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.

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: 1d10 per Frost Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Frost Knight level after 1st

Proficiencies

Armor: Heavy Armor, Medium Armor, Shields
Weapons: Martial Weapons, Simple Weapons
Tools: none
Saving Throws: Constitution, Strength
Skills: choose 2 from Intimidation, Arcana, Perception, Survival

Equipment

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

  • (a) Bonded Greatsword or (b) Bonded Longsword and a Shield
  • (a) Chain Mail or (b) Chain Shirt
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • Black Cloak
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Frost Knight

Level Proficiency
Bonus
Features Icy Bond Extra Damage
1st +2 Icy Bond , Gentle Frost 1d4
2nd +2 Terrorfrost 1d4
3rd +2 Soul Frost 1d4
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack 1d6
6th +3 Icy Ground 1d6
7th +3 Archetype Feature 2d4
8th +3 Ability Score Improvement 2d4
9th +4 Extra Attack, Resolute Mind 2d4
10th +4 Ice Spikes 2d6
11th +4 Archetype Feature 2d6
12th +4 Ability Score Improvement 2d6
13th +5 Icy Chains 3d4
14th +5 Extra Attack 3d4
15th +5 3d4
16th +5 Ability Score Improvement, Freezing Touch 3d6
17th +6 3d6
18th +6 Extra Attack 3d6
19th +6 Ability Score Improvement, Archetype Feature 3d6
20th +6 Heart of Ice 3d6

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. You may have one bonded weapon at a time, and can bond with a different weapon over a short rest.


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.

Gentle Frost[edit]

In the first level you are adapted to the cold climate and you feel good in the cold. It gains advantage in all Resistance Tests and gains resistance to non-magical cold damage.

Terrorfrost[edit]

At 2nd, you may use an action to inflict the fear of cold death in your enemies. Choose 3 enemies within a 30 foot radius. They must make a Wisdom save(DC 10+Con mod+proficency). On a successful save, nothing happens. On a failed save, they are frigtened until the end of your next turn. You may use this 1+ Con times per day, and you regen all uses with a long rest.

Soul Frost[edit]

Your soul shapes your powers and your connection with winter. At 3rd level, choose between Winter’s Wrath, or Cold Sentinal. In addition, you may use your Con instead of Int for Arcana and Religion checks

Extra Attack[edit]

At 5th level, gain an extra attack action. Increase by one at 9th, 14th, and 18th level.

Icy Ground[edit]

At 6th level, you may use a bonus action to turn the ground within a 15 foot radius around you into difficult terrain. This terrain follows you as you move.Any enemy that walks in this terrain must make a Dex save(10 + Con) or fall prone. On a successful save, nothing happens.

Ice Spikes[edit]

In the 10th, a bonus action can scratch with your weapon tied in the wind and this casts a wave of ice chips that deal 6d8 of cold damage and knock down any object. You can use a number of times equal to the 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(8+Con+Proficency). On a faild save, they take 4d6 damage and are pulled towards you. On a successful save, they are not pulled towards you, and take half damage. Those that are pulled towards you must make a Str save or take 1d6 cold damage. They 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 day, you can make a Con check(DC decided by dm)in order to turn the object into brittle ice.

Heart of Ice[edit]

At level 20, you are immune to cold damage and do not need to eat or drink to survive. With a reaction, it exhales a cold aura, those who tried to attack you take 9d12 of cold damage and have to succeed in a proof of constitution or it will go into an eternal cold. This eternal cold can be undone only by the player. After using this ability can not use the attack action on the next turn. You can use a number of times equal to the constitution modifier.

Winter’s Wrath[edit]

You fight with the ice of a furious blizzard, and kill anyone who may try and stop you.

Broken ice

Starting at 3rd level, you may use a bonus action to encase your blade in ice. Your next attack deals an additional 2d8+Const mod in cold damage, and slows by 15 feet.

Black Ice

At the 11th level, you may use an action to cause an eruption of black ice from your body. Every creature in a 30-foot radius must make a Dex save (DC 8 + Con + Proficency). Failed saves take 4d8 cold damage and are knocked prone. Successful saves take half damage, and are not knocked prone. You may use this twice per day.

Winter’s Destruction

At the 19th level, once per day, you may give your body to the primordial energies you harness. For 5 turns, your movement speed increases by 15 feet, and when you are attacked, ice lashes out, dealing 3d6 + Con mod cold damage to the creature that attacked you.

Cold Sentinal[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, and take 3 less bludgeoning, slashing, and piercing damage. In addition, you gain an extra 2 HP per level.

Ice Wall

At 11th level, create a 12 foot tall, 10 foot wide, 3 feet thick wall of ice. Use 1+ Con mod per long rest.

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 + Proficency) or be knocked prone and take 8d6 + Str bludgeoning damage.

Multiclassing[edit]

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: Survival, Arcana



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