Frost Bringer (5e Class)

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Frost Bringer[edit]

The Frost Bringer is one born with an innate connection to Frostfell the elemental plane of ice. When they becomes aware of their connection to the elemental plane they can learn to exploit it. By channeling the raw power of an elemental plane a Frost Bringer can achieve a feats of power few mortals can. They can become a one man army or a walking storm and when they reach their peak that is when they truly become a harbinger of the Ice plane, a bringer of frost.

Outside of combat Frost Bringers can have any number of different personalities but most tend to feel disconnected with other people as their connection to such a hostile elemental plane leads them to fear that they will accidentally harm those that they care about. It is important for Frost Bringers to have strong friendships to dissuade them of these fears.

Creating a Frost Bringer[edit]

Quick Build

You can make a Frost Bringer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Strength or Dexterity. Second, choose the Exile background. Third, choose light armor, a martial weapon and an explorer's pack.

Class Features

As a Frost Bringer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, and shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 3 of the following: Arcana, Athletics, Insight, Intimidation, and Nature

Equipment

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

  • Any weapon
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • Cloak
  • Shield
  • If you are using starting wealth, you have 4d4 X 10 gold in funds.

Table: The Frost Bringer

Level Proficiency
Bonus
Icy Weapon Frostfell Aura Uses Features
1st +2 1d4 - Icy Weapon, Cold Blooded
2nd +2 1d4 1 Frostfell Aura
3rd +2 1d4 1 Archetypes of Ice
4th +2 2d4 2 Ability Score Improvement
5th +3 2d4 2 Armor of Ice
6th +3 2d4 3 Consuming Cold
7th +3 2d4 3 Control the cold
8th +3 3d4 4 Ability Score Improvement
9th +4 3d4 4 Extra Attack
10th +4 3d4 5 Archetypes of Ice feature
11th +4 3d4 5 Cryogenics
12th +4 4d4 6 Ability Score Improvement
13th +5 4d4 6 Ice Spikes
14th +5 4d4 7 Body of Ice
15th +5 4d4 7 Archetypes of Ice feature
16th +5 5d4 8 Ability Score Improvement
17th +6 5d4 8 Cloak of Cold
18th +6 5d4 9 Roar of Winter
19th +6 5d4 9 Ability Score Improvement
20th +6 6d4 10 Archetypes of Ice feature

Icy Weapon[edit]

The Frost Bringer can spend a short rest binding their ice energy to a weapon. The Frost Bringer can then channel cold through this weapon to deal extra Icy weapon damage (see table) on successful hits.

Cold Blooded[edit]

Starting at 1st level, your blood becomes imbued with crystals of ice that begin manifesting as abilities. You become more comfortable in cold climates and are no longer negatively affected by cold environments. Additionally, you gain resistance to cold damage. The ice within you begins to manifest itself by affecting the world around you. Your class abilities that you cast have a DC of (8 + your Constitution modifier+ your proficiency bonus).

Frostfell Aura[edit]

Starting at 2nd level the Frost Bringer gains enough control over their connection to the elemental plane of ice to start evoking it into the martial plane. As an action you can begin to channel raw power from Frostfell into the material plane. This creates an aura with a 10 foot radius around you that freezes the ground within it. This frozen ground is difficult terrain for any creature other than the Frost Bringer and any creature that enters the aura for the first time on its turn or moves for the first time of its turn in the aura must make a Dexterity saving throw against your cold blooded DC. On a failed save, it falls prone. This aura will lasts for 1 minute. You can use this feature an amount of times equal to half your Frost Bringer level, regaining all uses upon completing a short or long rest. The radius of the aura increases to 15ft at 5th level, 20ft at 10th level, and 25ft at 15th level.

Archetypes of Ice[edit]

At 3rd level, you chose an archetype. Choose between the Winter's Archetypes, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 10th, 15th, and 20th levels.

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.

Armor of Ice[edit]

You have learned how to cover yourself in hardened ice, forcing enemies to have to hit you harder. Starting at 5th level, as a bonus action, you can coat your armor or body in dense sections of ice giving them a +1 to AC. This lasts for 1 minute. The AC bonus increases by 1 at 11th level (+2) and 17th level (+3).

