https://www.dandwiki.com/w/api.php?action=feedcontributions&user=24.146.231.81&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T10:17:36ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Paradox_Men_(5e_Class)&diff=1418378Paradox Men (5e Class)2020-12-19T23:09:16Z<p>24.146.231.81: /* (REDACTED) */</p>
<hr />
<div>==Paradox Men==<br />
Much like the tales told of the mysterious "Men In Black", the Paradox Men are myths. What's more, is that instead of dealing with extraterrestrial life, the Paradox Men save the world--and indeed, the entire multiverse--from catastrophic temporal failures, be they as obvious as cascading dominoes, or as subtle as a butterfly's wings. They are an organization that does what they do for no thanks, no praise, no rewards--they do it to save reality as we know it. <br />
<br />
How they do these things, nobody knows... until one day, you find a wounded stranger in your home with a mysterious glowing object in hand. Or perhaps someone comes to your door, wearing strange clothes, claiming that they absolutely HAVE to be there--without saying why. Or maybe a particularly familiar grizzled-looking adventurer shows up, wordlessly handing you a puzzle box before disappearing, the moment you look away. Whatever the case, you've begun your initiation into the legend that is: the Paradox Men!<br />
<br />
===Creating a Paradox Man===<br />
A Paradox Man is a manipulator, traveler, and protector of time. However they do it, their temporal abilities can support or enhance their physical abilities.<br />
{{5e Image|float:right|http://www.brewsterbearfacts.com/wp-content/uploads/2019/05/image1-2.jpg|Photo: Courtesy of Tim Beckley}}<br />
<br />
<!--Questions to help player develop character--><br />
Where does your time ability stem from? Who was/is your mentor? What were you before you began warping time? <br />
;Quick Build<br />
You can make a Paradox Man quickly by following these suggestions. First, {{5a|Wis}} should be your highest ability score, followed by {{5a|Int}}. Second, choose the {{5e|Backgrounds|Sage}} (p.137 PHB) background. Third, choose {{5e|Tools|Tinker's tools}}, and 2 {{5e|Weapons|martial weapons}}. <br />
<br />
{{5e Class Features<br />
|name=Paradox Man<br />
|summary=An order of people dedicated to the preservation and maintenance of multiversal timelines.<br />
|hd=8<br />
|spellcasting=half<br />
|armor={{5e|Light Armor|light}} and {{5e|medium armor}}s.<br />
|weapons=All {{5e|Weapons|simple weapons}} and 2 {{5e|Weapons|martial weapons}} of choice.<br />
|tools={{5e|Tools|Tinker's tools}}.<br />
|saves={{5a|Wis}} and {{5a|Int}}<br />
|skills=Any 3 skills.<br />
|item1a=A {{5e|Weapons|martial weapon}}<br />
|item1b=2 {{5e|Weapons|simple weapons}}<br />
|item2a=A {{5e|Equipment Packs#Diplomat's Pack|Diplomat's Pack}}<br />
|item2b=A {{5e|Equipment Packs#Scholar's Pack|Scholar's Pack}}<br />
|item3a=An Arcane Focus<br />
|item3b={{5e|Component Pouch}}<br />
|item4a=An Hourglass (or some way of showing the passage of time)<br />
|item4b=A trinket and one coin of each value (and {{5e|Leather Armor}})<br />
|classfeatures1={{inpage|Time Stop}}, {{inpage|Right Time, Right Place}}<br />
|classfeatures2={{inpage|Spellcasting}} <br />
|classfeatures3={{inpage|Archetype}}: {{inpage|Delta-mu}}, {{inpage|Psi-omega}}, or {{inpage|Sigma-theta}}<br />
|classfeatures4={{inpage|Slow as a Tortoise}}<br />
|classfeatures5={{inpage|Chaos Theory}}, {{inpage|Quick as a Hare}}<br />
|classfeatures6={{inpage|Accelerated Entropy}}<br />
|classfeatures7={{inpage|Time Flies When You're Halving Fun}}, {{inpage|Archetype}} Feature<br />
|classfeatures8=<br />
|classfeatures9={{inpage|(REDACTED)}}<br />
|classfeatures10={{inpage|Time Step}}, {{inpage|Archetype}} Feature<br />
|classfeatures11={{inpage|Quick as a Hare}} Improvement<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Memetic Hazard}}<br />
|classfeatures14={{inpage|Time Stop}} Improvement<br />
|classfeatures15={{inpage|Borrowed Weapon}}, {{inpage|Archetype}} Feature<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Temporal Banishment}}<br />
|classfeatures18={{inpage|Temporal Intuition}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Highest Order Of Paradox}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Spells Known<br />
|extra1_1=0<br />
|extra1_2=4<br />
|extra1_3=6<br />
|extra1_4=8<br />
|extra1_5=10<br />
|extra1_6=10<br />
|extra1_7=10<br />
|extra1_8=12<br />
|extra1_9=12<br />
|extra1_10=14<br />
|extra1_11=16<br />
|extra1_12=18<br />
|extra1_13=20<br />
|extra1_14=20<br />
|extra1_15=20<br />
|extra1_16=22<br />
|extra1_17=22<br />
|extra1_18=24<br />
|extra1_19=26<br />
|extra1_20=28<br />
<br />
|extra2_name=Cantrips Known<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=4<br />
|extra2_8=4<br />
|extra2_9=4<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=5<br />
|extra2_13=5<br />
|extra2_14=5<br />
|extra2_15=5<br />
|extra2_16=5<br />
|extra2_17=5<br />
|extra2_18=5<br />
|extra2_19=5<br />
|extra2_20=6<br />
}}<br />
<br />
====Time Stop====<br />
You pause time, allowing you to take a second turn after this one. During your second turn, no one but you may take any action. You can only move yourself and what you have on you; you cannot move a Sentient Being (organic or otherwise). Moving objects outside what is on your person requires double the Strength necessary, as the item is fighting time itself to move. You may use this once per {{5e|long rest}}.<br />
<br />
Outside of combat, this ability lasts one 30 seconds and has the “Stressed” modifier: during a “stressed” moment (GM discretion), roll for concentration DC15, adding your Wisdom modifier. On a failure, the ability lasts half as long.<br />
<br />
====Improved Time Stop====<br />
At level 14, Time Stop is now usable twice per combat. It lasts for 4 turns and you can attack on all turns. Outside of combat, lasts for one minute.<br />
<br />
====Right Time, Right Place====<br />
Any time before the game starts, roll a 2d6. Add the numbers together, and write it down. At any point during the game, you may add that number once to whatever roll you desire. This ability may not count towards scoring a critical hit, and may only be used once per game session.<br />
<br />
====Spellcasting====<br />
As a Paradox Man you may learn from any spell tree you wish, due to the fact that your spell levels only go up to 5. Your spellcasting modifier is {{5a|wis}}, you may prepare a number of spells equal to double your {{5a|wis}} modifier + your level. Spell save DC is as normal, using your {{5a|wis}} modifier. If a spell requires the use of another attribute to cast, use your spellcasting attribute instead ({{5a|wis}}).<br />
<br />
====Archetype====<br />
At the 3rd level, you choose an archetype. Choose between {{inpage|Delta-mu}}, {{inpage|Psi-omega}}, or {{inpage|Sigma-theta}}, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, and 15th levels.<br />
<br />
====Slow as a Tortoise====<br />
Target one figure within 60ft, that target makes a {{5a|Wis}} {{5e|saving throws|saving throw}}. If they fail, they are under the effects of the ''{{5e|slow}}'' spell for one round. You may use this ability a number of times up to your {{5a|wis}} modifier before requiring a {{5e|Long Rest}}.<br />
<br />
Outside of combat, the effects of this ability last for an hour.<br />
<br />
====Ability Score Increase====<br />
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.<br />
<br />
====Chaos Theory====<br />
When you are damaged by an attack, you may expend a first level spell slot & your reaction to make your opponent redo the entire attack, negating all effects of the first attack hit (works on magical attacks also).<br />
<br />
====Quick as a Hare====<br />
You speed time for yourself making your own movements lightning fast (Creators' Note: This is not 'haste'!). You may use this once per 3 {{5e|Long Rest}}s and it lasts a number of minutes equal to double your Paradox Man level. You may end this at any time you choose.<br />
<br />
While rushed add 10 ft to your move speed. Gain advantage on any physical saves as well as physical attacks. You have the benefits of the extra attack ability while rushed. Anything done on your turn takes half the time it normally would take (physical-related actions are relegated to "bonus actions", e.g. quaffing potions and the like). Casting time is dropped by half, to a minimum of "Instant".<br />
<br />
====Improved Quick As A Hare====<br />
At level 11, you may target 1 additional player with this ability. It also recharges after every 1 {{5e|long rest}}.<br />
<br />
====Accelerated Entropy====<br />
You bring the full power of time down upon the armor or weaponry of your opponent. When using this ability choose an object: that object ages several thousand years instantaneously, causing any non-metal or stone parts to crack and weather, and any metal parts to rust and chip. Any armor this affects is reduced to +1 for AC, and if a targeted weapon is used, the owner must roll a d4 for every hit: on a 1 or 3, it breaks. Objects return to their normal state after one round (or one minute), and any objects broken while aged stay broken when they revert to normal (e.g. a sword snapped in half does not regrow the rest of the sword). Useable only once per {{5e|short rest}}.<br />
<br />
====Time Flies When You're Halving Fun====<br />
At level 7, your party's “Rest” times are halved (a short rest becomes half an hour, a long rest becomes 4 hours).<br />
