Cold Heart, Variant (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Cold Heart[edit]

Fighter Archetype

fcff5fb5fb136fe7cc29460cad5a2f93.jpg
Hitsugaya, El Tormenta De Nieve by [1]

A cold heart is a heart that protects itself from the dangers of the world, you built yourself alone to face your enemies using a unique style, it consists of channeling all the coldness that your being has and imbuing your weapon with it, besides that it is said that the users of this technique are protected by a strong spirit.

Under Zero

At 3rd level, you started to endure the cold, becoming resistance to cold damage and immune to climatic effects related to low temperatures.

When you use Action Surge, the weapon you are wielding is enveloped in a layer of cold air and receives the following benefits for 1 minute:

  • Your weapon is now considered magic to pass resistances and immunities.
  • Your weapon deals an extra 1d8 of cold damage that increases to 2d8 at 6th level, 3d8 at 12th level, and 4d8 at 17th level.


Icy Bloodline

Also at 3rd level, you can use your vitality in exchange for manipulating ice, unleashing upon your enemies. You can you these trait a number of times equal you proficiency bonus and regain its uses when you finish a long rest.

Frozen Stomp. You create a wall of ice on a solid surface within range. You can shape it into a hemispherical dome or sphere with a radius of up to ten panels of 10 feet. Each panel must be contiguous with another panel. In any format, the wall will be 30 centimeters thick. It remains for the duration.The wall have 10 AC and 20 hit points
Panniculitis. As an action you try touches a creature. That creature makes a Dexterity save to not be frozen and paralyzed. Target creature while inside the block of ice sees but is deafened. The ice around the creature has an AC equal to 16 and has 10 hit points before it breaks. Any excess damage is dealt to target creature. Target creature in turn makes a Strength (Athletics) to escape the ice at the end of its turn. The effect have duration of 1d4 rounds
Ice Slide. As an bonus action you can create a layer of ice beneath you and use it to move quickly, your speed is tripled, any liquid in the path of your speed is automatically frozen. This movement doesn't provoke opportunity attacks.
Inner Cold

At 7th level, you become colder, you become resistant to fire damage, and when you come in contact with any liquid, you freeze 3 feet of it..

Frozed Body

At 10th level, your body have started to freeze. You no longer need to eat, drink or breathe, and you no longer age.

In addition, while you are wearing no armor, your AC become 10 + your Dexterity modifier + your Constitution modifier..

Nevasca

At 15th level, using a action you prepare a frigid beam of blue-white light streaks toward a creature choose one creature in the range of 60 feets. The target need do a save of Dexterity CD (8 + Mod. Constitution + Proficiency, in a fail takes 7d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn, and with a sucess the damage its halfed and you dont receive the speed decrease.

Celestial Bloodline

When you reach the 18th level, you can use your bonus action to wreath your body in celestial essence. For the next minute, you gain the following benefits:

  • You gain a flying speed equal to twice your movement speed
  • As an action you become paralyzed and become immune to all damage by freezing yourself until the beginning of your next turn.
  • You may force all creatures within 20 ft. of you to succeed a Constitution saving throw or take 6d6 cold damage and become paralyzed for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.

Once you use this feature, you can't use it again until you finish a long rest and gets 1 exhaustion.

5.00
(2 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: