Frost Knight (5e Class)

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Frost Knight

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

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

“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. Remember most frost knights have extremely cold body temperatures.

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

Proficiencies

Armor: all 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

Equipment

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
Bonus
Features Icy Bond Extra Damage
1st +2 Icy Bond , Cold-Blooded, Eternal Vigil 1d4
2nd +2 Fighting Style 1d4
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, Icy Speed 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Consuming Cold 1d8
10th +4 Ice Spikes, Icy Bond 1d10
11th +4 Archetype Feature 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Icy Chains 2d6
14th +5 Icy Speed 2d6
15th +5 Archetype Feature 2d6
16th +5 Ability Score Improvement 2d8
17th +6 Eternal Vigil 2d8
18th +6 Freezing Touch 2d8
19th +6 Ability Score Improvement, Archetype Feature 2d10
20th +6 Heart of Ice 2d10

Icy Bond

At 1st 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. If anyone but the owner picks it up, they take 1d12 necrotic 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.

Cold-Blooded

At 1st level your blood becomes embued with crystals of ice that begin manifesting as abilities. You become more comfortable in cold climates and you feel good in the cold. You gain resistance to cold damage. Your class abilities that you cast have a DC of (8 + CHA + Prof).

Eternal Vigil

At 1st level, 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, and 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

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

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

Ability Score Increase

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

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

Icy Ground

At 6th level you gain more control over the cold, and it starts to affect the world around you. As an action you may turn the ground within a 15 foot radius of you into difficult terrain. This feature lasts for up to 3 minutes unless deactivated. This terrain follows you as you move. Additionally, any creature that is already in the radius when you use this feature must make a Dex save against your Cold-Blooded DC. On a failed save, the enemies' feet are frozen over, and they are immobilized until they break free, with a Str check against your Cold-Blooded DC. If a creature is prone within the radius and fail their Dex save are frozen over, taking 2d6 cold damage. Targets affected by this feature can make a Str check against your Cold-Blooded DC to break free as their action.

You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.

At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.

Icy Speed

When you reach 7th level you gain plus 20 movement speed and again at 17th level whenever you are on icy or wet terrain. This does not affect swimming speed.

Consuming Cold

Upon reaching the 9th level, your enemies' life forces turns to your whim. As a bonus action, you can envelop them in tendrils of ice, dealing 1d8 + CHA cold damage to a target, gaining temporary hit points equal to the damage dealt.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain uses of this feature on a long rest.

At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.

Ice Shards

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 that cast a wave of ice shards forward within a cone that's 40ft in length and 10ft wide. Anything caught in the wave must make a Constitution saving throw against your Cold-Blooded DC. On a failure, they take 5d6 cold damage. Also, this wave knocks down any object under 20 lbs not held to the ground. On a successes, they take take half damage.

You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.

Ice Chains

At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 25 ft of you; they must make a Dex save against your Cold-Blooded DC. On a failed save, they take 3d8 cold damage and are pulled towards you. On a successful save, nothing happens. Enemies you pulled towards you must roll a STR check to break free against your Cold-Blooded DC. Until they break free, they cannot move more than 15 feet away from you.

You can use this feature once. You regain use of this feature on a long rest.

Eternal Vigil

At 17th level, your cold form begins to affect your body. Your soul becomes tethered to the Plane of Ice. You no longer age, as the ice seeps through your form. Additionally, you no longer need to eat or drink, as the ice preserves your soul and body.

Freezing Touch

At the 18th level, you can coat a non-magical item in the same ice as your icy bond, without having to bond to that weapon. The ice is non-magical, and lasts 1 hour.

Heart of Ice

At level 20, you are immune to cold damage and, if you haven't already taken the eternal oath, you no longer need to eat or drink anymore. As a reaction to a melee attack, you may exhale a cold breath, rolling 9d12; if the result is higher than the target's current HP, it enters eternal cold. They 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 this feature once. You regain use of this feature on a long rest.

Ice Wraith

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

Shiverblade

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 cuts the targets movement speed in half for 1 minute.

You may use this feature a number of times equal to your Charisma modifier per long rest.

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 Str (Athletics) check. 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 a 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 against your Cold-Blooded DC. 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 against your Cold-Blooded DC. 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.

You can use this feature an amount of times equal to your Charisma modifier (minimum 1). You regain uses on a short or long rest.

Cold-Hearted

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 has disadvantage on its next attack against you on its next turn.

You can use this feature an amount of times equal to your Charisma modifier (minimum 1). You regain uses on a short or long rest.

At 18th level, Deception, and Intimidation checks against you have Disadvantage 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

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

Frost Skin

At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.

Additionally, at level 7 you gain +1 AC.

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; on a failed save they will either be compelled to attack you, or will 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 - 1) times per long rest.

Cold-Hearted

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 attack rolls against you until the end of your next turn.

At 18th level, Deception, and Intimidation checks against you have Disadvantage 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 (15 foot wide) line must make a Dex save against your Cold-Blooded DC or be knocked prone and take 4d8 + Str bludgeoning damage.

Multiclassing

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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