Frostwarden Warrior (5e Subclass)
Frostwarden Warrior[edit]
Fighter Subclass
To face a Frostwarden Warrior is to confront the relentless might of the winter storm. With each swing of their frost-encrusted blades, they bring the biting winds and the cruel, numbing cold. Their foes falter not just under the weight of their attacks but also under the oppressive chill that saps the warmth and will to fight. But to their allies, they are the steadfast protectors in the howling gale, the beacon of hope amidst the endless snow.
- Icy Grasp
Starting at 3rd level, you can harness the chilling touch of winter to enhance your combat prowess. As a bonus action, you can imbue one weapon you are holding with the biting cold of frost. For the next minute, the weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it deals an extra 1d6 cold damage to any target it hits. Additionally, the first time you hit a creature with your icy weapon on each of your turns, that creature's speed is reduced by 10 feet until the start of your next turn, as ice forms around their wounds and the cold seeps into their limbs.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Frost Armor
At 3rd level, you gain the ability to call forth a protective sheath of frost to armor yourself against harm. As a bonus action, you can envelop yourself in a shimmering armor of ice, which lasts for 1 minute or until you dismiss it (no action required). While this Frost Armor is active, you gain the following benefits :
- You gain a +2 bonus to AC.
- The first time a creature hits you with a melee attack on its turn, the attacker takes cold damage equal to your Constitution modifier (minimum of 1).
This icy barrier reflects the biting cold and resilience of the winter, offering protection while punishing foes bold enough to strike you directly.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- Glacial Passage
By the time you reach 7th level, your connection to the cold has deepened, allowing you to traverse icy terrains with ease and turn the winter's harshness against your foes. You gain the following benefits :
- Icewalker : You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement.
- Frostbite Rebuke : When a creature hits you with a melee attack while your Frost Armor is active, you can use your reaction to momentarily encase them in ice. The attacker must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be restrained until the end of their next turn as ice forms around them, limiting their movement and actions.
- Arctic Blast
At 10th level, you gain the ability to unleash a powerful blast of frigid air, freezing everything in its path. As an action, you can unleash an Arctic Blast in a 30-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 cold damage and is restrained by ice until the end of its next turn. On a successful save, the creature takes half as much damage and isn't restrained.
Additionally, any creature restrained by this effect at the start of its turn takes 1d8 cold damage. A creature can use its action to make a Strength check against your spell save DC to break free of the ice.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Winter's Embrace
By reaching 15th level, your affinity with the coldest season allows you to harness a fragment of winter's true essence, embodying its serene yet deadly nature. You gain the following benefits :
- Absolute Zero : When you hit a creature with an attack using a weapon imbued with your Icy Grasp feature, you can choose to envelop the target in intense cold. The target must make a Constitution saving throw. On a failed save, it takes an additional 2d6 cold damage, and its speed is reduced to 0 until the start of your next turn as it's momentarily frozen in place. On a successful save, the target takes half the additional damage and isn't immobilized. Once you use this ability on a creature, you can't use it on that creature again until you finish a long rest.
- Cold Resilience : You gain resistance to cold damage, and you are unaffected by extreme cold weather conditions, as described in the Dungeon Master's Guide.
- Frostborn Ascendancy
At 18th level, you attain the pinnacle of your Frostwarden abilities, ascending to a state where you are truly one with the winter's embrace. You gain the following benefits :
- Frozen Fortress : You gain immunity to cold damage, and you have advantage on saving throws against effects that would magically reduce your speed or restrain you. Additionally, as a reaction when you take damage, you can briefly encase yourself in ice, gaining resistance to all damage until the start of your next turn.
- Glacial Fury : Once per long rest, you can unleash a devastating display of frigid power. As an action, you can emanate an aura of intense cold in a 30-foot radius around you for 1 minute. Any creature that starts its turn in the aura or enters it for the first time on a turn takes 4d10 cold damage and has its speed reduced to 0 until the start of your next turn. A creature that ends its turn in the aura takes an additional 4d10 cold damage.
- Winter's Wrath : When you score a critical hit with a weapon attack, the target must make a Constitution saving throw or be paralyzed by ice until the end of its next turn. Additionally, any creature paralyzed by this effect takes double damage from the attack that triggered it.
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