Frost Demon (5e Class)
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Frost Demon[edit]
The frost demons are a race of powerful aliens, with the strongest and most influential of them holding sway over entire galaxies. They wield powerful energy attacks, and can move and even destroy objects with nothing but their mind.
Introduction[edit]
Frost demons are known for their great strength, fearsome appearance, and incredible ability with energy and telekinesis. Most are thought of as evil, due to the behaviors of their most infamous members, the Frieza Clan. However, like any race, frost demons are greatly varied in personality and motivations. That in mind, most frost demons are lawful beings, although those laws are typically their own personal laws and codes. Evil and neutral are the most common alignments for frost demons, but good frost demons are not unheard of.
Creating a Frost Demon[edit]
When creating a frost demon, ask yourself this: What has brought you to your current adventure? Most frost demons are not ones to take on challenges themselves, instead sending subordinates. Are you just getting started, trying to spread your influence? Or have you been born into a long-standing clan of frost demons with galactic sway? Are you sadistic and cruel, like the most famous members of your race, or are you more kind and genuine, going against your race's stereotype?
- Quick Build
You can make a frost demon quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the noble background.
Class Features
As a Frost Demon you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Frost Demon level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Frost Demon level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Intimidation, Persuasion, Deception, Acrobatics, Sleight of Hand, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Battle Armor or (b) Fine Clothes
- (a) A Scouter or (b) One simple weapon of your choice
- (a) A Hover Pod, or (b) explorer’s pack
- A cape worn on the shoulders, bearing the emblem of your Frost Demon family. Can be attached to your Bio-Suit, or any other clothes.
- If you are using starting wealth, you have 6d6x10 gp in funds.
Energy Attacks[edit]
At 1st level, you have access to energy attacks. Energy Attacks are based on Energy Points, which you have a pool of based on column of the Frost Demon table which allows includes your Constitution or Charisma modifier to the total. All Energy Points are restored at the end of long rest. In addition, you may spend Energy Points to use the abilities listed in this feature. Unless otherwise stated, every effect that uses energy points and deal damage require at least 1 free hand. Energy attacks may require either an attack roll or a saving throw, using the following:
- Energy Save DC = 8 + your proficiency bonus + your Charisma Modifier
- Energy Attack Modifier = your proficiency bonus + your Charisma Modifier
- If you are attacked while charging a feature, you must succeed a concentration saving throw.
- Flurry of Blows -
Immediately after you take the Attack action on your turn, you can spend 1 energy point to make two unarmed strikes as a bonus action.
- Perfect Dodge -
You can spend 1 energy point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.
- Stand Ground -
You can spend 1 energy point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.
- Exchange Blows -
When you are attacked, you can spend 2 energy as a reaction to make an unarmed strike.
- Energy Jump -
You may spend 1 energy point and use a bonus action to make a jump kick at an enemy 30 feet or less away, making one unarmed strike.
- Energy Surge -
For 10 energy points on your turn, you can take one additional action on top of your regular action and a possible bonus action.
- Energy Dash -
You may spend 2 energy points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed, passing through enemies with them taking opportunity attacks at disadvantage.
Simple Arts[edit]
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d4 in place of the normal damage of your unarmed strike.
Natural Armor[edit]
Your body can create a Bio Suit, or a natural set of clothes or armor. If you are not wearing armor, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can change the shape and appearance of your Bio Suit during any long rest, although this is only visual.
Energy Bullet[edit]
Starting at 1st level, as an action, you may fire a beam of energy from your finger towards any target you can see within 30 + your flying speed feet. Make a ranged Energy attack roll. On a hit, this deals 1d4 + your Charisma modifier magical piercing damage. This increases by 1d4 at 5th level (2d4), 9th level (3d4), 13th (4d4), and 15th level (5d4).
Repressed Power[edit]
Frost Demons have various forms they can activate to tap into more and more of their latent power. At 1st level, you can only access your “First Form”, in which your power is the most restrained, granting no bonuses. To access a higher form that you do not meet the level requirement of, you must attempt a DC 20 Constitution saving throw. On a success, you enter that form, but take 2d6 necrotic damage per Frost Demon level every round that you stay in that form. On a fail, you take 2d6 necrotic damage. You may only access one “number” up from the transformations you have access to in this manner. As you level up, you will gain access to other forms. When you exit a form or it’s timer runs out, you can not use again it until the end of a short or long rest.
