Frost Knight (5e Subclass)

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Frost Knight[edit]

Fighter Subclass

Frost knights are warriors who are trained in a special kind of magic, that grants them the ability to manipulate the primordial power of ice, a branch of water elemental control. They use this magic, alongside with their martial abilities to gain an edge on battles. Not all creatures that have such power become frost knights, and anyone who choose this path and survive long enough are considered the chosen champions of their communities, being respected and feared for the connection and control they have over the destructive force of ice.

It is more common for frost knights to be native from arctic environments, due to the proximity with the elements they intend to control and since this magic was created by arctic tribes who devote elements of winter, but this is not a strict rule, and the power of frost can be controlled on any sort of environment.

Some of these warriors inherit the natural power to control frost, having in their bloodline the blood of ice giants or white dragons. Other's, however, seek for this power, diligently training for years to master it while attuning their senses to this ice magic.

Frost Knight Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you learn how to use spells in battle.
Cantrips
You learn two cantrips of your choice from the frost knight spell list. You learn an additional frost knight cantrip of your choice at 10th level.
Spell Slots
The Frost Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
In addition, at 3rd, 8th, 14th, and 20th level, you can choose a spell from any spell list that is from the Evocation school and that causes damage. You can learn that spell, and it causes cold damage when cast by you.
Spells Known of 1st Level and Higher
You know three 1st-level frost knight spells of your choice. The Spells Known column of the Frost Knight spellcasting table shows when you learn more frost knight spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the frost knight spells he know with another spell of your choice from the frost knight spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for the frost knight spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a frost knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Frost Knight’s Arsenal

Starting at 3rd level, you can create weapons made out of ice, by condensing thin air into shards of ice. As an object interaction or an action on your turn, you can create any type of simple or martial weapon. Also, you can create a piece of ammunition every time you make an attack with a weapon you are proficient with.

A weapon created by this ability lasts for 1 minute, but melts immediately if leaves your hand. A piece of ammunition breaks on impact. Also, any weapon created with this feature shatters on a roll of 1 or 20 on the d20.

Finally, the weapon created by the ice arsenal ignores resistance and immunity to non-magical bludgeoning, piercing and slashing damage against creatures without resistance or immunity to cold.

The number of equipment you can create equals 10 x your proficiency bonus pieces of ammunition; 3 x your proficiency bonus simple weapons; and your proficiency bonus martial weapons. You regain the ability to do so after finishing a long rest.

Frost Knight’s Bulwark

Starting at 7th level, you can shape ice into a magical shield on your free hand, as a bonus action, that last until the start of your next turn.

The shield grants you resistance to non-magical slashing, piercing and damage, and resistance to cold and fire damage.

Frostburn

Also at 7th level, you ignore resistance to cold damage when using your Frost Knight features.

In addition, when you cause cold damage against a creature immune to it, you can use your reaction to ignore the immunity. You can use this feature a number of times equal to your Wisdom modifier. You regain your uses after finishing a long rest.

Improved Armaments

Starting at 10th level, your armaments increase in power. While you wield a weapon created by your Frost Knight Arsenal, that weapon have a bonus of +1 to attacks and damage rolls, and cause additional 1d4 cold damage on a hit. The damage is considered magical for the purposes of overcoming resistances and immunity to non-magical damage. If you wield a pair of weapons, choose one to benefit from this feature.

This increases to +2 and 1d6 at 15th level, and +3 and 1d8 at 18th level.

Winter Assault

At 15th level, whenever you use Action Surge, you can cast a Frost Knight spell with the casting time of an action as a bonus action.

Icy Transformation

Starting at 18th level, you can let the elemental power of ice infuse your body. You can cast the investiture of ice spell once, without spending a spell slot and without requiring concentration. Wisdom is your ability score for this spell.

While investiture of ice is active, you can forgo one of your Attacks made as part of the Attack action to use the Action granted by the spell.

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

Frost Knight Spell List[edit]

Cantrips

frostbite, ray of frost, shape water.

1st-level

absorb elements, armor of agathys, frost fingers, ice knife.

2nd-level

rime's binding ice, hold person, snowball swarm, spike growth, warding wind.

3rd-level

elemental weapon (cold only), protection from energy, sleet storm, slow.

4th-level

conjure minor elementals (ice mephit only), elemental bane (cold only), fire shield, freedom of movement, ice storm.

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