<br />
====(REDACTED)====<br />
Your eyes glow with a white light, softly at first, but stronger in intensity, until it becomes a blinding flash. Humanoids and creatures that make eye contact at this time will forget you were ever even there (this also works against those who use magic to see, those who are blind, and those who do not have eyes). As long as you do not take any hostile action directly against them, they will cease to remember you existed and will not engage you. If a creature wants to remember you, it must make an {{5a|Int}} {{5e|saving throws|saving throw}} against DC20, and they must make this save every time they wish to re-remember. After the first failure, if the creature wishes again to remember, the roll must be made against your spell save DC.(Once per long rest)<br />
<br />
====Time Step====<br />
You take a step out of time and move, then come back into the present--what looks to the uninitiated as "teleporting". You may "teleport" up to your move speed a number of times equal to your {{5a|wis}} modifier plus one per {{5e|short rest}}. Using this ability does not cause Attacks of Opportunity.<br />
<br />
====Memetic Hazard====<br />
At level 13, your mere visage can be used as a weapon. As a bonus action, if you're able to look your target in the eyes, target is stunned for one round. This ability can be used twice before needing a {{5e|short rest}}. This ability does not work on creatures without eyes (e.g. skeletons). If they are merely blind (re: still has eyes, but cannot use them) this effect still works. For creatures with more than one set of eyes, or creatures that have eyes that are magically enhanced for seeing, the effect is doubled (stunned for two rounds). This can be used in conjunction with (REDACTED).<br />
<br />
====Borrowed Weapon====<br />
You borrow a weapon from yourself, out of time. <br />
If you take a weapon from your Past: Deal the normal damage for a weapon of its type, plus 2d10 force damage. <br />
If you take it from your Future: Deal the normal damage for a weapon of its type, plus 2d10 psychic damage.<br />
<br />
====Temporal Banishment====<br />
At level 17, once per {{5e|long rest}} you may attempt to banish a creature to a void without time. The creature must make a {{5a|Wis}} {{5e|saving throws|saving throw}} against your spell save dc. A failing save negates all spells and magics the creature is making or has made, and banishes them to a timeless void for 2 rounds (because a creature of time cannot be in timeless space). If the creature successfully saves, they do not get banished, but all spells or magics still stop.<br />
<br />
====Temporal Intuition====<br />
You know what is going to happen, and act accordingly—however, you don’t know what happens after that, and cannot therefore prepare for it. If you make an {{5e|attacks rolls|attack roll}} against an enemy and you miss, or if you roll a {{5e|saving throws|saving throw}} and fail, you can use this feature to automatically succeed. However, using this feature causes your next {{5e|saving throws|saving throw}} or {{5e|attacks rolls|attack roll}} to fail.<br />
<br />
====Highest Order Of Paradox====<br />
At level 20 you can briefly tear the fabric of time. You target one creature that is 10 ft from you, and they need to make a {{5a|Con}} {{5e|saving throws|saving throw}} against your spell save DC. Upon failure, they are erased from all time. You can only use this once per day. USE WITH CAUTION!<br />
<br />
===Delta-mu (Δμ)===<br />
Creators of fantastical machines that traverse time; nicknamed “Hardware” or “Backwards Doctors”.<br />
<br />
;{{#anc:Quick Math}}<br />
Starting at 3rd level, any time you would use your {{5a|Int}} for a roll, you may use this ability to re-roll any number of dice that show a 1. If you use this ability, roll a d20; on a 1, no matter what you rolled, all dice become as if you rolled a one for each of them. You can use this any number of times, but the more you use it, the higher the difficulty becomes (e.g. if you decided to use it again, your “fail” rolls on the d20 become 1 and 2; if you use it a third time, the “fail” rolls become 1, 2, and 3, etc.).<br />
<br />
;{{#anc:Multi-Tool}}<br />
It’s the Swiss Army Knife for the Delta-mu, a definite must-have for the time traveler in ANY age! It looks like a standard Swiss Army Knife, but holds an impossible number of options. Starting at level 3, any attempt made to fix or break an object or objects becomes easier by +1, or reduces the DC by 2. The Multi-Tool cannot be broken permanently; any damage done will automatically repair itself after 2d4 minutes.<br />
<br />
At Higher Levels: at level 7, you can cast ''{{5e|knock}}'' or ''{{5e|shatter}}'' at-will using the knife, two uses per day. At level 11, the DC for any Tinker Tool is dropped by 10, and you gain proficiency in "Survival" and "Investigation" (if you already have these, their bonuses are doubled). <br />
<br />
;{{#anc:Bigger On The Inside}}<br />
Starting at 10th level, you are able to make a puzzlebox that is able to hold one (1) extra use of a Paradox Man feature. Building this box takes 3 days: 2 days making the box, and one day’s use of the feature you desire (pre-{{5e|Long rest|long}} or {{5e|Short Rest}}). The moment you store the desired feature, you cannot use either the box or the feature until you are refreshed. Using the feature in the box can only be done once per {{5e|long rest}}.<br />
<br />
;{{#anc:Clockwork Grenade}}<br />
At level 15: you can make a small grenade out of clock parts and infuse it with temporal essence. The entire creation takes one turn, or 10 minutes. It hits any creature within a 20 ft sphere upon detonation. For grenades that were made in ten minutes: the grenade deals 5d10 force damage and anyone that fails a {{5a|Dex}} {{5e|saving throws|saving throw}} is also {{5e|slow}}ed. For grenades made in one turn, the grenade deals 2d10 force damage to anyone failing the saving throw.<br />
<br />
===Psi-omega (Ψω)===<br />
Those who are naturally gifted at the manipulation of time; nicknamed “Software” or “Psych Inmates”.<br />
<br />
;{{#anc:In The Space Between Seconds}}<br />
Starting at 3rd level, any time you would be hit, you may choose to use this feature. You pull yourself backwards a split second from reality, then snap back—making any hit an automatic miss. After you use this feature you must make a {{5a|Con}} {{5e|saving throws|saving throw}} against your own spell save DC. If you fail, you don't do anything on your next turn--shifting your own atoms to move in such a way is physically challenging. You may use this 2 times per every {{5e|long rest}}.<br />
<br />
;{{#anc:Afterimage}}<br />
Meditating upon the flow of time, you come upon a startling realization that movement through time is like swimming through water--and through hard work, you can become a better swimmer. Starting at 7th level, you are able to move fast enough to enable a second attack. If you use the "Clock Stop" feature in conjunction, you may attack twice more in any part of the allotted time. Can only be used once per long rest.<br />
<br />
;{{#anc:Planar Slash}}<br />
Through tempering your rage and inherent magical connection with time itself, you are able to manifest temporal energies through your hands. Starting at 10th level, you may slash into an opponent (ethereal construct weapon: claws) for 5d10 elemental damage of your choice. You may use this as many times as half of your Paradox Men level, every {{5e|long rest}}.<br />
<br />
;{{#anc:Travel the Planes}}<br />
A story your mentor told you about a cat that could walk through walls comes roaring back into your head; suddenly it clicks into place, how it was able to do this. Starting at 15th level, you know the ''{{5e|dimension door}}'' spell and may cast it once per turn.<br />
<br />
===Sigma-theta (Σθ)===<br />
Adept at acquiring and using temporally-gained knowledge; nicknamed “Users” or “Honest Politicians”.<br />
<br />
;{{#anc:Uncertainty Principle}}<br />
At level 3: The more your enemy knows, the more damage they take. Add your enemy's {{5a|Int}} mod to your attack damage.<br />
<br />
;{{#anc:Schrödinger’s Conundrum}}<br />
At level 7: you understand that whenever something happens, there is also an alternate reality where it doesn’t happen. If a hit lands on you, you may activate this ability. Roll a D4—on a 2 or 4, the hit misses, but on a 1 or 3, take twice the damage.<br />
<br />
;{{#anc:Self-Encouragement}}<br />
At level 10, you go back in time and subtly nudge yourself to become better—or maybe you go forward in time to acquire genetic enhancers to give to yourself in the past. Add +1 to three Attributes. Cannot be the same Attribute, cannot be used to raise an Attribute higher than 20.<br />
<br />
;{{#anc:Potential to Kinetic}}<br />
At level 15, your {{inpage|Borrowed Weapon}} ability changes. Instead of borrowing a weapon from yourself in either the future or past, you borrow potential energy and change it to kinetic—in essence, blasting your enemies with your own stolen momentum. Your total Speed is reduced by 10 feet for an entire encounter whenever you use this feature, but your weapon deals 4d10 energy damage instead 2d10 force or 2d10 psychic.<br />
<br />
<br />
=== Multiclassing ===<br />
'''Prerequisites.''' To qualify for multiclassing into the Paradox Men class, you must meet these prerequisites: have a mentor (the person who introduced you into the organization), {{5a|Wis}} 15, {{5a|Int}} 15<br />
