Fist of the North Pole (5e Class)

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Fist of The North Pole[edit]

Santa is on a mission to deliver Christmas to Faerun. He delivers COAL to those on his Naughty list, and serves as a Bastion to defend those on his Nice list. Once way or another, everyone is getting their presents this year....

The Gift The Won't Stop Giving[edit]

As a Fist of The North Pole, you can deal consistent bouts of Cold Damage, though don't expect anything crazy. You main abilities revolve around Supporting your party. Crowd Control and Tanking are your main traits.

Creating a Fist of The North Pole[edit]


Do you like Christmas? Do you like the Cold? Do you like Lists? This is the class for you! Just remember that your character should be Lawful, and they must stick to the list they make. Good news though, you get to decide how people are placed on the list, so long as you are consistent and stick to it.

Quick Build

You can make a Fist of The North Pole quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background. Third, choose Medium Armor, or subclass into something that will give you enough defense to withstand the onslaught of those on your Naughty List.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d12 per level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per level after 1st


Armor: Light
Weapons: Simple, Martial
Tools: None
Saving Throws: Str, Con
Skills: Choose 3 from Intimidation, Persuasion, Sleight of Hand, Athletics and Nature


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

  • (a) 2 Cestuses or (b) 2 Brass Knuckles
  • (a) An Explorer's pack or (b) A Dungeoneer's pack
  • A Sack
  • If you are using starting wealth, you have If you are using starting wealth, you have 4d4 X 10 gold in funds in funds.

Table: The

Level Proficiency
Features COAL Damage
1st +2 Delivering COAL, Northern Fortitude 1d4
2nd +2 Hearty 1d4
3rd +2 Icy Skin, Father Christmas 1d4
4th +2 Ability Score Improvement 2d4
5th +3 Down The Chimney 2d4
6th +3 Checking It Twice 2d4
7th +3 3d4
8th +3 Ability Score Improvement 3d4
9th +4 Unflinching 3d4
10th +4 Cookies and Milk 4d4
11th +4 Christmas Giveth and Christmas Taketh Away 4d4
12th +4 Ability Score Improvement 4d4
13th +5 Believe The Legend 5d4
14th +5 5d4
15th +5 Under The Mistletoe 5d4
16th +5 Ability Score Improvement 6d4
17th +6 6d4
18th +6 COAL Storm 6d4
19th +6 Ability Score Improvement 7d4
20th +6 The Lord of Winter 7d4

Delivering COAL[edit]

Old Saint Nick wishes to bestow COAL upon his enem-... upon those on his Naughty List. Unarmed attacks channel the power of Christmas itself into your opponent, making them feel as if they just received a lump of Frozen Coal on Christmas Morning, and dealing additional Cold Damage.

Northern Fortitude[edit]

You are more comfortable in cold climates and are not negatively affected by cold environments. Additionally, you gain resistance to cold damage.


Starting at 2nd level, you restore bonus Hit Points equal to your Proficiency during a Short Rest.

Starting at 5th level, you restore bonus Hit Points equal to double your Proficiency during a Short Rest instead.

Starting at 13th level, after a Long Rest, gain Temporary Hit Points equal to your Fist of The North Pole level. These Temporary Hit Points last until your next Long Rest, or until they have been Used up.

Icy Skin[edit]

At 3rd level, your skin is hardened like ice giving you a +1 to AC this increases to +2 at 9th level to +3 at 15th level.

Father Christmas[edit]

At 3rd level, you may choose any single creature within 30 feet as an Action on your turn. That creature must pass a Constitution Saving Throw of (10 + Strength Mod).

If the creature fails the Saving Throw, they are unable to move unless they use their Action and Bonus action on their turn to shake themselves free from the Realization that Santa actually exists. Should that creature free themselves while in Melee range of you, you may use your Reaction to attempt an Attack Action on that creature.

If the creature succeeds the Saving Throw, they cannot be targeted by this Feature again for 24 hours.

