The Beat (5e Subclass)
From D&D Wiki
The Beat is one of twelve closely-guarded fighting styles, known as the Zodiac Of Pain. The Beat focuses on ice-based magic, defense, and rapid combat. Originally, the Zodiac Of Pain referred to twelve adventurers who used dark magic to slaughter the forces of darkness. They each founded their own school of combat, and they each chose twelve others to lead their school. The hierarchy of a Zodiac Of Pain school is twelve ranks, each containing twelve students who are sub-ranked within that rank. When a student feels ready, they can challenge the one from the rank above that corresponds to their sub-rank to a duel. If the challenger wins, they swap places. If they lose, they decrease in the standings of their rank. When a student is in the twelfth rank, they can challenge a master. If they win, they become a master too and the school searches for a new recruit. A student has twelve years to learn the ways of their Zodiac Style and to become a master, and if they fail they are killed to keep the order a secret.
- Zodiac of Pain Induction
At 1st level, you gain a Zodiac of Pain charge. You can use it to fuel your Zodiac of Pain abilities. Your Zodiac of Pain charges are refilled after you finish a long rest. At 10th level, you gain a second Zodiac of Pain charge. At 15th level, you regain one after you finish a short rest. At 20th level, you gain a third Zodiac of Pain charge.
At 1st level, your walking speed increases by 10.
- Ice Shield
At 1st level, you can expend spell slots to increase your AC and ward off enemies. Your AC increases by 1 per level of the spell slot, and enemies who hit you take 1d8 Cold damage per level of the spell slot. This skill lasts for 1 minute.
- Sorcerous Healing
At 6th level, you can expend a Zodiac of Pain charge to restore hit points to a target within 60 feet of you equal to your sorcerer level multiplied by 2.
- Ice Affinity
At 10th level, you know all cantrips that deal cold damage, and they don't count against the number of cantrips you know. Also, you are resistant to cold damage.
At 14th level, when you cast a cantrip as an action on your turn, you can cast two instead of one.
- Ice Master
At 18th level, you are immune to cold damage and when you use Ice Shield, it affects you and up to six allies within 60 feet of you.