<br />
'''Proficiencies.''' When you multiclass into the Paradox Men class, you gain the following proficiencies: {{5e|Tools|Tinker's Tools}}<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1369092Frost Knight (5e Class)2020-08-19T02:15:47Z<p>24.146.231.81: /* Ice Chains */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
Upon reaching the 8th level, your enemies' life forces turns to your whim. As a bonus action, you can envelop them in tendrils of ice, dealing 1d8 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 + STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 10th level, you may use an action to send chains of frost out from your body. Choose up to 4 creatures within 60 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy gets disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368868Frost Knight (5e Class)2020-08-18T12:30:30Z<p>24.146.231.81: /* Consuming Cold */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
Upon reaching the 8th level, your enemies' life forces turns to your whim. As a bonus action, you can envelop them in tendrils of ice, dealing 1d8 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 + STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy gets disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368726Frost Knight (5e Class)2020-08-18T02:36:25Z<p>24.146.231.81: /* Cold Sentinel */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 + STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy gets disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368724Frost Knight (5e Class)2020-08-18T02:35:08Z<p>24.146.231.81: /* Ice Shards */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 + STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368723Frost Knight (5e Class)2020-08-18T02:34:30Z<p>24.146.231.81: /* Consuming Cold */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 + STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368722Frost Knight (5e Class)2020-08-18T02:33:36Z<p>24.146.231.81: /* Consuming Cold */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368721Frost Knight (5e Class)2020-08-18T02:32:39Z<p>24.146.231.81: /* Icy Ground */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368720Frost Knight (5e Class)2020-08-18T02:31:51Z<p>24.146.231.81: /* Ice Wraith */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + Str, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Strength Mod for the Hit modifier. On a hit, this attack deals 2d6 + Str Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + Str Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + Str mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368717Frost Knight (5e Class)2020-08-18T02:29:13Z<p>24.146.231.81: /* Ice Chains */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
At the 13th level, you may use an action to send chains of frost out from your body. Choose up to 3 creatures within 40 ft of you; they must make a<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368714Frost Knight (5e Class)2020-08-18T02:24:32Z<p>24.146.231.81: /* Cold-Blooded */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368697Frost Knight (5e Class)2020-08-18T01:52:13Z<p>24.146.231.81: /* Icy Ground */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + CHA + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
Additionally, any creature that you choose 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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1368059Frost Knight (5e Class)2020-08-16T01:15:58Z<p>24.146.231.81: /* Heart of Ice */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
At 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + CHA + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
As a reaction to a melee attack, you may exhale a cold breath, rolling 12d12; if the result is higher than the target's current HP, it enters eternal cold. They cannot move or take any actions.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Last_Samurai_(5e_Class)&diff=1363611Last Samurai (5e Class)2020-08-02T02:28:36Z<p>24.146.231.81: /* Path of The Dragon's Fury */</p>
<hr />
<div><br />
==The Last Samurai==<br />
<br />
<!--Introduction--><br />
<br />
=== The Last of Your Kind ===<br />
<br />
Once your clan stood tall. Fighting off whatever challenges arose. You were honourable warriors following the code of Bushido. But now you stand alone in your clans destroyed dojo. Bodies fill the courtyard both from your clan and another. No one else here is alive, of that you are sure. As you wonder aimlessly through your dojo you come across your master's body, clutched in his hand is your clan masters blade. You pick it up and begin your journey.<br />
<br />
=== Creating The Last Samurai ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
What drives you to keep going? Is it your rage, your sorrow, or your honour?<br />
<br />
;Quick Build<br />
You can make The Last Samurai quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Soldier or Folk Hero background. <br />
<br />
{{5e Class Features<br />
|name= The Last Samurai<br />
|summary= The last of your clan, what will you make of yourself?<br />
|hd= 1d8<br />
|spellcasting=<br />
|armor= light<br />
|weapons= Katana(Same as Rapier but does slashing instead of piercing), Rapier, Staff, Longbow, Shortbow<br />
|tools= None<br />
|saves= Wisdom, Dexterity<br />
|skills= Choose two from Acrobatics, History, Athletics, Survival, Intimidation, and Insight<br />
|item1a= Leather Armor<br />
|item1b= Longbow and 20 arrows<br />
|item1c=<br />
|item2a= A Katana<br />
|item2b= Any other Samurai weapon as listed above<br />
|item2c=<br />
|item3a= An explorer's pack<br />
|item3b= a dungeoneer's pack<br />
|item3c=<br />
|item4a= Traveler's Clothes and 50 gp<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=[[#Samurai Path|Samurai Path]] <br />
|classfeatures2=[[#Keen Eye|Keen Eye]] <br />
|classfeatures3=[[#Samurai Path Feature(1)|Samurai Path Feature(1)]] <br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]] <br />
|classfeatures6=[[#Ability Score Increase|Ability Score Increase]]<br />
|classfeatures7=[[#Samurai Path Feature(2)|Samurai Path Feature(2)]] <br />
|classfeatures8=<br />
|classfeatures9=[[#Master of the Blade|Master of the Blade]]<br />
|classfeatures10=[[#Samurai Path Feature(3)|Samurai Path Feature(3)]]<br />
|classfeatures11=[[#Extra Attack(2)|Extra Attack(2)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Samurai Path Feature(4)|Samurai Path Feature(4)]]<br />
|classfeatures14=[[#Sixth Sense|Sixth Sense]]<br />
|classfeatures15=[[#Samurai Path Feature(5)|Samurai Path Feature(5)]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Improved Sixth Sense|Improved Sixth Sense]]<br />
|classfeatures18=[[#Samurai Path Feature(6)|Samurai Path Feature(6)]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Extra Attack(3)|Extra Attack(3)]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
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|extra1_20=<br />
}}<br />
<br />
== Class Features ==<br />
==== Samurai Path ====<br />
At 1st level, you chose a Samurai Path. Choose between The Path of The Dragon's Fury, The Path of The Demon's Agony, Or The Path of The Warrior's Honour detailed at the end of the class description. Your choice grants you features at 1st level and again at level 3,7,10,13,15,and 18.(The DC for any saving throw in your Samurai Path is 8+your proficiency+ your Wisdom Modifier).<br />
<br />
==== Keen Eye ====<br />
Starting at 2nd level, you've learn to use the knowledge handed down by your master to find an opponents weak point. Because of this you may use Wisdom when you attack with a samurai weapon instead of Dexterity or Strength.<br />
<br />
==== Samurai Path Feature(1) ====<br />
At 3rd level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th 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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th Level,you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 6th 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.<br />
<br />
==== Samurai Path Feature(2) ====<br />
At 7th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 8th 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.<br />
<br />
==== Master of the Blade ====<br />
<br />
Starting at 9th level you have begun to fully master your Samurai weapons. You now find it easier to hit opponents where they are the weakest. Your weapon attacks score a critical hit on a roll of 18, 19, or 20.<br />
<br />
==== Samurai Path Feature(3) ====<br />
At 10th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Extra Attack(2) ====<br />
Starting at 11th Level,you can attack three times, instead of once, whenever you take the Attack action on your turn<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 12th 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.<br />
<br />
==== Samurai Path Feature(4) ====<br />
At 13th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Sixth Sense ====<br />
Starting at 14th Level,you begin to feel the Ki that flows through all living things. This allows you to sense any hidden or invisible creatures within 10ft of you.<br />
<br />
Additionally, as a Bonus Action you may focus your Ki on a target creature within 10ft. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.<br />
<br />
You can focus your Ki three times, you regain all uses after a long rests.<br />
