Lament of Pure Ice, Variant (5e Class)
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Lament of Pure Ice[edit]
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By the Ai Niji Journey |
The Lament of Pure Ice are people born from winter entities on the day where the earthly plane converges with the ice plane giving birth to a child of the frost itself, their birth represents a purpose, a destiny and an end under the shadow of the storm that looms on the distant horizon, a valuable soul for both good and evil eyes because your soul represents the purest version of the cold, making you the one who is destined to govern everything that feels protected under the hope of snow.
Creating a Lament of Pure Ice[edit]
If you play a Lament of Pure Ice, your highest ability score should be Wisdom and your second highest ability score should be Constitution.
Class Features
As a Lament of Pure Ice you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Lament of Pure Ice level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lament of Pure Ice level after 1st
- Proficiencies
Armor: Light
Weapons: Simple and Martial weapons
Tools: {{{tools}}}
Saving Throws: Wisdom, Constitution.
Skills: Pick two from Acrobatics, Investigation, Perception, History, Stealth, Survival and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Shortsword or greatsword or (b) any two simple weapons
- (a) Explorer's Pack or (b) Burglar's Pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Ice Weapon | Frost Points |
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1st | +2 | Frost Mantle, Frozen Blood | - | 10 |
2nd | +2 | Coldness in art, Mastery in purity, Tempest in Pain, Unique Fighting Style | 1d6 | 20 |
3rd | +2 | Origin of Lament | 1d6 | 30 |
4th | +2 | Ability Score Improvement | 1d6 | 40 |
5th | +3 | Extra Attack, Origin of Lament | 1d6 | 50 |
6th | +3 | Origin of Lament | 1d8 | 60 |
7th | +3 | The Cold Claws of Death | 1d8 | 70 |
8th | +3 | Ability Score Improvement | 1d8 | 80 |
9th | +4 | The Heart of Ice, Origin of Lament | 1d8 | 90 |
10th | +4 | The Ice Envoy, Origin of Lament | 1d18 | 100 |
11th | +4 | Origin of Lament | 1d10 | 110 |
12th | +4 | Ability Score Improvement | 1d10 | 120 |
13th | +5 | Origin of Lament | 1d10 | 130 |
14th | +5 | Origin of Lament | 1d10 | 140 |
15th | +5 | Origin of Lament | 1d10 | 150 |
16th | +5 | Ability Score Improvement | 1d12 | 160 |
17th | +6 | Snow Ambassador | 1d12 | 170 |
18th | +6 | Wailing Swallowed by Ice | 1d12 | 180 |
19th | +6 | Ability Score Improvement | 1d12 | 190 |
20th | +6 | Frozen World | 2d8 | 200 |
Frost Mantle[edit]
At 1st level, your skin is protected by a thin layer of ice making your skin both cold and hard to the touch. When unarmored and without a shield your AC is equal to 10 + Constitution + Wisdom.
Frozen Blood[edit]
Also at level 1 your blood moves ice fragments throughout your body keeping you cold and creating a flow where your natural magic flows, grows and increases. At this level, you are immune to extreme cold and difficult terrain due to winter areas or frozen ground, you also get Frost Points, any saving throw made for a class ability that uses Frost Points is 8 + Wisdom + Proficiency Bonus. You regain expended frost points after a long rest.
Coldness in Art, Mastery in Purity, Tempest in Pain[edit]
At 2nd level, you have learned to manifest your elemental nature against the cruelty of the world around you, it is your own style as it is engraved in your blood and your destiny and you will make every enemy face the coldness of your heart. As an action you can create a 5x5 foot amount of water in case there is no water to drink nearby. As a bonus action and spending 5 ice points you create 2 one-handed ice weapons, with that amount you can create 1 heavy weapon, with that amount you can create 5 light weapons and 10 tiny weapons like arrows, at level 15 you do not need to spend points to create any weapon. When you inflict a critical hit with an ice weapon you do triple damage but the weapon you used if will break. They do 1d6 cold damage + your wisdom + your proficiency bonus, the weapon's damage will be upgraded as time goes on as shown in the table, the weight of the weapon does not apply to you due to your handling of ice. You can also alter the surrounding water, in two of it's three states solid and liquid giving you the ability to shape it to your liking without using ice points within a 5x5 ft cube, but if you need to affect a large area, the DM will tell you how many you will have to spend. You can also manipulate ice as if you had the feat telekinesis.
