Frost Knight (5e Class)
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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 and she will destroy those who made her the monster she is.
Frost Knights are relentless warriors that wander the frost regions of the world, bringing either protection or ruin in the places they pass. Blessed or cursed by a frost magic that reduces their aging process to a crawl, they are forever chained to a solitary life.
Some turn this solitude into cruelty, detaching themselves from other living beings and killing without remorse or care. They are called Wraiths, and usually use the endless life they are giving to fulfill their selfish desires.
Others use the power they have to protect others. These ones learn with the passing of time the importance of life and of protecting the life at all costs, and becoming immortal sentinels of the frozen wastes.
Creating a Frost Knight
“The cold comforts those who have lost it all.”
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.
- Quick Build
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.
As a Frost Knight you gain the following class features.
- Hit Points
Armor: all armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose two from smith’s tools, woodcarvers tools, leatherworkers tools or masons tools
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d4 x 10 in funds.
|Features||Icy Bond Extra Damage|
|1st||+2||Icy Bond, Cold-Blooded||-|
|2nd||+2||Fighting Style, Icy Bond Extra Damage, Icy Movement||1d4|
|3rd||+2||Soul Frost, Icy Ground||1d4|
|4th||+2||Ability Score Improvement||1d4|
|5th||+3||Extra Attack, Icy Bond||1d4|
|6th||+3||Freezing Touch, Frozen Slide||1d4|
|8th||+3||Ability Score Improvement||1d4|
|9th||+4||Consuming Cold, Cold-Blooded Improvement||1d4|
|12th||+4||Ability Score Improvement||1d6|
|15th||+5||Cold Hearted, Eternal Vigil||1d6|
|16th||+5||Ability Score Improvement||1d8|
|19th||+6||Ability Score Improvement||1d8|
|20th||+6||Heart of Ice||1d10|
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. You can cause cold damage with the chosen weapon, instead of the normal damage of the weapon.
If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to one bonded weapon, and if you attempt to bond with a second weapon, you must break the bond with the first one. At 5th level, you can bond with a second weapon, but can only summon one of them using your bonus action.
- Icy Bond Extra Damage
From the 2nd level onward, once in each turn when you hit with your bonded weapon and deal damage, you deal extra cold damage based on your Frost Knight level, as shown on the Icy Bond Extra Damage table.
At 1st level your blood becomes imbued with crystals of magical ice from where you harness for magical power. You become immune to the effects of extreme cold.
At 9th level, you gain resistance to cold damage.
In addition, you gain some abilities. Whenever a Cold Blooded feature calls for a saving throw, you calculate it as follows: 8 + your proficiency bonus + your Charisma modifier.
Starting at 2nd level, whenever you are on frozen ground, you can take the Dash action as a bonus action. In addition, you gain the benefits of spider climb when walking on ice.
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Cold Magic
You learn two of the following cantrips: frostbite, shape water or ray of frost, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another from this list.
While you are wearing armor, you gain a +1 bonus to AC.
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.
- Great Weapon Fighting
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.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Your soul shapes your powers and your connection with winter. At 3rd level, choose between Ice Wraith or Cold Sentinel. Your choice grants you features at 3rd level, and again at 7th, 11th and 18th levels.
At 3rd level you gain more control over the cold, and it starts to affect the world around you. The ground in a 10-foot square around you turns it into ice for 1 minute.
The ice in the ground creates difficult terrain for creatures other than you for the duration. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
You freeze the water in the area, provided that there are no creatures in it. The water unfreezes in 1 hour.
You can use this feature a number of times equal to your Charisma modifier, and regain your uses after finishing a short or a long rest.
Ability Score Increase
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.
At 5th level,you can attack twice instead of once when you take the attack action.
At the 6th level, you can coat any non-magical melee weapon with your magical ice, allowing you to cause your Icy Bond Extra damage with non bonded weapons.
In addition, cold damage dealt by your Frost Knight features ignore resistance to cold damage.
Moreover, you can use your Icy Ground to freeze a surface you touch. A frozen object or structure takes twice damage from attacks.
Beginning at 6th level, you can freeze the ground below your feet and slide towards a place as an action. You can move without taking opportunity attacks to a place within 30 feet. Before or after moving in that way, you can make one attack, as part of your action.
Upon reaching the 9th level, your enemies' life forces turns to your whim. When you use your Icy Ground feature, you can raise tendrils of ice to grasp your enemies in the area, using your action.
As an action, you can envelop a creature above the frozen ground in tendrils of ice. They must make a Dexterity saving throw, or take cold damage equal to 1d8 + your Charisma modifier. You gain temporary hit points equal to the damage caused.
In addition, a creature that fails this saving throw is restrained. To break out, the restrained target can use its action to make a Strength check against your Cold Blooded save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the tendrils to reach for a different creature or to move to a different unoccupied space within the icy ground. The hand releases a restrained target if you do either.
Starting at 10th level, the ice in your body enhances your resilience. You have resistance to poison and fire damage, and you are immune to the poisoned condition.
At the 13th level, you can use an action to send chains of frost out from your body. You cause all creatures of choice within 10 feet to make a Dexterity saving throw against your Cold-Blooded DC. On a failed save, they take 3d8 cold damage and are pulled towards the closes unoccupied space around you. On a success a creature take half damage and is not pulled.