<br />
==== Samurai Path Feature(5) ====<br />
At 15th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 16th 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.<br />
<br />
==== Improved Sixth Sense ====<br />
Starting at 17th Level,your Ki sensing abilities grow stronger. This allows you to sense any hidden or invisible creatures within 30ft of you.<br />
<br />
Additionally, as a Bonus Action you may now focus your Ki on up to two target creatures within 30ft. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.<br />
<br />
You can focus your Ki five times, you regain all uses after a long rests.<br />
<br />
==== Samurai Path Feature(6) ====<br />
At 18th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 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.<br />
<br />
==== Extra Attack(3) ====<br />
Starting at 20th Level,you can attack four times, instead of once, whenever you take the Attack action on your turn<br />
<br />
==Samurai Paths==<br />
<br />
==== Path of The Dragon's Fury ====<br />
<br />
You fully embrace the anger brought on by the death of your clan. This anger allows you to wield the Dragon's fire to burn down any foe. But, be warned the Dragon's flames are not so easily tamed.<br />
<br />
;Dragon's Flames<br />
Starting at 1st level when you choose this path, you start to control the fire of The Dragon. As a Bonus Action on your turn you can light yourself on fire for 1 minute (while on fire you take damage at the start of your turn equal to your fire die). While on fire your weapon attacks deal an extra fire damage based on your fire die. <br />
<br />
If your HP hit 0 while you are on fire, your flames are extinguished. Your flames will also be extinguished by antimagic fields, cold damage, or any substantial amount of water. <br />
<br />
You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a long rest. <br />
<br />
Additionally, you gain resistance to fire damage and your fire die becomes 1d4<br />
<br />
;Dragon's Aura<br />
Starting at 3rd level, you begin to burn even hotter while on fire. While you are on fire, any creature who ends there turn withing 5 feet of you must make a Constitution Saving Throw, on a fail they take damage equal to your fire die. On a success nothing happens.<br />
<br />
Additionally, your fire die becomes 1d6.<br />
<br />
;Flame Burst<br />
Starting at 7th level, your control on the flames grows, you are able to shoot bursts of flame from the bottom of you feet. While you are on fire, your movement speed is doubled.<br />
<br />
Additionally, when you move at lest 30ft before making a successful melee attack on a creature, that creature take double your normal fire die.(i.e 1d8=2d8)<br />
Your fire die is now 1d8<br />
<br />
;Fired up<br />
Starting at 10th level, you are always ready for a fight. When you roll initiative you may begin the fight on fire, this does not count against you uses of Dragon's Flames.<br />
<br />
Additionally, when you roll initiative and have no uses of Dragon's Flames left you regain a number of uses equal to half your Wisdom modifier rounded down.<br />
<br />
;Blue Inferno<br />
Starting at 13th level, your flames scorch the very earth you stand, so intense they turn blue. Your Dragon's Aura range increases to 15ft, and any one who succeeds the check now takes half damage instead of none.<br />
<br />
Additionally, your fire die becomes 1d10<br />
<br />
;Fire Sense<br />
Starting at 15th level, when you use Sixth Sense to focus on a creature it is engulfed in flames. It takes 1 fire die of damage at the start of each of its turns. The flame is extinguished if you stop focusing on them. <br />
<br />
Additionally, any creature you are focused on takes double your normal fire die when you successfully hit with an attack.<br />
<br />
;Dragon's Last Breath<br />
Starting at 18th level, when you drop to 0 HP, your flames burst out from you filling your Dragon's Aura. Any creature within your Dragon's Aura must make a Dexterity saving throw. On a fail they take 12 fire die of damage. They take half as much on a success.<br />
<br />
Once you use this feature it can't be used again until after you finish a long rest.<br />
<br />
Additionally, your fire die becomes 1d12<br />
<br />
==== Path of The Demon's Agony ====<br />
<br />
You are fully consumed by grief and sadness brought on by the death of your clan. All you care about is sharing your pain and spreading it through out others. Whilst healing your own broken heart. <br />
<br />
;Sweet Suffering<br />
Starting when you choose this path at 1st level,you learn to savour the pain of others. Whenever you make an attack with a samurai weapon you may add 1d4 necrotic damage to the attack. <br />
<br />
Additionally, when you deal necrotic damage you gain temporary hit points equal to half the necrotic damage you dealt. If the creature you dealt damage to dies, instead gain temporary hit points equal to the full amount of necrotic damage you dealt.<br />
<br />
;Wail of Agony<br />
Starting at 3rd level, You can emit a deafening roar of pain, causing your enemies sadness and pain. As a Bonus Action on your turn, you can emit a Wail of Agony. All hostile creatures within 60ft must make a Constitution saving throw. On a success hostile creatures pity you and have disadvantage on attacks against you until your next turn. On a fail hostile creatures gain the Blinded(from tears in their eyes) and Deafened conditions for 30 seconds.<br />
<br />
You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a long rest.<br />
<br />
;Weighing Grief<br />
Starting at 7th level, you've learned to harness your agony into a physical weight in the form of large purple chains, relieving some of your own weight. Whenever you make a successful weapon attack on a creature its movement speed drops to 0 and it automatically fails all Dexterity Saving Throws until the end of your next turn.<br />
<br />
Additionally, you gain 5 temporary hit points for each creature affected by Weighing Grief at the start of your turn.<br />
<br />
;Sooth Their Sorrows<br />
Starting at 10 level, your ability to empathizes with your allies increases. Whenever a friendly creature within 10ft of you takes damage you may spend any number of temporary hit points to reduce that damage by the same amount.<br />
<br />
;Darkness My Old Friend<br />
Starting at 13th level, While you have temporary hit points you gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
Additionally, whenever you use Sweet Suffering you may add 1d6 necrotic damage instead of 1d4.<br />
<br />
;Empathy Sense<br />
Starting at 15th level, when you use Sixth Sense to focus on a creature it suffers from the affects of Weighing Grief. Also, whenever you take damage each creature your focused on must make a Wisdom Saving Throw. On a fail you deal an amount of damage equal to the damage you just took in necrotic damage. On a success nothing happens.<br />
<br />
;Demon's Final Tear<br />
Starting at 18th level, when you drop to 0 HP, each friendly creature within 60ft gains temporary hit points equal to your max hit points.<br />
<br />
You can't use this feature again until you finish a long rest.<br />
<br />
==== Path of The Warrior's Honour ====<br />
<br />
You fight against the anger and sorrow that threaten to consume you. Using your mastery of the blade, you fight with honour. Using the strength of your blade you plan to rebuild your clan.<br />
<br />
;Unarmored Defense <br />
Starting when you choose this path at 1st level, while not wearing armor or wielding a shield your AC = 10 + your Dexterity Modifier + your Wisdom Modifier.<br />
<br />
;Warrior's Shield<br />
Starting at 3rd level, you've learned the art of the parry. When you are attacked by a creature making a weapon attack you may attempt to parry as a Reaction, this adds +3 to your AC against this attack. You must decide to use Warrior's Shield before you know if the attack was successful or not.<br />
<br />
;Swift Strike<br />
Starting at 7th level, you've mastered your weapon to the point where you are no longer disadvantaged against a longer reach. Your samurai weapons now have an additional 5ft of reach.<br />
<br />
Additionally, You may make an Opportunity Attack on any hostile creature that enters your reach.<br />
<br />
;Proud Determination<br />
Starting at 10th level, your parry grows even stronger. Whenever you successfully block an attack with Warrior's Shield you regain your reaction.<br />
<br />
Additionally, any creature you have successfully used Warrior's Shield on has disadvantaged when attacking you until the start of your next turn. <br />
<br />
;Warrior's Presence<br />
Starting at 13th level, you presence can be felt by your allies who fight alongside you. While you are not incapacitated all friendly creatures within 60ft of you(including yourself) deals an additional 1d6 of radiant damage when they successfully make an attack.<br />
<br />
Additionally, all friendly creatures within your Warrior's Presence also has advantage on death saves. <br />
<br />
;Sharpened Sense<br />
Starting at 15th level, When you use Sixth Sense to focus on a creature its movements become far easier to read. When you use Warrior's Shield against a creature you are focused on you gain +5 AC instead of +3 AC.<br />
<br />
Additionally, when you successfully block an attack from a creature you are focused on with Warrior's Shield you may make an Opportunity Attack against the creature.<br />