Unique Fighting Style[edit]
At 2nd level, you adopt a particular fighting style as your specialty.
Archery: You gain a +2 bonus on attack rolls you make with ranged weapons.
Dueling: When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus on damage rolls with that weapon.
Two-Weapon: Fighting When you engage in two-weapon combat, you can add your ability modifier to the damage of the second attack.
Boxer: When fighting with your boxing gloves or brass knuckles you can make an extra attack as a bonus action as if you're wielding tow light weapons.
Origin of Lament[edit]
At level 3 Your path has been revealed, which will lead you to the trials that will shape you for your greatness, your solitary path is governed by 4 paths, Master of the Cryoflame, Lineage of the Dragon of Pure Ice, The Nature of the Living Storm, and Essence of Primordial Cold
Ability Score Increase[edit]
When you reach the 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]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The Cold Claws of Death[edit]
At level 7 your cold is extreme for all living beings, anyone who gets in your way is doomed to feel the cold embrace of death. At this level when you are attacked by a creature whether the attack hit's or not you can spend 15 frost points as a reaction to cast chill touch on a creature, except that it deals cold damage instead of necrotic.
The Heart of Ice[edit]
At level 9 your cruelty and coldness are put on a par with the cold you emit, condemning your enemies to die under the weight of ice in a cruel and painless sentence, since what will truly be cold is your end.
When an individual affected by any saving throw that deals cold damage and fails it or suffers damage from a crit dealing ice damage once per round will gain 1 point of freezing giving the following states. The states will obviously stack.
- Chill: with 1 point the creature loses half of all types of their movement speed rounded up.
- Numbing Cold: with 2 points the creatures flight and or swim speed drops to 0.
- Despair: with 3 points the creature loses their reaction and gain's one point of exhaustion.
- Half Frozen: with 4 points the creature gain's another point of exhaustion.
- Sentenced: with 5 points the creature has disadvantage on Dexterity and Constitution saving throws.
- Frozen Heart: with 6 points the creature gain's another point of exhaustion and must make a Constitution saving throw or have the prone condition at the beginning of their turn until they are no longer at 6 freezing point's. A creature can choose to take the dash action to stand up even if their movement speed is at zero
To remove the freezing points you have to avoid taking cold damage until the beginning of their next turn and succeeds on a constitution saving throw, removing one freezing point. A DM can choose to say that a fire spell cast appropriately can reduce a freezing point. When a freezing point is removed a creature affected by it will instantaneously be removed of the effects from the point. In addition you gain resistance to cold damage.
The Ice Envoy[edit]
At 10th level, you have awakened as someone born with the purpose of bringing about an ice age, ascending and discovering some of the power of the plane of ice within you. At 10th level, you overcome resistance to cold damage, and if the enemy is in Stage 5 of Frozen, your cold damage ignores all immunity, resistance, and damage reduction.
Snow Ambassador[edit]
You are the living representation of winter, and perhaps not everyone will appreciate you for your cruel and cold nature, but there is always a place you can call home. At level 17 any Beast, Fey, Elemental or Monstrosity that calls an icy place home or draws it's power from the ice is friendly to you unless the DM say's otherwise.