Energy Beam[edit]
Starting at 2nd level, you may spend 1 Energy Point as part of your action to increase the damage die of your Energy Bullet from d4 to d6.
Energy Recharge[edit]
Starting at 3rd level, as an action, you can choose to regain 1d4 energy points. This can only be used once, regaining use at the end of a short rest or a long rest. Starting at 7th level, you can add your Charisma modifier to this roll.
Demonic Archetype[edit]
At 3rd level, you must choose a Demonic Archetype, all described at the end of this class. Choose between Ancestor, Emperor, and Successor, all detailed at the end of the class description. You gain additional features at 6th, 7th, 9th, 14th, 17th and 20th levels.
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.
Second Form[edit]
At 4th level, you gain the ability to push your power to new heights, taking on your Second Form. As an action, you can grow significantly in size, from Small to rivaling even the largest of Medium creatures. Your second form’s overall shape is up to you, but you gain more muscle mass, larger horns, and an overall bulkier appearance. This form lasts for 1 minute, after which you revert to your previous form and can not transform into it again until the end of a short rest. In this form, you gain the following features:
- You gain +1 to your AC.
- You gain +5 to all speeds.
- Your unarmed strikes damage die become 1d6 rather than 1d4.
- You cannot deal nonlethal damage.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Bending Energy Bullet[edit]
At 6th level, can maintain concentration on your Energy Bullets or Energy Beams for up to 1 minute. While doing so, you can manually move them as they fly. If you miss, you may attack with the beam or bullet you are controlling as a bonus action. You may only control 1 beam or bullet at a time.
Energy-Enhanced Strikes[edit]
At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities, and you can choose to add your Charisma modifier to attack and damage rolls rather than Strength or Dexterity.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Flight[edit]
At 7th level you gain the ability to use your energy to fly or levitate short distances. As you gain levels 10th, 13th, 16th, and 19th, the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of energy points or choose to deactivate it as another bonus action. You must have at least 1 energy point to activate this feature.
Third Form[edit]
At 8th level, the limit on your power is loosened even further, accessing your Third Form as a bonus action while in Second Form, which you may now stay in for 5 minutes. In this form, you stay at your Medium size, and your body shifts and mutates into a bizarre, alien form (even by the standards of an already-alien creature). Again, your overall shape is up to you, but your form ends up more strange and unnatural than any of your other transformations. You may stay in This form for 1 minute. In this form, you gain the following features on top of those of Second Form:
- You gain an additional +1 to AC (+2 total.)
- You gain an additional +10 to all speeds (+15 total).
- Your unarmed strikes’ damage die becomes 1d8 rather than 1d6.
Energy Saucer[edit]
At 9th level, you gain the ability to manifest a disc of energy and throw it as an Energy Attack. As an action, you can spend 2 energy points and make a ranged energy attack towards one target within 60 feet. On a hit, this attack deals 2d6 + your Charisma modifier magical slashing damage. If you maintain concentration on this attack, you can manually move the disc. At 16th level, you can manifest two discs per use of this attack. You can increase its damage by 1d6 for 1 additional energy point at 13th level (3d6), 15th level (4d6), 17th level (5d6), and 19th level (6d6).
Rapid Energy Bullet[edit]
At 10th level, you can spend an energy point to use one of your attack actions to fire three energy bullets, each of which costs 1 energy point (meaning the entire action costs 4 energy points). You can spend 3 additional energy points (7 total) to make these Energy Beams rather than Energy Bullets. These bullets/beams can be moved using your Bending Energy Beam feature.
Energy Ball[edit]
At 11th level, you gain the ability to create a huge orb of energy. As an action, and costing 5 energy points you can create an orb of energy 45 feet in diameter, centered 45 feet above your finger. Using your bonus action, you can point at a point within 500 feet of you. The ball then moves towards that object at a speed of 15 feet at the end of each of your turns. Anything the ball touches must succeed a Dexterity saving throw or take 3d8 + your Charisma modifier magical bludgeoning damage, increasing by 1d8 at 13th level (4d8), and 15th level (5d8). As an action, you can choose to detonate it, making it violently explode. Any creature within 10 feet of its edge must make a Constitution saving throw to take half the damage of the ball’s normal attack (rounded up). You can spend an additional energy point to increase the diameter of the ball by 5 feet, or the radius of its explosion by 5 feet. If its diameter is increased, the ball will be created at an equally greater distance from you to ensure that you do not take damage.