<br />
;Honourable End<br />
Starting at 18th level,when you drop to 0 HP, instead you may choose to drop to 1 HP and gain temporary hit points equal to your max HP. While you still have these temporary hit points you have resistance to all damage types, and at the end of each of your turns you gain a level of exhaustion. Also while Honourable End is active your movement speed is double, and you now score a critical hit on a roll a 15 or higher. You can end Honourable End and drop to 0 HP on your turn as a Bonus Action before doing anything else.<br />
<br />
Additionally, When Honourable End is finished and you drop to 0 HP you gain a number of failed death saves equal to half your exhaustion level rounded down.<br />
<br />
You can't use this feature again until you finish a long rest.<br />
<br />
==Multiclassing==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into The Last Samurai class, you must meet these prerequisites: 15 Wisdom, 13 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into The Last Samurai class, you gain the following proficiencies: Light Armor and Katana <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Last_Samurai_(5e_Class)&diff=1363599Last Samurai (5e Class)2020-08-02T01:35:58Z<p>24.146.231.81: /* Path of The Dragon's Fury */</p>
<hr />
<div><br />
==The Last Samurai==<br />
<br />
<!--Introduction--><br />
<br />
=== The Last of Your Kind ===<br />
<br />
Once your clan stood tall. Fighting off whatever challenges arose. You were honourable warriors following the code of Bushido. But now you stand alone in your clans destroyed dojo. Bodies fill the courtyard both from your clan and another. No one else here is alive, of that you are sure. As you wonder aimlessly through your dojo you come across your master's body, clutched in his hand is your clan masters blade. You pick it up and begin your journey.<br />
<br />
=== Creating The Last Samurai ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
What drives you to keep going? Is it your rage, your sorrow, or your honour?<br />
<br />
;Quick Build<br />
You can make The Last Samurai quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Soldier or Folk Hero background. <br />
<br />
{{5e Class Features<br />
|name= The Last Samurai<br />
|summary= The last of your clan, what will you make of yourself?<br />
|hd= 1d8<br />
|spellcasting=<br />
|armor= light<br />
|weapons= Katana(Same as Rapier but does slashing instead of piercing), Rapier, Staff, Longbow, Shortbow<br />
|tools= None<br />
|saves= Wisdom, Dexterity<br />
|skills= Choose two from Acrobatics, History, Athletics, Survival, Intimidation, and Insight<br />
|item1a= Leather Armor<br />
|item1b= Longbow and 20 arrows<br />
|item1c=<br />
|item2a= A Katana<br />
|item2b= Any other Samurai weapon as listed above<br />
|item2c=<br />
|item3a= An explorer's pack<br />
|item3b= a dungeoneer's pack<br />
|item3c=<br />
|item4a= Traveler's Clothes and 50 gp<br />
|item4b=<br />
|item4c=<br />
|wealth= 5d4x10<br />
|classfeatures1=[[#Samurai Path|Samurai Path]] <br />
|classfeatures2=[[#Keen Eye|Keen Eye]] <br />
|classfeatures3=[[#Samurai Path Feature(1)|Samurai Path Feature(1)]] <br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5=[[#Extra Attack|Extra Attack]] <br />
|classfeatures6=[[#Ability Score Increase|Ability Score Increase]]<br />
|classfeatures7=[[#Samurai Path Feature(2)|Samurai Path Feature(2)]] <br />
|classfeatures8=<br />
|classfeatures9=[[#Master of the Blade|Master of the Blade]]<br />
|classfeatures10=[[#Samurai Path Feature(3)|Samurai Path Feature(3)]]<br />
|classfeatures11=[[#Extra Attack(2)|Extra Attack(2)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Samurai Path Feature(4)|Samurai Path Feature(4)]]<br />
|classfeatures14=[[#Sixth Sense|Sixth Sense]]<br />
|classfeatures15=[[#Samurai Path Feature(5)|Samurai Path Feature(5)]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Improved Sixth Sense|Improved Sixth Sense]]<br />
|classfeatures18=[[#Samurai Path Feature(6)|Samurai Path Feature(6)]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Extra Attack(3)|Extra Attack(3)]]<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
== Class Features ==<br />
==== Samurai Path ====<br />
At 1st level, you chose a Samurai Path. Choose between The Path of The Dragon's Fury, The Path of The Demon's Agony, Or The Path of The Warrior's Honour detailed at the end of the class description. Your choice grants you features at 1st level and again at level 3,7,10,13,15,and 18.(The DC for any saving throw in your Samurai Path is 8+your proficiency+ your Wisdom Modifier).<br />
<br />
==== Keen Eye ====<br />
Starting at 2nd level, you've learn to use the knowledge handed down by your master to find an opponents weak point. Because of this you may use Wisdom when you attack with a samurai weapon instead of Dexterity or Strength.<br />
<br />
==== Samurai Path Feature(1) ====<br />
At 3rd level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th 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.<br />
<br />
==== Extra Attack ====<br />
Starting at 5th Level,you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 6th 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.<br />
<br />
==== Samurai Path Feature(2) ====<br />
At 7th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 8th 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.<br />
<br />
==== Master of the Blade ====<br />
<br />
Starting at 9th level you have begun to fully master your Samurai weapons. You now find it easier to hit opponents where they are the weakest. Your weapon attacks score a critical hit on a roll of 18, 19, or 20.<br />
<br />
==== Samurai Path Feature(3) ====<br />
At 10th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Extra Attack(2) ====<br />
Starting at 11th Level,you can attack three times, instead of once, whenever you take the Attack action on your turn<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 12th 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.<br />
<br />
==== Samurai Path Feature(4) ====<br />
At 13th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Sixth Sense ====<br />
Starting at 14th Level,you begin to feel the Ki that flows through all living things. This allows you to sense any hidden or invisible creatures within 10ft of you.<br />
<br />
Additionally, as a Bonus Action you may focus your Ki on a target creature within 10ft. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.<br />
<br />
You can focus your Ki three times, you regain all uses after a long rests.<br />
<br />
==== Samurai Path Feature(5) ====<br />
At 15th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 16th 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.<br />
<br />
==== Improved Sixth Sense ====<br />
Starting at 17th Level,your Ki sensing abilities grow stronger. This allows you to sense any hidden or invisible creatures within 30ft of you.<br />
<br />
Additionally, as a Bonus Action you may now focus your Ki on up to two target creatures within 30ft. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.<br />
<br />
You can focus your Ki five times, you regain all uses after a long rests.<br />
<br />
==== Samurai Path Feature(6) ====<br />
At 18th level, you gain a feature granted by your Samurai path.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 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.<br />
<br />
==== Extra Attack(3) ====<br />
Starting at 20th Level,you can attack four times, instead of once, whenever you take the Attack action on your turn<br />
<br />
==Samurai Paths==<br />
<br />
==== Path of The Dragon's Fury ====<br />
<br />
You fully embrace the anger brought on by the death of your clan. This anger allows you to wield the Dragon's fire to burn down any foe. But, be warned the Dragon's flames are not so easily tamed.<br />
<br />
;Dragon's Flames<br />
Starting at 1st level when you choose this path, you start to control the fire of The Dragon. As a Bonus Action on your turn you can light yourself on fire for 1 minute (while on fire you take damage at the start of your turn equal to your fire die). While on fire your weapon attacks deal an extra fire damage based on your fire die. <br />
<br />
If your HP hit 0 while you are on fire, your flames are extinguished. Your flames will also be extinguished by antimagic fields, cold damage, or any substantial amount of water. <br />
<br />
You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a long rest. <br />
<br />
Additionally, you gain resistance to fire damage and your fire die becomes 1d4<br />
<br />
;Dragon's Aura<br />
Starting at 3rd level, you begin to burn even hotter while on fire. While you are on fire, any creature who ends there turn withing 5 feet of you must make a Constitution Saving Throw, on a fail they take damage equal to your fire die. On a success nothing happens.<br />
<br />
Additionally, your fire die becomes 1d6.<br />
<br />
;Flame Burst<br />
Starting at 7th level, your control on the flames grows, you are able to shoot bursts of flame from the bottom of you feet. While you are on fire, your movement speed is doubled.<br />
<br />
Additionally, when you move your whole movement before making a successful melee attack on a creature, that creature take double your normal fire die.(i.e 1d8=2d8)<br />
Your fire die is now 1d8<br />
<br />
;Fired up<br />