Wailing Swallowed by Ice[edit]
At level 18 you get the grand manifestation, the precise moment, the event where everything changes, where your power converges to its maximum potential that heads in the paths you chose: you can only have 1 depending on your subclass:
Helheim: You know that the moment where silence reigns is the time to light up the sky raising your weapons and surrounding yourself with burning flames you call to battle calling all the warriors you trained in the art of cryoflame. As an action and 100 frost points you send forth a mental message to anybody you have used your Frost Brotherhood feature on asking for help and in addition you call a Fire & Ice Mephit that has the statistics of an Ice Mephit and a Magma Mephit added together (yes even the ability scores but max them out at 18) with an HP of 120, that is friendly to you and lasts until you die or an 3 hours pass, after this you receive 4 points of exhaustion, if you attempt to summon it again before taking a long rest it works but you get the 4 points of exhaustion immediately instead of after, in this scenario the Fire & Ice Mephit doesn't disappear until three hours pass. If you die from exhaustion in this way you can't be revived by anything short of wish.
Breath of Desolation: With 180 frost points you compress your breath to make an empowered ray of white almost looking like a beam of light that will affect in a cone of 60 feet, all targets in range must make a constitution saving throw without advantage if they would have advantage, if they fail they suffer 10d10 cold damage and have the petrified condition for two rounds, if they succeed they instead take half damage and don't become petrified. You can only use this once per long rest.
Absolute Incarnation of the Titan God: Concentrating the power of the giants in you, you manifest one of the most powerful giants that have ever existed, whose legends tell that the world is made of his body, with his great hammer of ice that he will unleash to reforge everything: spending 150 frost points and an action you accumulate and form your storm to give it the appearance of a giant with a great hammer of ice that he drops on the ground in an area of destruction of 60 feet everyone must roll a dexterity saving throw and if they would have advantage they don't or receive 5d12 bludgeoning damage + 5d12 cold damage and have the stunned condition for a round, if they succeed they instead take half damage. You can only use this once per long rest.
Cryotime Overload: You have touched the ancestral power of the first blizzard, the first cold, the first ice capable of freezing everything that exists, even time. You can only use this once per long rest.
By spending 180 frost points you can freeze everything similar to the time stop spell. During this time you can move and attack entities normally without breaking the affects of this ability. However if you exceed 100 damage the creature breaks free of the effects, though other creatures remain affected by this ability.
Entities with immunity to this or outside of time are also affected as you are freezing more than just time.
Due to the extreme energy charge, you will be unable to recover freezing points for three days.
You can't enter your Glacial Incarnation form for three days.
Frozen World[edit]
At level 20, reaching the pinnacle of your destiny, the decisions you have made will judge you over the years, but if there is one thing you are sure of, it is that if you got here it was because you overcame all your obstacles and you are worthy of a place where you are recognized as what you are, your power has connected with the source of the ice plane which allows you to create an ice age that covers 1 mile. Inside this area the cost of all your abilities is halved and you can manipulate Ice within it up to 500 feet away a bonus action. You choose how the area looks. You can create such an area after spending a week meditating in one place. The ice than expands outwards from where you meditate. If the DM allows everywhere within 19 miles is slowly affected by your Frozen World, turning colder and colder until eventually it to is frozen, except it is less extreme since it took time, instead it resembles a soft snow forest or whatever else the DM desires. Once such an area has been created you can not use this ability to make another unless the DM allows it.
Master of the Cryoflame[edit]
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By the Ai Niji Journey |
The masters of the cryoflame are those who can manifest a fire that contrary to all logic does not emit heat, but rather steals the heat from things creating a cold and highly dangerous flame, after the trail of blue flames, only a desolate cold remains. Mainly those who keep and cultivate this discipline are also called knights of the blue flame, and are the most common among those endowed with this gift or curse, although frowned upon for how destructive they can be, they strive to clear their name of the prejudices of their power.
Cold Combustion[edit]
At 3rd level, you discover the secrets behind the power of the cryoflame, beginning your self-discovery. As a bonus action, you can ignite all of your ice weapons and creations, and your ice abilities, in blue fire. When you make such an attack, your first attack deal's cold damage, and then that same damage is dealt fire damage halved (rounded down). Although this damage is fire damage, it overcomes fire resistance because it is not fire, it is a cold burn. Spending 15 frost points, and a bonus action, and it lasts 1 minute
Relentless Cold[edit]
Your training has allowed you to push the limits of your cold blood, igniting yourself in blue flames as you give your full potential. Beginning at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take an additional action.