50% Fourth Form[edit]
At 12th level, you can tap into half the power of your final form, taking on your final form in its slender shape. You can transform into this form as a bonus action while in your Third Form. You lose the complexities of your third form’s appearance, and your size shrinks down (although you are still Medium). You are now only a typical humanoid, with a tail, and the Frost Demon race’s typical differentiating traits. Your horns are entirely gone, and your overall shape and form is now in its simplest, slimmest, and strongest. You may remain in this form for 1 minute, your Third Form for 5 minutes, and your Second Form for 10 minutes. Due to this being your true form, you lose some of the limits previous forms imposed.
- You gain an additional +1 to AC (+3 total.)
- You can no longer deal nonlethal damage.
- You gain an additional +5 to all speeds (+20 total).
- Your unarmed strikes damage die becomes 1d10 rather than 1d8.
- Your energy attacks all gain one additional damage die.
- You gain +2 to Dexterity and Strength, and your maximum for those scores becomes 22.
Energy Cannon[edit]
At 13th level, you gain the ability to fire an energy wave as a powerful attack. As an action, for 4 energy points, you can launch a beam of energy in a 120 long x 15 foot wide line. All creatures caught in this beam must make a Dexterity saving throw or take 5d6 + your Charisma modifier in magical force damage. This increases by 1d6 at 14th level (6d6), 16th level (7d6), 18th level (8d6).
Energy Cage[edit]
At 14th level, you gain the ability to control a part of the battlefield with energy beams. As an action, you can spend 8 energy points to create a "cage" with the beams functioning as its iron bars that are just wide enough to strike enemies. Choose a 30 foot cube within 120 feet of you. Your energy beams then create the cage in this area which counts as difficult terrain for all creatures within range. Any creature that ends their turn within your Energy Cage must make an Dexterity saving throw or take damage equivalent to that of your Energy Bullets, or your Energy Beams if you spend an additional 2 energy points (10 total) when creating the cage.
The cage can only stay active for as long as you can concentrate on it, up to 1 minute. Alternatively, you can use 1 energy point to create and keep a cage active until the beginning of your next turn.
Energy Charge[edit]
At 15th level, you gain the ability to surround yourself in energy and charge towards your opponent. As an action, you can spend 5 energy points to cover yourself in energy, granting you resistance to all damage until the end of your next turn, and launch yourself in a 30 foot line. You blast through any walls, trees, or similar obstructions in your way, but stop upon striking the first creature in range. Upon striking this creature, they must make a Dexterity saving throw or take 2d8 + your Charisma modifier magical bludgeoning damage, or half as much on a successful save. This attack’s damage increases by 1d8 at 17th level (3d8) and 19th level (4d8).
100% Fourth Form[edit]
At 16th level, you gain the ability to release all of your power, finally accessing your Final Form in its 100% power state. You can transform as a bonus action while in your 50% Fourth Form, or as an action from your Third Form. You look the same as you do in your 50% Fourth Form, but your muscle mass greatly increases. This form makes you much, much stronger, but is extremely dangerous and taxing to keep up. You can maintain your Second Form indefinitely, and your other forms gain an additional 5 minutes. You can stay in this form for 1 minute, after which you immediately revert back to your 50% form, gain a level of exhaustion, and fall unconscious for 1d4 hours. While in your 100% form, you gain the following features.
- You gain an additional +2 to AC (+5 total.)
- You gain an additional +10 to all speeds (+30 total).
- The damage die of your your unarmed strikes becomes 2d10 rather than 1d10.
- Your energy attacks all gain one additional damage die (2 total).
- All energy attacks cost 1 additional energy point to use.
- You may add your proficiency bonus to Strength saving throws.
100% Energy Cannon[edit]
At 17th level, you gain the ability to put all of your energy into your Energy Cannon ability. As an action, you can spend 10 energy points and fire an energy wave that behaves the same way as your typical Energy Cannon technique. However, this version of the technique has +3 DC, and deals double the damage of the typical Energy Cannon to any creature that fails the saving throw. After using this technique, you gain two levels of exhaustion, and fall prone for 1d4 rounds. Enemies reduced to 0 HP by the 100% Energy Cannon are vaporized.
You can spend additional energy points to increase its range by 10 feet, or you can spend an additional 2 energy points to increase the 100% Energy Cannon’s damage by one damage die (maximum +6).
Ancestor[edit]
A much older breed of frost demon, ancestors are typically weaker than their more modern counterparts. To make up for this, they make use of the more esoteric and obscure abilities their race is capable of.