On a successful save, nothing happens. Creatures captured by the chains are restrained, and must use an action to make a Strength saving throw to break from the chains.
In addition, this ability create a frost aura enveloping the area within 10 feet, creating difficult terrain to all creatures not resistant to cold damage. In addition, creatures that starts or ends its turn in the area must make a Constitution saving throw, or take 2d6 cold damage.
You can use this feature once. You regain use of this feature on a long rest.
Upon reaching the 14th 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 in a 15-foot cone. Any creature in the area must make a Constitution saving throw or take 4d6 cold damage on a failed save. The damage increases to 6d6 at 19th level.
At 15th 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.
Starting at 15th level, your chilling presence strikes fear in the hearts of your opponents. As a reaction against an attack, you can impose Disadvantage to that attack. Creatures immune to the frightened condition aren't affected by this ability.
In addition, when a creature misses an attack affected by this ability, you can target the creature with cause fear as part of the same reaction. Charisma is your spellcasting ability for this spell. You can cast cause fear using this ability a number of times equal to your Charisma modifier, and regain uses after finishing a long rest.
At 17th level, you gain immunity to cold damage. In addition, any spell or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance to cold damage.
Heart of Ice
At 20th level, you are immune to cold damage and.
In addition, as a reaction to a melee attack, you may exhale a cold breath, and roll 10d12. If the result is higher than the target's current number of hit points, the target enter in a eternal cold. The target is petrified in eternal ice, that can only be removed by you, using your action or by a wish spell.
You can use this feature once. You regain use of this feature on a long rest.
You embrace the true strength of the deep dark cold. this cold, is the cold of death, and you have learned to embrace both.
Starting at 3rd level, whenever you roll a 9 on a Charisma (Intimidation) check, you can choose to roll a 10 instead.
In addition, when you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.
Starting at 3rd level, you can use a Bonus Action to encase your blade in ice. The next successful attack you make with this weapon on this turn deal additional 1d6 cold damage and forces the target to make a Constitution saving throw or have its movement speed reduced by half until the end of your next turn.
- The Cold Grasp of Death
At 7th level, you can now project a hand comprised completely of ice. As an action, you may summon a large hand made of ice in an unoccupied space you can see within 30 feet.
As a bonus action, you can grasp an object and move it 60 feet in any direction. Alternatively, you can grapple a creature of Huge size or smaller. You have advantage against creatures of medium size or smaller. The hand have a Strength score equal to your Constitution modifier, and you add your proficiency bonus to its check. On a successful grapple attempt, the target takes 3d6 cold damage.
The hand disappears on the end of the current turn, and once you use this ability, you can't use it again until you finish a short or a long rest.
- Presence of Death
At the 11th level, enemies begin to fear you more than death. When you take the Attack action, you can look at a creature of your choice within 30 feet as part of the action. That creature must succeed on a Wisdom saving throw against your Cold Blooded save DC or take psychic damage equal to your Icy Bond damage and is frightened until the end of your next turn.
A creature who rolls a 1 on the d20 is paralyzed until the end of your next turn. A creature immune to the frightened condition can't be paralyzed by this ability.
- Iced Earth
At the 18th 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.
Doing so creates a strong blizzard in an 20-foot sphere, that lasts 1 minute. Any hostile creature on the area is suffer from the following effects:
- The area is heavily obscured, and exposed flames in the area are doused.
- The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
- If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
- Each creature in the sphere when it appears or that ends its turn there must succeed on a Constitution saving throw or take 2d6 cold damage.
Once you use this ability, you can't use it again until you finish a short or a long rest.
Cold sentinels use magical ice to create barriers and protect their allies.
- Frightening Coldness
Starting at 3rd level, whenever a creature within 30 feet is able to see you, it has disadvantage on Charisma (Intimidation) and (Deception) checks against you.
In addition, you have advantage on saving throws against being frightened or charmed.
- Frost Skin
Starting at 3rd level, you can create an armor of ice covering your body. As a bonus action, you roll a d6, gaining temporary hit points equal to the number rolled. When a creature reduces this temporary hit points to 0 with a melee attack, it must make a Dexterity saving throw against your Cold Blooded save DC or takes damage equal to the number of temporary hit points you had.
You roll 2d6 at 11th level.
- Winters Aura
Starting at 7th level, whenever you have at least 1 hit point granted by your frost skin ability, you create an aura of coldness within 10 feet around you. Any hostile creature without resistance or immunity to cold damage is considered in difficult terrain while inside the aura.
The radius increases to 30 feet at 15th level.
- Glacial Charge
At 11th level, you can forgo one attack to charge forward, forming a shield of ice in front of you. You force all hostile creatures in a line 5-wide and 30 feet long to make a Dexterity saving throw, or take 3d6 cold damage on a failed save, or half as much on a success. You can then teleport to an unoccupied space within 5 feet within the line.
- Ice Wall
At 18th level, you can cast the spell Wall of Ice once, without spending a spell slot, and regain the ability to do so after completing a long rest.
Proficiencies. When you multiclass into the Frost Knight class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.