Once you use this feature, you must finish a long rest before you can use it again.
Reinforced Training[edit]
At level 5 you have dedicated yourself to the handling of the arts of combat since you know that you cannot depend 100% on your cold nature. You get another reaction that you can only use for opportunity attacks.
Improved Fighting Style[edit]
At 6th level, you have improved your combat form to unparalleled mastery. You have an advantage in your attacks because of how unpredictable they are.
Archery You gain a +4 bonus on attack rolls you make with ranged weapons.
Dueling When you wield a melee weapon in one hand and no other weapons, you can add your proficiency bonus on damage rolls with that weapon.
Two-Handed Weapon Fighting. When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon you are wielding in two hands, you may reroll the die and must use the new result, even if the new result is a 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting When you engage in two-weapon combat, you can add your ability modifier to the damage of your second attack in addition to gaining 2 additional attacks.
Boxer: You can attack take the attack action as a bonus action when fighting with your fists.
Frost Brotherhood[edit]
At level 6, you have thought of supporting those who wish to follow in your footsteps, perhaps showing the good of your skills will cleanse the stain in your name. At this level you can teach the ways of the blue flame even to those who are not gifted by winter, although their flame will never be equal to yours, but perhaps one day they can be role models of this power. At this level you gain the ability to teach others about the arts of the blue flame, those who manage to learn it (at the DM's discretion in terms of training and potential), will replace however many levels they can in this class. You can only do this to one person at a time and it takes 2 weeks and 200 gold pieces per level for training and resources.
Aegis of Burning Frost[edit]
At 9th level you materialize your fire into a glowing armor of a blue glow that covers your entire body giving the presence of a devastating warrior. At this level as an action and spending 25 Frost points you cover yourself with flaming armor that shines in 20 feet like a dim light, and gives you +2 to AC and a reduction in the costs of your class abilities by 10 in the expenditure of frost points, as well as automatically activating the Cold Combustion, you can also make flaming wings giving you a flight speed equal to your walking speed, you can use this ability once per long rest, and it lasts for 1 minute.
Arctic Glare[edit]
Channeling your fury you create flashes of flame in your hands to bring the very essence of the cold plane of existence concentrated. At level 10 and spending by 50 frost points you can cast scorching ray but instead of dealing 2d6 fire damage and being three rays it is only one that deals 3d6 cold damage and 3d6 fire damage that looks like an arrow. The spellcasting modifier used is Wisdom.
Frost Dance[edit]
At 11th level your control over ice and liquid water has increased to the level that you can use it for all kinds of ideas, as a bonus action and spending 10 frost points you can create an ice track, when you create the path your speed doubles and you gain the ability to walk on walls or water without falling no matter how vertical your feet stick to the ice.
Elemental Call[edit]
Your abilities have manifested your mastery over elementals, at level 13 your flame and cold damage can now overcome immunities and resistances.
Cryogenic Flame Blade[edit]
At 14th level by spending 50 frost points as an action when you have an ice weapon manifested from your Coldness in Art, Mastery in Purity, Tempest in Pain you can create a giant blue flame blade that spans up to 10 feet in front of you that mimics your attacks allowing you to attack up to 10 feet away and deal and an extra 3d6 cold damage and 2d6 fire damage. It lasts for 1 minute and can only be used once per short rest.
Iceborn Armor[edit]
At level 15, condensing your maximum potential, you recreate the representation of ice itself as armor. Spending 75 frost points and a bonus action, you cover yourself with heavy, shiny, crystal-cold armor that protects its wearer from the most powerful evils. When this ability is active, you gain the following benefits:
- Ice Armor: +5 to AC
- Weak Spellmanship: If you are attacked with a spell of level 1 or lower, the spell is canceled out as if by counterspell.
- Perfect Balance: When you have this armor, you cannot be pushed or knocked down, making you immune to the prone condition.
- Revitalization: You recover 15 frost point, at the end of each turn.
The armor lasts active 1 minute.