- Charismatic
At 3rd level, you gain proficiency in Persuasion. If you already have proficiency in that skill, you double your proficiency bonus instead.
- Super Explosive Wave
At 6th level, you can expel energy as an offensive defense. When you are hit with an attack, as a reaction, you can spend 10 energy points to deal 2d6 necrotic damage to every creature within 5 feet of you that fails a Wisdom saving throw, or half as much on a success. Creatures that fail are also pushed 10 feet back and are knocked prone.
- Full Power Death Beam
At 7th level, you may spend 3 Energy Point as part of your action to increase the damage die of your Energy Bullet from d4 to d8.
- Death Wave
At 9th level, as part of your action when you use Energy Saucer, for 1 additional energy point, you may change its range to a 30 foot cone.
- Mechanical Resurrection
At 14th level, if a creature has died within the past 48 hours and at least half of their body is intact, you may cast True Resurrection non-magically for 5,000 gp worth of either magical or advanced technological material.
- Death Razor
At 17th level, as part of your action when you use Energy Saucer, for 1 additional energy point, you may change its range to a 60 foot line. This can not be used in tandem with Death Wave.
- Tailed Form
At 20th level, you gain a new form that, rather than unlocking strength already gained, bolsters one’s strength beyond their normal limits. You can enter this form as a bonus action while in Fourth Form. You can stay in any form indefinitely, and can transform into any form from any form as a bonus action. Additionally, you gain the following features in addition to those of Fourth Form:
- The damage die of your unarmed strikes becomes 2d12 rather than 2d10.
- You gain +3 to either Charisma or Strength, and your maximum for those scores become 25.
- You gain +5 to your Dexterity, and your your maximum for that score becomes 25.
- You may add your proficiency bonus an additional time on Dexterity saving throws.
- You may add your proficiency bonus an additional time on Constitution saving throws.
- Your unarmed strikes gain +5 feet of reach. Once per turn, you may make one unarmed strike with your tail, granting an additional +5 feet of reach.
- You gain an additional +15 feet to all speeds. (+45)
- You can stay in this form even if rendered unconscious or asleep.
Emperor[edit]
Emperor frost demons are obsessed with conquest. They do not rule to own, but rather to destroy. They have been known to order the destruction of societies on no greater basis than a whim.
- Wrathful Aura
At 3rd level, you gain proficiency in Intimidation. If you already have proficiency, you gain expertise instead. Leading your kingdom to expansion, you have faced all manner of monstrosities, and are immune to the frightened condition.
- Eternal Reign
At 6th level, the amount of negative hit points required to instantly kill you is equal to twice your maximum hit points. Additionally, in your travels your spirit has developed the ability to not fall victim to other creatures, making you immune to the charmed condition.
- Sadistic Tyrant
At 7th level, when you kill a CR 1 or greater creature, you may gain temporary hit points equal to your level + your Charisma modifier. You may use this a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.
- Emperor's Death Beam
At 9th level, as an action for 10 energy points, you may make 5 energy bullet attacks against a single creature, changing their damage die to 1d10. You may spend additional energy points to use Bending Energy Bullet, but not Energy Beam. You may use this once, regaining use at the end of a long rest.
- Last Emperor
At 14th level, as a reaction when you are targeted by an effect that would reduce you to 0 hit points, you may use Energy Cannon, or 100% Energy Cannon when you gain that feature, without spending energy points. You regain use of this feature at the end of a long rest.
- Golden Form
At 17th level, you have surpassed your 100% Form and have attained a level even higher, through rigorous training and strife. You can now take on a form that resembles your Fourth Form, but with a golden sheen. You can transform as a bonus action from either 50% or 100% Fourth Form
This form comes with a massive increase in power, but takes great energy to keep up. At the beginning of every turn in this form, you must spend 3 energy points or make a DC 23 Constitution saving throw. On a fail, you revert to your 50% Fourth Form and gain 1 level of exhaustion. On a success, you stay in your ultimate form.
Upon activating this form, you can choose to spend one energy point to send a shockwave in all directions. Creatures within 50 feet of you must make a Dexterity saving throw or take 2d12 + Charisma force damage, be pushed 15 feet back, and be knocked prone. In your Golden Form, you gain the following features on top of those of 100% Fourth Form:
- You gain an additional +10 feet to all speeds. (+40)
- The damage die of your unarmed strikes becomes 2d12 rather than 2d10.
