Frozen One (5e Class)

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Frozen One[edit]

Dressed in an oriental kimono and holding in his hands a blue blade, a furious forest elf flies with wings of ice to launch an attack on the dragon that burned his icy forests and murdered his people.

With tears in your eyes that freeze on your face, before reach the ground, a human stops the time before seeing her fiance be hit by a blow from a angel.

A Halfling, sees a vampire coming towards him with the intention of drink every last drop of your magic blood. Then, he holds mystical freezing energy in his hands and hurls towards his attacker turning it into a statue of ice and regret.

The frozen ones carry in their blood a mixture of gifts and curse. It is not possible to choose to be frozen one, neither to learn your techniques. The cosmetic forces of winter, their lineage or forces not yet known choose him to share his power.

Creating a Frozen One[edit]

The most important narrative element that we must remember when building a frozen one is the source of its freezing power. Like you did you get it? Does your origin descend from the lineage of the ice goddess? Have you been blessed by the element of cold? A spirit of the blizzard possessed your body when you were a baby? And how do you feel about the magical power that runs through you? You hugged him, trying to dominate him or delight in its unpredictable nature? He is a blessing or a curse? Did you seek him or did he found you? Did you have the option to decline it or did you want to had it? What do you intend to do with him? Maybe you believe that this power was given to you for some bigger purpose. Or you can decide that this power gives you the right to do what you want, to take what you want those who do not have such power.

Quick Build

You can make a Frozen One quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the outlander background.

Class Features

As a Frozen One you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Mason's tools
Saving Throws: Strength, Constitution, Dexterity
Skills: choose four from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Nature, Perception, Performance, Persuasion, Stealth, Survival.

Equipment

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

  • (a) a greatsword or (b) longsword and a simple weapon
  • (a) a rapier or (b) longbow and 20 arrows
  • (a) a shortbow and 20 arrows or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Table: The Frozen One

Level Proficiency
Bonus
Features Winter Area Frozen Points Frozen Limit
1st +2 Winter, Ice Armor 5 ft. - -
2nd +2 Frozen Points, Fighting Style 10 ft. 8 2
3rd +2 Archetype Feature Blood Frost 10 ft. 12 2
4th +2 Ability Score Improvement 10 ft. 12 2
5th +3 Extra Attack, 10 ft. 14 3
6th +3 Archetype Feature 15 ft. 14 3
7th +3 Cold Blood 15 ft. 17 3
8th +3 Ability Score Improvement 15 ft. 17 3
9th +4 Gangrene 15 ft. 27 5
10th +4 Archetype Feature 20 ft. 27 5
11th +4 Extra Attack 20 ft. 32 5
12th +4 Ability Score Improvement 20 ft. 32 5
13th +5 Blessed by the blizzard 20 ft. 38 6
14th +5 Hyourinmaru 25 ft. 38 6
15th +5 Improved Ice Armor 25 ft. 44 6
16th +5 Ability Score Improvement 25 ft. 44 6
17th +6 Archetype Feature 25 ft. 57 7
18th +6 Winter Breeze, Improved Winter Breeze 30 ft. 57 7
19th +6 Ability Score Improvement 30 ft. 64 7
20th +6 Mahapadma 30 ft. 64 7

Winter[edit]

Your steps are as cold as winter. You freely freeze the ground in a area you choose and make it snow in the area equal to 5 feet. The area of ​​the effect is considered difficult terrain for everyone who steps except you unless you designate otherwise, and increases as you gain levels in this class.

You can use this a number equal to the limit on the frozen one table and they reset when you roll initiative.

Ice Armor[edit]

The inside of your skin is covered with a thin layer of ice that protects you from attack by enemies. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Fighting Style[edit]

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Frozen Points[edit]

Starting at 2nd level, your curse allows you to harness the mystic energy of ice, snow and cold. Your access to this energy is represented by a number of frozen points. Your Frozen Points are determined by the column of the Frozen One table. You can spend these points to fuel various frozen features.

You start knowing three such features: Invernal Shield, Storm Blade, and Frostbite. You learn more frozen features as you gain levels in this class. When you spend a frozen point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended frozen back into yourself.

Some of your frozen features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Frozen save DC = 10 + your proficiency bonus + your Constitution modifier

Frozen One Archetype[edit]

Starting at 3rd level, you can choose one archetype that defines your Frozen One powers.

Blood Frost[edit]

Starting at 3rd level, you can sacrifice hit points to fuel your frozen abilities. When using a frozen feature that requires spending frozen points, you may choose to expend 2 hit points for each equivalent frozen point. The hit points spent cannot reduce your total below 1. This reflects the intertwining of the power of ice with the life force within your veins.

Sub-Zero Recovery[edit]

At 3rd level, the frigid environment imbues you with a regenerative aura. As a bonus action, you can expend a use of your Winter feature to regain hit points equal to your proficiency bonus multiplied by your Constitution modifier. This effect increases to 2 times your proficiency bonus at 7th level, and 3 times at 15th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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 number of attacks increases to three when you reach 11th level in this class.

Cold Blood[edit]

At 7th level, your magical winter changes the composition of your blood, making you resistant to cold damage. In addition to affecting your personality, away from your emotions. Whenever you are charmed or frightened, you can spend 1 frozen point to free yourself from this effect, without using an action.

Blessed by the Blizzard[edit]

At 10th level, the connection between the spirit of the blizzard and you becomes stronger. In times of need, it will help you survive. Add your proficiency bonus to all saving throws.

Hyourinmaru[edit]

At 12th level, you gain the ability to sprout a pair of dragon wings made of ice from your back, gaining flying speed equal to your current speed. You can create these wings as a bonus action, on your turn. They last until you dissipate them, with a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing that is not made to accommodate your wings must be destroyed when you manifest them.

Improved Ice Armor[edit]

Starting at 13th level, your ice armor becomes more resistant. You have resistance to non-magical slashing, piercing and bludgeoning damage.

Winter Breeze[edit]

Beginning at 15th level, the icy wind that blows in your direction indicates the position of any hidden or invisible creature within an area of ​​20 feet from you.

Improved Winter Breeze[edit]

At 16th level, the divine elemental of the ice guides your steps. While in the winter area, all of your weapon attacks have advantage.

Mahapadma[edit]

Beginning at 17th level, You acquire the power to reduce the temperature of all bodies to absolute zero, making the kinetic energy of all bodies in the area to be 0, except yours. Spend nine frozen points and cast the spell "time stop" without verbal or material components.

Archetypes[edit]

Winter Reaper[edit]

Winter reapers are warriors who harness the power of ice to bring hunt their prey. Using the control over winter, they slow their targets, withering them down in order to deliver a decisive blow when the right time comes.

Reaper's Mark

Starting at 3rd level, when you activate your Winter feature, you can use a bonus action to mark a creature to be killed. As part of this bonus action, and as a bonus action in each turn afterwards, you can use a Bonus Action to make a melee attack against this creature, or to Dash towards that creature.

If you reduce the marked creature to 0 hit points before the Winter feature duration ends, you regain a number of hit points equal to your Reaper level + your Constitution modifier.

Cold Predator

Starting at 6th level, your speed increases by a number of feet equal to the radius of your Winter area, and opportunity attacks against you are made at Disadvantage for the duration.

Gangrene

At 9th level, the low temperature of your attacks prevents the target's blood flow causing necrosis. When you hit a creature with Frostbite, the creature takes an additional amount of necrotic damage equal to your Constitution modifier (minimum of one).

Icy death

At 17th level, you gain the ability to drag an opponent to the coldest parts of the underworld. when you hit an opponent with 12 or more points of frostbite, they must make a constitution saving throw. if they fail, they are sent to the underworld as if you used the plain shift spell and die. If they pass, they will receive damage equal to 5d10 cold damage + 5d10 necrotic damage.

Frozen Warden[edit]

Frozen wardens are sacred guardians from ancient temples dedicated to the gods of winter and frost. They use their cold powers to protect and ward their protegees, no matter how far they must go.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in Intimidation and Survival. If you are already proficient with those skills, you can choose any two other skills from your Frozen One table.

Protective Winds

Starting at 3rd level, while your Winter feature is active, whenever a creature you can see inside your Aura is attacked, you can use a reaction to cause strong northern winds to blow, imposing Disadvantage to the attack. On a hit, the damage of that attack is halved.

Hindering Cold

At 6th level, while your Winter feature is active, you can use a Bonus Action to cause the frost to accumulate on a creature inside the area. You force that creature to make a Strength saving throw, or that creature is restrained until the start of your next turn.

The creature can use an Action to end that condition on itself.

Ice Aegis

At 9th level, whenever you conjure your Invernal Shield, shards of ice cover your body, and you gain temporary hit points equal to your Constitution modifier x your proficiency bonus.