Lineage of the Dragon of Pure Ice[edit]
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By Niji Journey |
Those blessed with the Pure Ice Dragon Bloodline are more than just descendants of draconic creatures; they are the living manifestation of absolute cold and eternal ice. This bloodline comes from the primal ice dragons, colossal beings whose mere presence can freeze seas and quell the fiercest fire. The power that runs through the veins of these individuals not only elevates them above mortals, but consecrates them as heirs of elemental cold, beings of an unreachable lineage and feared for their ability to control the pure essence of ice.
Dominant Genes[edit]
At 3rd level your dragon genes give you the ability to undergo a transformation. By spending 5 frost points you can transform for 1 minute. During this transformation you gain a draconic appearance and your natural armor becomes 12 + constitution + wisdom, you get claws that give you your 1d6 slashing damage + ice weapon damage (with wisdom and proficiency bonus added on) + constitution in cold damage in place of your unarmed attack damage. In addition you can distribute +4 amongst your ability scores that can cause an ability score to exceed 20 during this transformation. You can use this a number of times equal to your constitution modifier.
Frost Breath[edit]
Also at level 3 your transformed breath is like being close to the very plane of ice, making it lethal against all those weak minorities that face the fury of a dragon.
When in your Dominant Genes transformation as an attack action you can spend 15 frost points to launch your breath in a 30 foot cone dealing 2d6 damage on a failed constitution save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level.
Draconic Bite[edit]
At 5th level when in your Dominant Genes transformation if you miss a claw attack as part of the same attack action you can forgo one of your extra attacks to make an enraged bite attack. On a successful attack you deal 2d8 damage and half as much on a failure.
Eyes of the White Storm Dragon[edit]
At 6th level your eyes transcend, allowing you to see what this world hides and its true form. You gain true sight within 15 feet. You have advantage on all saving throws against being charmed and undergoing the fear condition. If you already have advantage you now have immunity.
Descendant of Dragons[edit]
Starting at 6th level, your Dragon Status is enhanced not only by your dragon ancestry, but your knowledge an acceptance of it. You can the following features while in your Dominant Genes transformation:
- You can add your constitution modifier to your bonus on all your saving throws
- You gain another +2 to distribute amongst your stats that exceeds stat limits
- Your gain temporary hit points equal to the maximum amount of frost point you have rounded down
Ice Scales[edit]
At level 9, when you are under the effects of the Dominant Genes transformation you have resistance to fire damage.
Wisdom in the Blood, Memory in the Ancestors[edit]
As white dragons, your memory has become more than photographic, making it so that at level 10, you never forget a received information or a face, you can even have memories transmitted from your past dragon ancestors of your color, you also gain the ability to speak the draconic language, and learn languages in half the time required.
Hell Exists and it is Cold[edit]
At level 11, your breath and lung capacity have increased exponentially, causing your base breath attack, instead of having 30 feet, to increase to 50, inflicting 2 points of frost, and creatures will have disadvantage on the constitution saving throw.
Frost Wings[edit]
At 13th level you gain the ability to spend 30 frost points and gain pair of frosty wings, that grant you a fly speed of 60 feet for 10 minutes.
Snow Emperor's Dominion[edit]
Starting at 14th level, your dragon ancestry has been declared and whether you have descended from the blood of dragon emperor's have claimed that title for your own you gain the following feature's when in your Dominant Gene's transformation:
- You can add your constitution modifier to your bonus on all of your ability checks
- You gain another +2 to distribute amongst your stats that exceeds stat limits
In addition as an action and spending 60 frost you can summon a dragon to your aid as if by the summon dragon spell. It has the same stat block as a the Draconic Spirit summoned except can not be counterspelled nor sent away by dispel magic. The creature fades away as normal when it reaches 0 hitpoints. For all other information look at the summon dragon spell.