- You gain +3 to Dexterity and Strength, and your maximum for those scores becomes 25.
- You gain +5 to your Charisma, and your maximum for that score becomes 25.
- You may add your proficiency bonus an additional time on Dexterity saving throws.
- You cannot deal nonlethal damage.
- Your energy attacks all gain one additional damage die (3 total).
- If you are rendered unconscious or go to sleep in this form, you revert to your 50% Fourth Form.
- Perfected Golden Form
At 20th level, you have mastered your Golden Form. You no longer need to make saves or spend energy to stay in this state, and can stay in any form indefinitely, and can transform into any form from any form as a bonus action. Additionally, you gain the following features in your ultimate form:
- You may add your proficiency bonus an additional time on Constitution saving throws.
- Now you know the concept of ki so well, that if in the blinded condition, you gain blindsight with a range of 40 feet.
- Your body has developed immunity to noxious gases and mere debilitating substances, you are immune to poison damage and the poisoned condition.
Successor[edit]
Cooler in many ways, successor frost demons are not so prone to emotion as their empirical brethren. While they are easily overlooked due to their less flashy nature, their strength is undeniable.
- Unwavering
At 3rd level, you gain advantage against effects that would frighten you and against Intimidation.
- Honor Reborn
At 6th level, if a friendly creature is reduced to 0 hit points, you gain advantage on all attack rolls made against the creature that did so until the end of your next turn. You may only do this once per creature, regaining use at the end of a long rest.
- Darkness Eye Beam
At 7th level, you may make Energy Bullet or Energy Beam attacks, you may spend 1 additional energy point to fire it from your eyes, negating disadvantage for making a ranged attack with a hostile creature at 5 ft. and enabling it to be used without a free hand.
- Shadow Crusher
At 9th level, as a reaction for 6 energy points when you are targeted by a spell or similar effect with a line range, you may ignore its damage, move 30 feet directly toward the caster, and make an unarmed strike.
- Supernova
At 14th level, you can form a massive sphere of destruction from your own energy. You may charge a Death Ball each turn for 5 energy points. For every round spent charging the ball, it gains 2d10 force damage. You can gather and control energy up to your Strength or Constitution score 2d10, whichever is higher, past which you must make a DC 15 + (number of d10 above your maximum) saving throw of the same ability or have the ball dissipate, loosing all the energy stored inside. If you are attacked while controlling or charging a Death Ball, you must make a DC 20 Wisdom saving throw to avoid loosing control of it. Loosing control of it while charging results in it dissipating as described above. When you launch it, you make a ranged attack (using Strength) as an action. A Death Ball has a radius of 20 ft., plus an additional 10 ft. per round spent charging after the first. If any part of the ball hits a corporeal object, including it's target, it explodes, dealing it's damage to all objects and creatures within 100 ft. of the its edge.
- Regeneration
At 17th level, as an action for 3 energy points, you regain 1d10 hit points + your Constitution modifier + your frost demon level.
- Armored Form
At 20th level, you gain a new form that, rather than unlocking strength already gained, bolsters one’s strength beyond their normal limits. You can enter this form as a bonus action while in Fourth Form. You can stay in any form indefinitely, and can transform into any form from any form as a bonus action. Additionally, you gain the following features in addition to those of Fourth Form:
- The damage die of your unarmed strikes becomes 2d12 rather than 2d10.
- You gain +3 to either Dexterity or Strength, and your maximum for those scores becomes 25.
- You gain +5 to your Constitution, and your maximum for that score becomes 25.
- You may add your proficiency bonus an additional time on Dexterity saving throws.
- You may add your proficiency bonus an additional time on Constitution saving throws.
- You gain +3 AC (+8 total).
- Your size becomes Large.
- You can stay in this form even if rendered unconscious or asleep.
Past 20th Level[edit]
If you are considering using this class alongside other classes that can increase above 20th level, such as the Saiyan Fighter becoming an Ascended Saiyan, consider the following variant rule. The frost demon does not gain access to their option of subclasses until 21st level, after which they gain their subclass features in order each level with the exception of a regular ASI at 22nd, 26th, and 30th level. They gain 2 energy points every level above 20th.
Multiclassing[edit]
You cannot multiclass into Frost Demon, as you are born into it. However, as a Frost Demon, you can multiclass into other classes.
Prerequisites. You cannot multiclass into Frost Demon.
Proficiencies. You cannot multiclass into Frost Demon.
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