Invincible Guardian

At 15th level, you can use Invernal Shield at will, without spending frozen points. In addition, you can use it to protect a creature you can see other than you that is within your Winter area.

Icy execution

At 17th level, you gain the ability to completely freeze your opponent's body. When you hit your opponent with frostbite using 7 frozen points, he must make a Constitution saving throw. If he fails, his hit points will be reduced to zero and his whole body turned to ice. If he pass, he will receive damage equal to 5d10 cold damage + 5d10 radiant damage.

Frozen Features[edit]

Ice Forging:

You possess the talent of ice forging, allowing you to shape formidable combat weapons or sturdy shields made of ice. With the naked eye, the items forged by you with this skill are aesthetically identical to those of an experienced blacksmith and appear to be made of steel. You take a bonus action to forge an item, which melts after 1 minute unless used for a ritual. In a ritual, the items last the full duration as you focus your power into them, but are destroyed afterward. The shape of your weapon should be a martial weapon, shield, or ranged weapon.

Archery Style: When you use this feature to create a ranged weapon, your ammunition is magically created with each attack. If you hit an attack, your projectile travels through the target in a 30 by 5-foot line, dealing cold damage equal to 1d6 per frozen point spent. Additionally, the ranged weapon created through this style remains permanent until the end of your next long rest, after which it dissipates.
Defense Style: When you create a weapon or shield, your armor or skin is covered in shards of ice, adding a magical bonus equal to half the amount of points spent (rounded down) to your AC. If your armor already has a magical bonus, this one replaces your armor's one, if higher. In addition, you gain 5 temporary hit points per point spent which last until the next dawn.
Shielder: If you choose to forge a shield, your imagination drives its form with your cold as fuel. The shield's AC equals the number of points divided by 2 (rounded down) and can be used as a reaction. If used to block an area of effect attack, the shield's AC has to beat the attack's save; otherwise, the shield breaks, causing the strength of the shield to be added to allies' saving rolls if they are in the effect area.
Frostbite

When you hit a creature with a weapon attack, you can spend 1 frozen point to cause additional 1d8 cold damage, plus 1d8 per additional point spent.

In addition, you can forgo 1 die of damage to reduce the movement speed of your target by half until the end of your next turn.

Invernal Shield

As a reaction when you are hit by an attack, you can spend 2 frozen points harden your body and making ice crystals appear on the spot reaching as possible avoiding the hit, adding your Constitution modifier your AC (minimum of +1) until the start of your next turn.

In addition, when you use this feature, any fire or cold damage you take until the start of your next turn is halved.

Hold Winter

Prerequisite: 5th level

You have learned to control your body temperature and winter that follows you anywhere. You can spend 1 frozen point as an Action to cease the effects of your winter feature for 10 minutes. After this time, the Winter feature resumes for the remainder of its duration.

Hail

Prerequisite: 9th level

As a ranged attack, you can spend 5 frozen points and make hail. The shape of hail can be anyone you like. You can make rain ice swords from the sky or ice rocks, anything made of ice. Each creature of your choice in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The hail spreads around corners. It freezes objects in the area that aren’t being worn or carried. You can spend frozen points to increase this skill's damage by 1d6 for each additional frozen point.

Kawarimi

Prerequisite: 9th level

As a reaction to an attack made against you, you can spend 5 frozen points to escape that attack, causing it to miss, leaving an ice statue in its place. You instantly teleport, reappearing in another place of your choice you can see within 30 feet.

Mirror

Prerequisite: 13th level

Spend an Action and 6 frozen points. You can change the structure of your ice armor to hide your presence, its structure adapts like a mirror to reflect and refract light preventing the detection of your presence, for all intents and purposes, you become invisible for 1 minute.

While in an area of dim light you don't become invisible, but attacks against you have disadvantage. In an area of darkness, creatures with darksight can clearly seen you.

Freezing Gaze

Prerequisite: 17th level

As an action, you can spend 7 frozen points and choose a creature that you can see within 60 feet of you. As a bonus action, you launch a magical gaze of freezing energy from your eyes. The target must succeed on a Constitution saving throw or it is restrained as its flesh begins to frozen. On a successful save, the creature isn’t affected.

A creature frozen by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is completely frozen and subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

The ice melts after 1 minute, or immediately if the target takes fire damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Frozen One class, you must meet these prerequisites: Strength 13 or Dexterity 13 and Constitution 13

Proficiencies. When you multiclass into the Frozen One class, you gain the following proficiencies: Light armor, simple weapons, martial weapons

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