Draconic Ascension[edit]
Your wrath and power have manifested what you truly are, allowing you to ascend into a dragon form. Whenever you level up to gain this ability, the next long rest (or something of the equivalent i.e. trance) you take will receive a dream presenting to you your dragon form. This allows you to gain the following features: As an action and by spending 100 frost points you can undergo the effects of the spell shapechange for 2 hours, however the only form you can take is that of an Adult White Dragon. If any of your ability scores (i.e constitution) would somehow be higher due to your use of this subclasses abilities you may use that score in place of whatever it would be changed into by this ability. The same goes with AC. You are able to use all of your Dominant Genes features when transformed in this way. At level 20 you will change into an Ancient White Dragon instead.
The Nature of the Living Storm[edit]
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By tha AI Niji Journey |
Your stormy nature has awakened, seen as a great curse, since your mere existence is a living storm, which will only bring death, cold and desolation, you will live under the condemnation of loneliness by not wanting to kill all those who once appeared or on the contrary you can embrace the end and be the emissary of this future world plunged into ice and bring the cold embrace of death to everything that is alive.
Living Storm[edit]
At level 3, you have awakened the storm within you, and for better or worse you will have to live with it. As an action and spending 10 frost points you can unleash a mini blizzard from you that surrounds you in a 15 ft wide on each side (radius) by 20 ft high emanation focused on you as it's origin and lasts for 1 minute. When a creature except for you enters into your storm for the first time or starts it's turn there it must make a constitution saving throw or take 1d6 cold damage and have the area within your storm count as difficult terrain, if they succeed they are unaffected. After the minute is up you can choose to pay another 15 frost points as a bonus action to keep it going. You can keep this process up to keep the storm going, however when you keep the storm up in this way you are concentrating on it and will make a concentration saving throw if you take damage.
Storm Awareness[edit]
At level 3, you have awareness of the storm and are able to locate those within it. While your Living Storm feature is active you are aware an creatures or objects within the storm and have blindsight within the storm's range.
Word of Warning[edit]
At 5th level, you can communicate with all those under your storm as if your voice were an echo from all directions avoiding giving away your position, allowing you to spend a bonus and 5 frost points to allow a creature to have advantage on the constitution saving throw to survive the storms affects for 1 minute. You can target more creatures on the same bonus action by spending 5 more frost points for each creature you want to target.
Storm Emissary[edit]
At 6th level the size of your storm increases by 10 more feet, and it now deals 2d6 cold damage to creatures that fail the constitution saving throw. Now the storm is more chaotic, the blizzard darkens the area it occupies making it pitch black, requiring darkvision to see inside of the storm.
Inevitable Guilt[edit]
At 6th level the guilt of having those who help you (i.e. your teammates) getting swept up by a storm you can't control has allowed you to gain a better mastery of your powers. You can now control the area of the storm shrinking it down to 10 feet wide on each side and 10 feet tall or widening it again to it's maximum (at this point that should be 25 feet and 35 respectively).
Apocalyptic Blizzard[edit]
Your storm has reached one of its most critical points making that at level 10 your aura is difficult to handle even for ice elementals, that gift of ice that was granted for the simple fact of hurting, evolves by leaps and bounds revealing the true reason for your being a representation of an era that the world did not want to remember, your storm gets 120 feet of extra range, the damage becomes 10d6 of bludgeoning damage and 10d8 of cold damage, anyone who dares to be inside your storm cannot reduce the freezing points below 1, now the storm deals magical darkness and every enemy that is inside the storm suffers x4 damage from everything that does cold damage
Runic Wisdom[edit]
At 11th level, your connection to the runic magic that connects to the origin of your furious nature makes you understand the language of the giants, you cajn now speak giants and now of their customs.
Manifestation of the will of ice[edit]
Transcend your lineage, overcome the lower, the storm that is in you rebels showing your true being, at level 13 you acquire a transformation, acquiring all the characteristics and statistics of a Frost Giant Malevolent your life is multiplied, you can also manipulate your size to stay with the size you prefer.