Starting at 10th level, you are always ready for a fight. When you roll initiative you may begin the fight on fire, this does not count against you uses of Dragon's Flames.<br />
<br />
Additionally, when you roll initiative and have no uses of Dragon's Flames left you regain a number of uses equal to half your Wisdom modifier rounded down.<br />
<br />
;Blue Inferno<br />
Starting at 13th level, your flames scorch the very earth you stand, so intense they turn blue. Your Dragon's Aura range increases to 15ft, and any one who succeeds the check now takes half damage instead of none.<br />
<br />
Additionally, your fire die becomes 1d10<br />
<br />
;Fire Sense<br />
Starting at 15th level, when you use Sixth Sense to focus on a creature it is engulfed in flames. It takes 1 fire die of damage at the start of each of its turns. The flame is extinguished if you stop focusing on them. <br />
<br />
Additionally, any creature you are focused on takes double your normal fire die when you successfully hit with an attack.<br />
<br />
;Dragon's Last Breath<br />
Starting at 18th level, when you drop to 0 HP, your flames burst out from you filling your Dragon's Aura. Any creature within your Dragon's Aura must make a Dexterity saving throw. On a fail they take 12 fire die of damage. They take half as much on a success.<br />
<br />
Once you use this feature it can't be used again until after you finish a long rest.<br />
<br />
Additionally, your fire die becomes 1d12<br />
<br />
==== Path of The Demon's Agony ====<br />
<br />
You are fully consumed by grief and sadness brought on by the death of your clan. All you care about is sharing your pain and spreading it through out others. Whilst healing your own broken heart. <br />
<br />
;Sweet Suffering<br />
Starting when you choose this path at 1st level,you learn to savour the pain of others. Whenever you make an attack with a samurai weapon you may add 1d4 necrotic damage to the attack. <br />
<br />
Additionally, when you deal necrotic damage you gain temporary hit points equal to half the necrotic damage you dealt. If the creature you dealt damage to dies, instead gain temporary hit points equal to the full amount of necrotic damage you dealt.<br />
<br />
;Wail of Agony<br />
Starting at 3rd level, You can emit a deafening roar of pain, causing your enemies sadness and pain. As a Bonus Action on your turn, you can emit a Wail of Agony. All hostile creatures within 60ft must make a Constitution saving throw. On a success hostile creatures pity you and have disadvantage on attacks against you until your next turn. On a fail hostile creatures gain the Blinded(from tears in their eyes) and Deafened conditions for 30 seconds.<br />
<br />
You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a long rest.<br />
<br />
;Weighing Grief<br />
Starting at 7th level, you've learned to harness your agony into a physical weight in the form of large purple chains, relieving some of your own weight. Whenever you make a successful weapon attack on a creature its movement speed drops to 0 and it automatically fails all Dexterity Saving Throws until the end of your next turn.<br />
<br />
Additionally, you gain 5 temporary hit points for each creature affected by Weighing Grief at the start of your turn.<br />
<br />
;Sooth Their Sorrows<br />
Starting at 10 level, your ability to empathizes with your allies increases. Whenever a friendly creature within 10ft of you takes damage you may spend any number of temporary hit points to reduce that damage by the same amount.<br />
<br />
;Darkness My Old Friend<br />
Starting at 13th level, While you have temporary hit points you gain resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
Additionally, whenever you use Sweet Suffering you may add 1d6 necrotic damage instead of 1d4.<br />
<br />
;Empathy Sense<br />
Starting at 15th level, when you use Sixth Sense to focus on a creature it suffers from the affects of Weighing Grief. Also, whenever you take damage each creature your focused on must make a Wisdom Saving Throw. On a fail you deal an amount of damage equal to the damage you just took in necrotic damage. On a success nothing happens.<br />
<br />
;Demon's Final Tear<br />
Starting at 18th level, when you drop to 0 HP, each friendly creature within 60ft gains temporary hit points equal to your max hit points.<br />
<br />
You can't use this feature again until you finish a long rest.<br />
<br />
==== Path of The Warrior's Honour ====<br />
<br />
You fight against the anger and sorrow that threaten to consume you. Using your mastery of the blade, you fight with honour. Using the strength of your blade you plan to rebuild your clan.<br />
<br />
;Unarmored Defense <br />
Starting when you choose this path at 1st level, while not wearing armor or wielding a shield your AC = 10 + your Dexterity Modifier + your Wisdom Modifier.<br />
<br />
;Warrior's Shield<br />
Starting at 3rd level, you've learned the art of the parry. When you are attacked by a creature making a weapon attack you may attempt to parry as a Reaction, this adds +3 to your AC against this attack. You must decide to use Warrior's Shield before you know if the attack was successful or not.<br />
<br />
;Swift Strike<br />
Starting at 7th level, you've mastered your weapon to the point where you are no longer disadvantaged against a longer reach. Your samurai weapons now have an additional 5ft of reach.<br />
<br />
Additionally, You may make an Opportunity Attack on any hostile creature that enters your reach.<br />
<br />
;Proud Determination<br />
Starting at 10th level, your parry grows even stronger. Whenever you successfully block an attack with Warrior's Shield you regain your reaction.<br />
<br />
Additionally, any creature you have successfully used Warrior's Shield on has disadvantaged when attacking you until the start of your next turn. <br />
<br />
;Warrior's Presence<br />
Starting at 13th level, you presence can be felt by your allies who fight alongside you. While you are not incapacitated all friendly creatures within 60ft of you(including yourself) deals an additional 1d6 of radiant damage when they successfully make an attack.<br />
<br />
Additionally, all friendly creatures within your Warrior's Presence also has advantage on death saves. <br />
<br />
;Sharpened Sense<br />
Starting at 15th level, When you use Sixth Sense to focus on a creature its movements become far easier to read. When you use Warrior's Shield against a creature you are focused on you gain +5 AC instead of +3 AC.<br />
<br />
Additionally, when you successfully block an attack from a creature you are focused on with Warrior's Shield you may make an Opportunity Attack against the creature.<br />
<br />
;Honourable End<br />
Starting at 18th level,when you drop to 0 HP, instead you may choose to drop to 1 HP and gain temporary hit points equal to your max HP. While you still have these temporary hit points you have resistance to all damage types, and at the end of each of your turns you gain a level of exhaustion. Also while Honourable End is active your movement speed is double, and you now score a critical hit on a roll a 15 or higher. You can end Honourable End and drop to 0 HP on your turn as a Bonus Action before doing anything else.<br />
<br />
Additionally, When Honourable End is finished and you drop to 0 HP you gain a number of failed death saves equal to half your exhaustion level rounded down.<br />
<br />
You can't use this feature again until you finish a long rest.<br />
<br />
==Multiclassing==<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into The Last Samurai class, you must meet these prerequisites: 15 Wisdom, 13 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into The Last Samurai class, you gain the following proficiencies: Light Armor and Katana <br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362318Frost Knight (5e Class)2020-07-28T05:25:51Z<p>24.146.231.81: /* Cold Sentinel */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
You can make a Frost Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Haunted one, or Outlander background. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 +STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 +STR, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Mod for the Hit modifier. On a hit, this attack deals 2d6 + STR Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + STR Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(STR) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + STR mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(Str) check against their Wisdom score. On a success, that enemy gets disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362317Frost Knight (5e Class)2020-07-28T05:24:37Z<p>24.146.231.81: /* Ice Wraith */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
You can make a Frost Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Haunted one, or Outlander background. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 +STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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 + Strength Mod cold damage and cuts the targets movement speed in half for 1 minute. <br />
<br />
You may use this feature a number of times equal to your Strength modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 +STR, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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 Strength Mod times 10. On a failure, the object remains in place. If you grab a creature, you make a ranged attack except using your Mod for the Hit modifier. On a hit, this attack deals 2d6 + STR Mod necrotic damage, and slows the targets next movement by 20 feet.<br />