Consuming Cold[edit]

Starting at 6th level, your enemies' life forces turns to your whim. As a bonus action, you can envelop all enemies that are inside your Frostfell Aura in tendrils of ice, enemies must make a Constitution saving throw against your cold blooded DC. On a failed save, take cold damage equal to your icy weapon bonus, granting you temporary hit points equal to half the cumulative damage dealt. On a successful save, enemy's only take half your Icy weapon damage.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Control the Cold[edit]

Starting at 7th level you have gained more precise control over your abilities. At any time you may choose an amount of creatures equal to your Constitution ability score modifier that are inside double your auras range. The chosen creatures can either be granted immunity to your aura's effects or have any resistance to cold damage they have be ignored.

Extra Attack[edit]

Starting at 9th level, you can attack twice instead of once when you take the attack action.

Cryogenics[edit]

Starting at 11th level you can, as a reaction, cover your self in ice or, as a bonus action, cover another creature in ice. The creature covered in ice is treated as petrified, and gains 6d8 temporary hit points. If the creature was dying it is stabilized and regains 1 hitpoint after 1 minute of being encased.

This can be dispelled as a free action and requires concentration. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Ice Spikes[edit]

Starting at 13th level you can as an action summon 2 ice spikes that are hurled at creatures within 60 ft of you. Make a ranged attack roll for each Ice Spike, which deals an amount of damage equal to your Icy Weapon damage. Each Ice Spike can target a different creature. You can use this ability an amount of times equal to your Constitution modifier (minimum of 1), regaining all uses after finishing a short rest.

Body of Ice[edit]

Starting at 14th level the Frost Bringer has become one with the cold, granting immunity to cold and poison damage and resistance to slashing damage, but a vulnerability to lightning damage as your body acts as a superconductor.

Cloak of cold[edit]

Starring at 17th level the frostbringer's connection to the plane of Ice has become so potent that even while their Frostfell aura isn't activated a cloak of floating snow hovers around them. This cloak gives the frost bringer half cover unless they are within 30ft of a large open fire.

Roar of Winter[edit]

At 18th level, as an action, you may exhale a blast of cold air. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 10d12 cold damage and becomes restrained on a failed save, or half as much damage and isn't restrained on a successful one. A creature killed by this blast becomes a frozen statue until it thaws. This feature can only be used once, regaining usage after finishing a long rest.

Winter's Archetypes[edit]

Walking Storm[edit]

The Walking Storm archetype focuses the Frost Bringer’s power into making their Frostfell Aura into a localized storm that spells death for all enemies that enter it

Potency of the storm

At 3rd level The Frost Bringer’s Frostfell Aura grows stronger with the ground in its area becoming extremely cold and ice spreading over anything that touches it. Any other creature that ends its turn on the ground inside the frostfell aura's area must make a Dexterity saving throw against your cold blooded DC. On a failed save, it is restrained by the ice that covers the ground. A bonus action can be used to break free of this ice by passing a Strength check against your cold blooded DC. This feature also increases the area of the the Aura’s radius by 10ft, and douses any exposed flames in its area.

Frozen Tempest

At 10th level the Frostfell Aura now produces a swirling vortex of hail and snow, making the area heavily obscured to those other than the Frost Bringer. At the start of your turn creatures you deem hostile that are inside the Frostfell Aura take xd4 cold damage, x being equal to however many rounds they have stayed inside your aura. Any creature trying to fly or levitate inside your aura must make a Constitution saving throw against your cold blooded DC or be thrown to the ground and made prone.

Blessing of the storm

At the 15th level, while inside your Frostfell Aura you can suffuse your allies with some of you power granting them 2d4 bonus cold damage on melee weapon attacks and +1 to their AC.

Frostburst

At 20th level the Frost Bringer can channel vast amounts of cold energy and release a devastating wave of ice and snow in a 60-foot radius centered on themselves. Each creature in that radius must make a Constitution saving throw against your coldblooded DC. On a failed save, a creature takes 12d10 cold damage and is restrained for 1 minute. On a successful save, it takes half as much damage and isn't restrained. Additionally any creature within 30ft of the center must make a second Constitution saving throw against your coldblooded DC or become stunned for 1d4 rounds. A creature restrained by this feature makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer  restrained. This feature can only be used once, regaining usage after finishing a long rest.