Connect, Empower, Destroy[edit]
You have called, your storm rises, all hail the storm of the end, your power has manifested itself in chilling the hearts of those who live in the coldness of the storms and all those you recognize as an ally, at level 14 you can empower your allies with your storm, giving them as extra damage your ice weapon and 10 extra AC, in addition to a regeneration of 50 hit points per round and they can see in the darkness of your storm for 40 frost points, and additional action, you can do this equal to your competence bonus and it does not stack.
Gigantomachy[edit]
You have accepted your destiny, there is no other way to go and only one way remains, freeze everything that tried to destroy your valuable existence, you only have to climb to the abyss and proclaim yourself king, nothing surpasses the law of the strongest, at level 15 as an action and spending 120 frost points, you make the call to arms and everyone must respond to their general, you summon ice giants equal to your wisdom + your level + your competence bonus. This ability can only be used once a week, the giants retreat to where they belong teleporting when you order it, when you die, or when the fight ends.
Essence of Primordial Cold[edit]
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By the Ai Niji Journey |
The Essence of Primordial Cold is more than just a connection to ice; it is a link to the eternal void and frozen stillness that exists at the edge of time. Those who embrace this path become living entities of absolute cold, capable of manifesting the power of storms and desolation that freezes everything in their path. Marked by the lineage of pure ice, these souls carry within them the ability to transform their surroundings into a frozen wasteland, causing everything in their path to succumb to the unrelenting cold. They are connected to the very soul of ice.
Heat Absorption[edit]
At 3rd level, as an action, you can absorb heat from a willing creatures to deal cold damage equal to xd6, where x is your proficiency modifier. You than regain frost points equal to the damage the willing creature takes. You cannot use this feature to exceed your maximum amount of frost points. You can use this a number of times equal to your wisdom modifier.
Cryomancy[edit]
Your connection to the cold allows you to control ice with extreme ease. At 3rd level your gaining the following abilities:
- Frozen Conjuration. You will gain access to the wizard and sorcerer spell lists, but you can only learn and cast spells that have a cold, water, or wind theme. (i.e. ask dm if you can use them) Instead of using spell slots to cast spells you use frost points.
Essence of Primordial Cold Level |
Cantrips Known |
—Frost Point Costs & Level Requirment— | |||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
3rd | 2 | 1*10 | — | — | — | — | |
4th | 2 | 1*10 | — | — | — | — | |
5th | 2 | 1*10 | — | — | — | — | |
6th | 2 | 1*10 | — | — | — | — | |
7th | 2 | 1*10 | 2*10 | — | — | — | |
8th | 2 | 1*10 | 2*10 | — | — | — | |
9th | 3 | 1*10 | 2*10 | — | — | — | |
10th | 3 | 1*10 | 2*10 | — | — | — | |
11th | 3 | 1*10 | 2*10 | — | — | — | |
12th | 3 | 1*10 | 2*10 | — | — | — | |
13th | 3 | 1*10 | 2*10 | 3*10 | — | — | |
14th | 3 | 1*10 | 2*10 | 3*10 | — | — | |
15th | 4 | 1*10 | 2*10 | 3*10 | — | — | |
16th | 4 | 1*10 | 2*10 | 3*10 | — | — | |
17th | 4 | 1*10 | 2*10 | 3*10 | 4*10 | — | |
18th | 4 | 1*10 | 2*10 | 3*10 | 4*10 | — | |
19th | 4 | 1*10 | 2*10 | 3*10 | 4*10 | 5*10 | |
20th | 5 | 1*10 | 2*10 | 3*10 | 4*10 | 5*10 |
'Spell save DC' = 8 + your proficiency bonus + your Wisdom modifier
'Spell Casting Modifier'= wisdom
Frost Wave[edit]
At 5th level, you gain the ability to cast a wave of frost that covers enemies within 20 feet as an action and spending 10 frost points. The frost crystallizes upon impact with another creature, making movement difficult. Each creature in the area must make a Constitution saving throw or take 1d4 cold damage and lose their reaction until the end of your next turn.