<br />
;{{#anc:Presence of Death}}<br />
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 + STR Mod necrotic damage, and become immobilized until the end of their next turn.<br />
<br />
You can use this feature an amount of times equal to your Strength modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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(STR) check against their Wisdom score. On a success, that enemy has disadvantage on its next attack against you on its next turn.<br />
<br />
You can use this feature an amount of times equal to your modifier (minimum 1). You regain uses on a short or long rest.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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 + STR mod cold damage. This feature ends after 12 minutes, or until the encounter ends, whichever comes first. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362316Frost Knight (5e Class)2020-07-28T05:18:10Z<p>24.146.231.81: /* Ice Shards */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
You can make a Frost Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Haunted one, or Outlander background. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 +STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362315Frost Knight (5e Class)2020-07-28T05:17:02Z<p>24.146.231.81: /* Consuming Cold */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
You can make a Frost Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Haunted one, or Outlander background. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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 + STR cold damage to a target, gaining temporary hit points equal to the damage dealt.<br />
<br />
You can use this feature a number of times equal to your Strength modifier (minimum 1). You regain uses of this feature on a long rest.<br />
<br />
At 13th level you instead deal 1d10 +STR damage; at 18th level, 1d12 + STR.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362314Frost Knight (5e Class)2020-07-28T05:15:30Z<p>24.146.231.81: /* Icy Ground */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
You can make a Frost Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Haunted one, or Outlander background. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Strength modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362313Frost Knight (5e Class)2020-07-28T05:14:09Z<p>24.146.231.81: /* Creating a Frost Knight */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
You can make a Frost Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Haunted one, or Outlander background. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362312Frost Knight (5e Class)2020-07-28T05:06:38Z<p>24.146.231.81: /* Cold-Blooded */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + STR + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Frost_Knight_(5e_Class)&diff=1362311Frost Knight (5e Class)2020-07-28T05:05:40Z<p>24.146.231.81: /* Icy Bond */</p>
<hr />
<div>==Frost Knight==<br />
<br />
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<br />
and she will destroy those who made her the monster she is.<br />
<br />
==Eternal Oath==<br />
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<br />
of Frost Knight obtained<br />
<br />
=== Creating a Frost Knight ===<br />
“The cold comforts those who have lost it all.”<br />
<br />
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.<br />
<br />
;Quick Build<br />
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. <br />
<br />
{{5e Class Features<br />
|name= Frost Knight<br />
|summary= Masters of obscure ice magic, these knights seek to freeze those who oppose them, and protect those who back them. <br />
|hd=12<br />
|armor=all armor, shields<br />
|weapons= Martial Weapons, Simple Weapons, Heavy Weapons<br />
|tools= Choose 2 from: Smith’s, Woodcarvers, Leatherworkers and Masons tools<br />
|saves= Constitution, Strength<br />
|skills= choose 2 from Intimidation, Arcana, Persuasion, Athletics and Religion<br />
<br />
|item1a= Bonded 2 Handed weapon <br />
|item1b= Bonded 1 handed weapon and a Shield<br />
|item1c=<br />
|item2a=Chain Mail<br />
|item2b=Chain Shirt<br />
|item2c=<br />
|item3a=Explorer’s pack<br />
|item3b=Dungeoneer’s pack<br />
|item3c=<br />
|item4a=Cloak<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 x 10<br />
|classfeatures1=Icy Bond , Cold-Blooded, Eternal Vigil <br />
|classfeatures2= Fighting Style<br />
|classfeatures3= Soul Frost<br />
|classfeatures4=<br />
|classfeatures5= Extra Attack, Icy Bond<br />
|classfeatures6= Icy Ground <br />
|classfeatures7= Archetype Feature, Icy Speed<br />
|classfeatures8= <br />
|classfeatures9= Consuming Cold<br />
|classfeatures10= Ice Spikes, Icy Bond<br />
|classfeatures11= Archetype Feature<br />
|classfeatures12=<br />
|classfeatures13= Icy Chains<br />
|classfeatures14= Icy Speed <br />
|classfeatures15= Archetype Feature<br />
|classfeatures16= <br />
|classfeatures17= Eternal Vigil<br />
|classfeatures18= Freezing Touch<br />
|classfeatures19= Archetype Feature<br />
|classfeatures20= Heart of Ice<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Icy Bond Extra Damage<br />
|extra1_1=1d4<br />
|extra1_2=1d4<br />
|extra1_3=1d4<br />
|extra1_4=1d6<br />
|extra1_5=1d6<br />
|extra1_6=1d6<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=2d6<br />
|extra1_14=2d6<br />
|extra1_15=2d6<br />
|extra1_16=2d8<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
==== Icy Bond====<br />
<br />
Asdt 1st level, the ice of your soul bonds a weapon to you, and infuses it with your power,<br />
granting it extra cold damage (see Icy Bond Extra damage) and the ability <br />
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 <br />
one bonded weapon at a time, and can bond with a different weapon over a short rest.<br />
<br />
At 5th level you can bond with an additional weapon.<br />
<br />
==== Cold-Blooded ====<br />
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.<br />
You gain resistance to cold damage.<br />
Your class abilities that you cast have a DC of (8 + CHA + Prof).<br />
<br />
====Eternal Vigil ====<br />
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<br />
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.<br />
<br />
==== Fighting Style ====<br />
<br />
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.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
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.<br />
<br />
;Great Weapon Fighting<br />
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.<br />
<br />
;Protection<br />
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 {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
====Soul Frost====<br />
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith<br />
or Cold Sentinel.<br />
<br />
==== Ability Score Increase ====<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level,you can attack twice instead of once when you take the attack action.<br />
<br />
====Icy Ground====<br />
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.<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma modifier. You regain uses of this feature over a long rest.<br />
<br />
At 8th level any enemy that walks in this terrain must make a Dex save against your Cold-Blooded DC or fall prone.<br />
<br />
==== Icy Speed ====<br />
When you reach 7th level you gain plus 20 movement speed and again at 17th level.<br />
<br />
====Consuming Cold====<br />
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.<br />
<br />
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.<br />
<br />
At 13th level you instead deal 1d10 + CHA damage; at 18th level, 1d12 + CHA.<br />
<br />
====Ice Shards====<br />
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.<br />
<br />
You can use this feature a number of times equal to your Charisma Modifier. You regain uses of this feature over a long rest.<br />
<br />
====Ice Chains====<br />
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<br />
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.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
====Eternal Vigil====<br />
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.<br />
<br />
====Freezing Touch====<br />
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.<br />
<br />
====Heart of Ice====<br />
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.<br />
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.<br />
This eternal cold can be undone only by the player.<br />
After using this feature you may not use the attack action on the next turn.<br />
<br />
You can use this feature once. You regain use of this feature on a long rest.<br />
<br />
=== Ice Wraith ===<br />
<br />
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both. <br />
<br />
;{{#anc:Shiverblade}}<br />
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. <br />
<br />
You may use this feature a number of times equal to your Charisma modifier per long rest. <br />
<br />
At 7th level the extra damage increases to 1d6 + CHA, at 12th to 1d8, at 16th to 1d10.<br />
<br />
;{{#anc:The Cold Grasp of Death}}<br />
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.<br />
<br />