Binder of Winter[edit]

The Binder of Winter archetype allows the Frost Bringer to bind themselves to a weapon and use class abilities through that weapon

Weapon of Winter

Starting at 3th level your connection to the plane of cold can now be extended to your bound weapon. This infuses it with your power, granting you the ability to project your Frostfell Aura through the weapon. You can also as a bonus action recall the weapon to you by having it teleport into your grasp from wherever it was as long as it is in the same plane as you. If anyone but the owner picks it up, they take 1d12 cold damage. You may have one bonded weapon at a time, and can make this deeper bond with a different weapon over a long rest.

The bonded weapon can act as a Spiritual Weapon. It can float with a movement speed is equal to your base movement speed and can make one melee attack per turn against a creature 5ft away from itself. Its damage is equal to the weapons base damage plus your icy weapon damage.

Frozen Arsenal

Starting at 10th level by expending a use of Frostfell Aura, you can as a bonus action summon an ice copy of your bound weapon that acts as a spiritual weapon. Its movement is equal to your base movement speed and can make one melee attack per turn against a creature 5ft away from itself. Its damage is equal to your icy weapon damage. It lasts for 1 minute.

Frostbite Armor

At 15th level the Frost Bringer can now form a spectral frost that covers them and their gear. They gain 10 temporary hit points and +1 to AC. If a creature breaks the Frost with a melee attack they take 10 cold damage. This feature can be used as many times as your proficiency bonus, regaining all uses after finishing a long rest.

Frozen Banishment

At 20th level your skill at binding things to yourself and to your connection to the plane of ice has reached its pinnacle. When this feature is activated you summon solid chains of ice to erupt from the ground and restrained all enemy creatures in a 30ft radius around you. A creature restrained by this feature makes a Strength saving throw at the end of each of its turns. On a successful save, it is no longer restrained. If a creature is unable to become restrained at the end of its second round after being restrained by this ability is pulled into a mirrored surface of ice that has formed underneath them. This causes the creature to be banished to Frostfell the plane of ice.

Ice Drake[edit]

The Ice Drake archetype is for frost bringers with a more feral nature in combat.

Claws of Cold

Starting at 3rd level while your Frostfell Aura is activated and you are holding nothing in you hands, you can form giant dragon claws to strike your foes with. These claws use Strength for their attack and damage rolls. They deal 1d6 slashing damage plus your icy weapon damage. While these claws are active the frostbringer can as a bonus action make a leaping attack towards any target that is inside their Frostfell aura. To make this leaping attack the target must have an empty 5ft space adjacent to them and the frostbringer must themselves not be prone, restrained or have their movement reduced to zero. Making this attack moves the frostbringer to an empty space next to the target and does not provoke oportunity attacks. This attack will also knock the target prone if they don't succeed on a strength save against your coldblooded DC.

Frozen Terror

Starting at 10th level any creature that falls prone or is restrained inside your Frostfell aura must make a Wisdom saving throw or become frightened. frightened creatures can make a Wisdom saving throw at the end of each of their turns, ending the effect on a success.

Hellheim

Starting at 15th level the Frost Bringer can expend an additional use of their Frostfell Aura and make the ground in their auras radius sprouts hard spikes Ice. When a creature other than the Frost bringer moves into or within the area, it takes 2d4 piercing damage and 1d4 cold damage for every 5 feet it travels. If a creature falls prone in the aura it takes 4d6 piercing damage and 2d4 cold damage. This lasts for 1 minute and requires concentration, as if you were concentrating on a spell.

Judgment of the Ice Drake

At 20th level when this ability is activated as a bonus action, you summon a huge amount of ice and snow to swirl around you and cover you until you are inside the body of dragon made of Ice. While in this form the frost bringer’s Strength, Dexterity and Constitution ability scores are replaced by the Strength, Dexterity and Constitution ability scores of an adult white dragon and gain temporary hit points equal to the hit points of an adult white dragon. They are also limited in the actions of an adult white dragon and can’t cast spells, or do anything else that requires hands. This form last for 1 minute, and you must complete a long rest before using this feature again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Frost Bringer class, you must meet these prerequisites: Constitution 13

Proficiencies. When you multiclass into the Frost Bringer class, you gain the following proficiencies: Athletics and Light armor.

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