Incarnation of the Glacier[edit]
At 6th level you gain a deeper connection to the essence of primordial cold, you can have go into a primordial state of ancient power for five turns gaining one level of exhaustion for each turn after the fifth, unless you spend 10 frost points per turn to remain in this state, your body changes drastically and you gain the following abilities:
- Ice Shield Your skin becomes icy and crystalline, gaining +2 to AC and +1 for every 15 frost points spent when you go into this state.
- Frozen Steps Freezes all surfaces in your path, including lava, allowing you to walk on it.
- Frozen Heart You will gain temporary hit points equal to your wisdom score + class level + every 15 frost points spent when you go into this state.
- Living Glacier Resistant to non-magical slashing, piercing, and bludgeoning damage, and you cannot be pushed back or propelled forward without you desiring to be.
- Winter Protection If you take cold damage, you will regain health equal to the damage taken.
Instinctive Freezing[edit]
Also at 6th level, your cold, calculated quick thinking and instinct allows you to calmly view your surroundings and avoid danger, by spending 30 Frost Points and your reaction you can magically teleport 30 feet from your original location leaving a copy of you made of ice that will cause you to have resistance to all damage and explode giving all enemies that fail a Constitution saving throw within a 5 foot radius 2 points of freezing.
If you are in your Incarnation of the Glacier form, the saving throw is at disadvantage.
Arctic Magic Frontier[edit]
At 9th level, by spending 25 frost points, you create a barrier that personifies the harsh artic magic you channel. This barrier functions as the ice mana shield spell.
You can use this ability as a reaction.
Icy Revelation[edit]
At 10th level, your Primordial Essence is so powerful that you project it outside your body. You gain the ability to cast scrying by expending 50 frost points. That target has disadvantage on the wisdom saving throw. When you cast the spell in this way you don't need the material components but instead a sheet of ice. You can use this again after 3 days.
Thermal Equilibrium[edit]
At 11th level, you can absorb all heat from your enemies and the environment within 5 feet, dealing damage equal to your ice weapon + 5 for every 20 frost points spent, and gaining temporary hit points equal to the damage dealt (keep reading more to this). Targets must make a Constitution saving throw; if they fail, they suffer the aforementioned damage and have disadvantage on their next attack. If the succeed they instead take half damage and do not have disadvantage on their next attack, with you healing the amount of damage they took. At level 16 the range is increased to 10 feet.
If you are in your Incarnation of the Glacier form, the saving throw is at disadvantage.
Hypothermia[edit]
Your freezing attacks drain the enemy's stamina, at level 13, if you manage three consecutive spell attacks (must make a spell attack not have them make a save) that deals ice damage on the same target within three turns, you can cause the fragility effect. This makes your enemy extremely vulnerable to cold damage, deal double damage until your next turn.
Cold Snap[edit]
At 14th level, as an action you can expand 40 frost points and snap your fingers causing an icy hailstorm of wind in 20 by 5 foot line. Creatures in that area must make a constitution saving throw or take 3d10 cold damage and 1d10 bludgeoning damage and be blown back 15 feet. On a successful save they are not blown back and instead take half damage.
If you are in your Incarnation of the Glacier form, the saving throw is at disadvantage.
True Embodiment of the Glacier[edit]
At 15th level your connection to the essence of the primordial cold has strengthened to the point of being almost one with it. You gain the following features in addition to your normal ones when in your Incarnation of the Glacier state:
- Constituted You gain temporary hit points equal to you wisdom modifier + your class level
- Icy Efficiency All of your class abilities cost 10 less frost points (Except for paying to stay in this state).
- Empowered Your ice shield is now +5.
- Unbreakable Ice You are now immune to all non-magical slashing, piercing, and bludgeoning damage.
- Absolute Zero If something organic hit's you it must make a Constitution saving throw, on a failure it gains a freezing point. If a non-magical object hits you it gains a point of brittleness, at 5 points it breaks. Points can be taken away by the spell mending.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Lament of Pure Ice, you must meet these prerequisites: is to have 15 in constitution and 15 in Wisdom
Proficiencies. When you multiclass into the Lament of Pure Ice, you gain the following proficiencies: perception and survival
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