;{{#anc:Presence of Death}}<br />
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.<br />
<br />
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.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Iced Earth}}<br />
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. <br />
<br />
You may use this feature once per long rest. This ability requires concentration.<br />
<br />
===Cold Sentinel ===<br />
<br />
The ice protects you, and grants you abilities to defend those around you<br />
<br />
;{{#anc:Frost Skin}}<br />
At the 3rd level, your skin becomes encased in ice. You gain an extra 6 HP instantly, and +2 HP extra every levelup.<br />
<br />
Additionally, at level 7 you gain +1 AC.<br />
<br />
;{{#anc: Winters Aura}}<br />
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.<br />
<br />
At level 11 the range is increased by 5 feet and again at 15th and 19th<br />
<br />
;{{#anc: Ice Wall}}<br />
At 11th level, create a 12 foot tall, 10 foot long, 3 feet thick wall of ice. Useable (Con - 1) times per long rest.<br />
<br />
;{{#anc:Cold-Hearted}}<br />
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.<br />
<br />
At 18th level, Deception, and Intimidation checks against you have Disadvantage as long as the one making the check has looked into your eyes.<br />
<br />
;{{#anc:Glacial Charge}}<br />
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.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Frost Knight class, you must meet these prerequisites: Con 13 and Str 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Frost Knight class, you gain the following proficiencies: Athletics, Arcana<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Divine_Soul,_2nd_Variant_(5e_Subclass)&diff=1306322Divine Soul, 2nd Variant (5e Subclass)2020-03-24T04:14:08Z<p>24.146.231.81: /* Divine Soul */</p>
<hr />
<div>===Divine Soul===<br />
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.<br />
<br />
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.<br />
<br />
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.<br />
<br />
'''Note:''' See [[Sorcerer (Variant) (5e Class Feature)|here]] for my homebrew of the Sorcerer class which goes with this sorcerous origin.<br />
<br />
==== Bonus Spells ====<br />
At 1st level, choose a cleric divine domain associated with your god. If your god has no clerics, consult your DM as to which divine domain is appropriate.<br />
<br />
Your chosen domain's spells serve as your bonus spells for this sorcerous origin and count as sorcerer spells for you. Starting at 1st level, and again when you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you learn your domain's spells that become available to clerics at those levels.<br />
<br />
==== Divine Magic ====<br />
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.<br />
<br />
==== Favored by the Gods ====<br />
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 1d4 and add it to the total, possibly changing the outcome.<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== Unearthly Recovery ====<br />
At 6th level, you gain the ability to overcome your injuries. As a bonus action, you can regain hit points equal to twice your sorcerer level.<br />
<br />
Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
==== Blessed Countenance ====<br />
At the 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.<br />
<br />
==== Otherworldly Wings ====<br />
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.<br />
Your god's alignment determines the appearance of the spectral wings: eagle wings for good, bat wings for evil, and dragonfly wings for neutral.<br />
<br />
==== Wrath of God ====<br />
Starting at 18th level, you can implore your god to reach from beyond the Prime Material Plane and smite your foes. When you cast a spell that deals damage, you can choose one creature damaged by that spell on the round you cast it. That creature takes additional radiant (if your god is good), necrotic (if your god is evil), or force (if your god is neutral) damage equal to three times your sorcerer level. This damage ignores resistance and immunity.<br />
<br />
Once you use this feature, you can't use it again until you finish a long .<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Divine_Soul,_2nd_Variant_(5e_Subclass)&diff=1306321Divine Soul, 2nd Variant (5e Subclass)2020-03-24T04:13:24Z<p>24.146.231.81: /* Bonus Spells */</p>
<hr />
<div>===Divine Soul===<br />
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.<br />
<br />
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.<br />
<br />
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.<br />
<br />
'''Note:''' See [[Sorcerer (Variant) (5e Class Feature)|here]] for my homebrew of the Sorcerer class which goes with this sorcerous origin.<br />
<br />
==== Bonus Spells ====<br />
At 1st level, choose a cleric divine domain associated with your god. If your god has no clerics, consult your DM as to which divine domain is appropriate.<br />
<br />
Your chosen domain's spells serve as your bonus spells for this sorcerous origin and count as sorcerer spells for you. Starting at 1st level, and again when you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you learn your domain's spells that become available to clerics at those levels.<br />
<br />
==== Divine Magic ====<br />
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.<br />
<br />
==== Favored by the Gods ====<br />
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 1d4 and add it to the total, possibly changing the outcome.<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== Unearthly Recovery ====<br />
At 6th level, you gain the ability to overcome your injuries. As a bonus action, you can regain hit points equal to twice your sorcerer level.<br />
<br />
Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
==== Blessed Countenance ====<br />
At the 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.<br />
<br />
==== Otherworldly Wings ====<br />
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.<br />
Your god's alignment determines the appearance of the spectral wings: eagle wings for good, bat wings for evil, and dragonfly wings for neutral.<br />
<br />
==== Wrath of God ====<br />
Starting at 18th level, you can implore your god to reach from beyond the Prime Material Plane and smite your foes. When you cast a spell that deals damage, you can choose one creature damaged by that spell on the round you cast it. That creature takes additional radiant (if your god is good), necrotic (if your god is evil), or force (if your god is neutral) damage equal to three times your sorcerer level. This damage ignores resistance and immunity.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>24.146.231.81https://www.dandwiki.com/w/index.php?title=Divine_Soul,_2nd_Variant_(5e_Subclass)&diff=1306320Divine Soul, 2nd Variant (5e Subclass)2020-03-24T04:12:48Z<p>24.146.231.81: /* Bonus Spells */</p>
<hr />
<div>===Divine Soul===<br />
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.<br />
<br />
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.<br />
<br />
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.<br />
<br />
'''Note:''' See [[Sorcerer (Variant) (5e Class Feature)|here]] for my homebrew of the Sorcerer class which goes with this sorcerous origin.<br />
<br />
==== Bonus Spells ====<br />
At 1st level, choose a cleric divine domain associated with your god. If your god has no clerics, consult your DM as to which divine domain is appropriate.<br />
<br />
Your chosen domain's spells serve as your bonus spells for this sorcerous origin and count as sorcerer spells for you. Starting at 1st level, and again when you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you learn your domain's spells that become available to clerics at those<br />
<br />
==== Divine Magic ====<br />
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.<br />
<br />
==== Favored by the Gods ====<br />
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 1d4 and add it to the total, possibly changing the outcome.<br />
<br />
Once you use this feature, you can’t use it again until you finish a short or long rest.<br />
<br />
==== Unearthly Recovery ====<br />
At 6th level, you gain the ability to overcome your injuries. As a bonus action, you can regain hit points equal to twice your sorcerer level.<br />
<br />
Once you use this feature, you can’t use it again until you finish a long rest.<br />
<br />
==== Blessed Countenance ====<br />
At the 6th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.<br />
<br />
==== Otherworldly Wings ====<br />
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.<br />
Your god's alignment determines the appearance of the spectral wings: eagle wings for good, bat wings for evil, and dragonfly wings for neutral.<br />
<br />
==== Wrath of God ====<br />
Starting at 18th level, you can implore your god to reach from beyond the Prime Material Plane and smite your foes. When you cast a spell that deals damage, you can choose one creature damaged by that spell on the round you cast it. That creature takes additional radiant (if your god is good), necrotic (if your god is evil), or force (if your god is neutral) damage equal to three times your sorcerer level. This damage ignores resistance and immunity.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Sorcerer]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>24.146.231.81