This Feature may be used once per Long Rest. Gain one additional use of this feature at both 9th and 15th level.

Ability Score Improvement[edit]

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.

Down The Chimney[edit]

At 5th level, you may use your Action and Move Action on your turn to jump into the fray of battle. This jump has a max distance of 20ft unless altered by other effects, and grants you resistance to falling damage for the duration of the jump.

Upon landing, all creatures within 5ft of you must make a Strength Saving Throw of (13+Str Mod). On a failed Saving Throw, the given creature takes damage equal to your current COAL damage dice and are knocked prone. If they succeed the Saving Throw, they are unaffected.

This Feature may be used once per Long Rest. Gain one additional use of this Feature at 12th and 19th level respectively.

Checking It Twice[edit]

Starting at 6th Level, you may use this Feature to gain advantage on a Skill check of your choice.

This Feature may be used once per Short Rest. Gain one additional use of this Feature at 14th level.


Starting at 9th Level, you gain advantage on rolls against any effect that would cause you to go prone, or otherwise be moved. This does not prevent the damage of the effect if there is any.


At 9th Level, you gain advantage on Charisma Checks while not in combat.

Cookies and Milk[edit]

Starting at 10th Level, you may use your Action and Bonus Action to create a feast of Cookies and Milk. Up to six creatures/players may take part in the feast. Those that partake of the decadent pastries and dairy gain Temporary Bonus HP equal to their Proficiency Bonus combined with their Con Mod.

This Feature may be used once per Long Rest, and the Bonus HP lasts until the creature in question eats or drinks anything else, or takes a Long or Short rest.

Christmas Giveth and Christmas Taketh Away[edit]

Starting at 11th Level, You may use an Action to have a gift box appear in your hand. You may give the gift box to up to one Target in Melee range. The target is compelled to open the gift, unless they succeed a Charisma check of 14. If they succeed, they feel no special urge to open the box unless they actually wish to.

Opening the box reveals one Mundane item of the targets greatest desire. The target is then compelled again to take the item from the box, needing a Charisma Check of 14 to resist. If they succeed, they feel no special urge to take the item out of the box unless they actually wish to.

Upon the Removal of the item from the box, a magical clone of your fist bursts forth from the empty box, striking with Advantage against the receiver of the Gift. This Attack deals damage as a normal attack from you, but does not require you to actually make an Attack Action, or be within range. After the Attack, the fist then grabs the gift and retreats back into the box. The Gift box then disappears. The target may or may not be sad at the loss of the gift they desired.

Believe The Legend[edit]

Starting at 13th Level, when on the receiving end of an attack in melee range, you may force the Attacker to make a DC 14 Wisdom saving throw or become Frightened of the Legendary Santa Claus for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.

You may use this Feature once per Long Rest.

Under The Mistletoe[edit]

Starting at 15th Level, while there is only one creature within Melee Range of you, you gain your Proficiency Bonus to your Attacks rolls against the target.

COAL Storm[edit]

Starting at 18th Level, you may use your Action and Bonus Action to preform an Melee Attack on up to (Proficiency Bonus) targets within 30ft of you. You do not move from where you are when using this Feature, and your targets may not react to the Attack. The Attacks preformed by you for this Feature count as Melee Attacks and Magic damage for the purpose of overcoming resistances.

This Feature may be used once per Long Rest.

The Lord of Winter[edit]

Starting at 20th Level, you may have any number of targets within 10ft of you take 3d6 Cold Damage as a Bonus Action. This damage can be halved by a Successful Constitution Save of 14. In addition, targets that take this damage while within 5ft of you cannot use their Dash or Disengage Action for 1 minute.

This effect may be once per turn.


Prerequisites. To qualify for multiclassing into the Fist of The North Pole class, you must meet these prerequisites: Strength 16, Constitution 14

Proficiencies. When you multiclass into the Fist of The North Pole class, you gain the following proficiencies: Persuasion, Intimidation, Improvised Weapons

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