability Score Improvement 2d4
13th +5 Icy Chains 2d4
14th +5 2d4
15th +5 Archetype Feature 2d4
16th +5 Ability Score Improvement, Freezing Touch 2d6
17th +6 2d6
18th +6 2d6
19th +6 Ability Score Improvement, Archetype Feature 2d6
20th +6 Heart of Ice 2d6

Icy Bond[edit]

At first level, the Ice of your soul bonds a weapon to you, and infuses it with your power, granting it extra cold damage (see Icy Bond Extra damage) and the ability to recall the weapon to you, as long as it is in the same plane. plus no on may pick it up but you if they try the take 1d12 damage You may have one bonded weapon at a time, and can bond with a different weapon over a short rest.

At 5th level you can bond with an additional weapon.


At 1st level you become more used to the cold climate and you feel good in the cold. You gain advantage to all Constitution saving throws and gain resistance to cold damage.

Eternal Vigil[edit]

At 1st, time ceases to pass. For you as long as you keep your oath you are immune to the effects of old age, can't be aged magically and can't die of old age. You no longer need food or water you also no longer need to breathe At 10th level you can reattach body parts by holding them to where they used to be, this takes a short rest. At 15th level you can regrow lost body parts over the course of a long rest, if you pass a DC 18 constitution check.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Soul Frost[edit]

Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith or Cold Sentinel.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level,you can attack twice instead of once when you take the attack action.

Icy Ground[edit]

At 6th level you gain more control over the cold, and it starts to affect the world around you. As a bonus action you may turn the ground within a 15 foot radius of you into difficult terrain. This feature lasts for 3 minuets or until turned off. This terrain follows you as you move. Additionally, any enemy that is already in the radius when you use this feature, must make a Dexterity saving throw(DC: 10 + Con Mod+Proficiency score), on a failed save, the enemies feet are frozen over, and are immobilized for until the end of your next turn, or must spend their movement action freeing themselves. If an enemy is prone, within the radius, and fails the saving throw upon activating this feature, they must succeed a Dexterity saving throw(DC:5 + Con Mod) or be frozen over, taking 3d6 damage, and becoming immobilized until this feature wears off, or is turned off.

At 8th level any enemy that walks in this terrain must make a Dex save(10 + Con Mod) or fall prone.

Consuming Cold[edit]

Upon reaching the 9th level, your enemies' life force turns to your whim. You may spend an action to attempt to grapple an enemy that is the same size or smaller than you, they must succeed a Dexterity saving throw(DC:10+ Con Mod) on a success nothing happens. On a failure, the target becomes restrained. The round the enemy was grappled, and every round after that, as long as he ist grappled, you can spend your action to deal 1d4 + Chr cold damage. You heal for the damage you deal.

At 13th level you instead deal 1d6 damage, at 18th level 1d8.

Ice Shards[edit]

Upon reaching the 10th level you gain the ability to control the temperature of the very air around you, as an action you can raise your weapon to stir icy winds this casts a wave of ice shards forward, within a 40ft radius, anything caught in the wave must make a Constitution saving throw(DC= 10+ Con Mod+ proficiency) on a failure, it takes 3d6 cold damage. Also, this wave knocks down any object not held to the ground. You can use this feature a number of times equal to your Constitution modifier.

Ice Chains[edit]

At the 13th level, you may use a bonus action to send chains of frost out from your body. Choose 3 creatures, they must make a Dex save(10+Con+Proficency). On a failed save, they take 3d8 damage and are pulled towards you. On a successful save, they are not pulled towards you, and take half damage. Enemies you pulled towards you must succed the Str save or they cannot move more than 15 feet away from you.

Freezing Touch[edit]

At the 18th level, 3 times per long rest, you can make a Con check(DC decided by dm)in order to turn any non magical object into brittle ice (no structures tho).

Heart of Ice[edit]

At level 20, you are immune to cold damage and if you havent't taken the eternal oath you know don't need to eat or drink anymore. As a reaction to a melee attack, you may exhale a cold breath, roll 9d12, if the number is higher than the targets current HP it enters eternal cold. It cannot move, or take any actions. This eternal cold can be undone only by the player. After using this feature you may not use the attack action on the next turn. You can use once per long rest.

Ice Wraith[edit]

You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both.


Starting at 3rd level, you may use a Bonus Action to encase your blade in ice. The next successful attack you make with this weapon on this turn, will deal an additional 1d4 + Charisma Mod cold damage and decreases the target's movement by 15ft for 5 turns. You may only use this feature a number of times equal to your Charisma Mod every day.

At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.

The Cold Grasp of Death

At 7th level, you can now project a hand comprised completely of ice. As an action, you may summon a hand made of ice, and immediately either grab an object, wall, or creature, this has a range of 40 feet. When grabbing a wall, you may pull yourself towards it as your movement action, you may also attach this to another surface with the same rules. If grabbing an object, if it weighs less than your Strength Modifier times 5, and can fit in the hand, you may pull it towards you freely. If not, make an Strength saving throw, on a success, you pull it towards you a number of feet equal to your Charisma Mod times 10. on a failure, the object remains in place. If you grab creature, you make a ranged attack except using your Charisma Mod for the Hit modifier. On a hit, this attack deals 2d6 + Cha Mod necrotic damage, and slows the targets next movement by 20 feet.

Presence of Death

At the 11th level, enemies begin to fear you more than death. As a bonus action, you may glare at an enemy, force them to make a wisdom saving throw (DC:10 + Cha mod + Proficiency bonus) on a success, nothing happens. On a failure, they take 1d12 necrotic damage, as the cold fear of death enters their body, they also become frozen in fear, and are only able to move in a direction that is away from you. Also, you may emit a 30 foot radius blast of pure malice and icy winds, forcing all creatures to make a Wisdom saving throw(DC: 10 + Cha Mod + Proficiency bonus) on a success, nothing happens. On a failure, they take 1d4 + Cha Mod necrotic damage, and become immobilized until the end of their next turn.


Starting at 15th level, enemies become scared to even hit you, and you become as stubborn as the ice you control. As a reaction to any attack, you may react by staring into the attackers soul, Make an Intimidation(Cha) check against their Wisdom score. On a success, that enemy gets disadvantage on his next hit against you or until the end of your next turn.

At 18th level, Deception, and Intimidation checks against you have Disasvantage as long as the one making the check has looked into your eyes.

Iced Earth

At the 19th level, your control over the cold has doomed all that oppose you. As an action, you may swing your weapon in a large arc around your head in a circular motion repeatedly, you may you may spend 1 to 3 turns charging this feature upon activation, 1 turns will create a 45 foot radius, 2 turns, increases that radius by 25 feet, and all 3 will cover the entire battleground. Slowly you start to create a blizzard, no matter where you are. This blizzard is special, as it slows all enemies by half their speed. And for every turn an enemy spends in this blizzard they take your 1d6 + Cha mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. You may use this feature once per long rest. This ability requires concentration.

Cold Sentinel[edit]

The ice protects you, and grants you abilities to defend those around you

Frost Armor

At the 3rd level, the armor you wear is covered in ice. Gain +1 to AC. In addition, you gain an extra 6 HP instantly, and +2 HP extra every levelup.

Winters Aura

At 7th level, you now project a frosty aura of ice. That freezes the very thoughts of those effected. Enemies within 5 feet of you must pass a Con save or be either compelled to attack you, or leave this area, in a desperate bid to end the cold. At level 11 the range is increased by 5 feet and again at 15th and 19th

Ice Wall

At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable Con mod times (min 1) per long rest.


Starting at 15th level, enemies become scared to even hit you, and you become as stubborn as the ice you control. As a reaction to any attack, you may react by staring into the attackers soul, Make an Intimidation(Cha) check against their Wisdom score. On a success, that enemy gets disadvantage on his next hit against you or until the end of your next turn.

At 18th level, Deception, and Intimidation checks against you have Disasvantage as long as the one making the check has looked into your eyes.

Glacial Charge

At 19th level, you may use an action to charge forward, a shield of ice forming in front of you. Every enemy in a 30 foot line must make a Dex save(DC 10 + Con + Proficiency) or be knocked prone and take 3d6 + Str bludgeoning damage.


Prerequisites. To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13

Proficiencies. When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana

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