Frozen One (5e Class)

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Frozen One[edit]

Dressed in an oriental kimono and holding in his hands a blue blade, a furious forest elf flies with wings of ice to launch an attack on the dragon that burned his icy forests and murdered his people.

With tears in her eyes that freeze on her face before reaching the ground, a human stops time saving her fiancé from being slain by a angel.

A Halfling sees a vampire coming towards him with the intention of drinking every last drop of his magical blood. Then he holds mystical freezing energy in his hands and hurls it towards his attacker turning the vampire into a statue of ice and regret.

The frozen ones carry in their blood a mixture of gifts and curses. It is not possible to choose to become a frozen one, neither to learn their techniques. The cosmetic forces of winter, their lineage or forces not yet known chooses people to share their powers with.

Creating a Frozen One[edit]

The most important narrative element that we must remember when building a frozen one is the source of its freezing power. Like you did you get it? Does your origin descend from the lineage of the ice goddess? Have you been blessed by the element of cold? A spirit of the blizzard possessed your body when you were a baby? And how do you feel about the magical power that runs through you? You hugged him, trying to dominate him or delight in its unpredictable nature? He is a blessing or a curse? Did you seek him or did he found you? Did you have the option to decline it or did you want to had it? What do you intend to do with him? Maybe you believe that this power was given to you for some bigger purpose. Or you can decide that this power gives you the right to do what you want, to take what you want those who do not have such power.

Quick Build

You can make a Frozen One quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the outlander background.

Class Features

As a Frozen One you gain the following class features.

Hit Points

Hit Dice: 1d10 per Frozen One level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Frozen One level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Mason's tools
Saving Throws: Strength, Constitution, Dexterity
Skills: choose four from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Nature, Perception, Performance, Persuasion, Stealth, Survival.

Equipment

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

  • (a) a greatsword or (b) longsword and a simple weapon
  • (a) a rapier or (b) longbow and 20 arrows
  • (a) a shortbow and 20 arrows or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Table: The Frozen One

Level Proficiency
Bonus
Features Winter Area Frozen Points Frozen Limit
1st +2 Winter Step, Frost Aura 5 ft. - -
2nd +2 Frozen Points, Fighting Style 10 ft. 8 2
3rd +2 Archetype Selection, Blood Frost 10 ft. 12 2
4th +2 Ability Score Improvement 10 ft. 12 2
5th +3 Extra Attack, Frozen Features 10 ft. 14 3
6th +3 Archetype Feature, Arctic Strikes 15 ft. 14 3
7th +3 Cold Blooded 15 ft. 17 3
8th +3 Ability Score Improvement 15 ft. 17 3
9th +4 Archetype Feature, Frozen Features 15 ft. 27 5
10th +4 Blessed by the Blizzard 20 ft. 27 5
11th +4 Extra Attack 20 ft. 32 5
12th +4 Ability Score Improvement 20 ft. 32 5
13th +5 Glacius Wings, Frozen Features 20 ft. 38 6
14th +5 Improved Frost Aura 25 ft. 38 6
15th +5 Winter Breeze 25 ft. 44 6
16th +5 Ability Score Improvement 25 ft. 44 6
17th +6 Archetype Feature, Frozen Features 25 ft. 57 7
18th +6 Glacial Winds 30 ft. 57 7
19th +6 Ability Score Improvement 30 ft. 64 7
20th +6 Ice Age 30 ft. 64 7

Winter Step[edit]

Your steps are as cold as winter. You freely freeze the ground in a area around you equal to the Winter Area amount in the frozen one table, this effect also follows you with you always being the center point. The area of ​​the effect is considered difficult terrain for everyone who steps in it except you unless you designate otherwise, and increases as you gain levels in this class. This effect persist for your constitution modifier rounds while in combat, and your constitution and dexterity modifier minutes out of combat.

You can use or dismiss this ability with a bonus action.

You can use this ability a number of times equal to your proficiency bonus modifier, and you regain all uses on a short or long rest.

Frost Aura[edit]

The outside of your body is covered in a layer of frost aura that protects you from incoming attacks. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Frozen Points[edit]

Starting at 2nd level, your curse allows you to harness the mystic energy of ice, snow and cold. Your access to this energy is represented by a number of frozen points. Your Frozen Points are determined by the column of the Frozen One table. You can spend these points to fuel various frozen features.

The amount of frozen points you can use in one turn is determined by the column of the Frozen One table under Frozen Limit.

You start knowing three such features: Invernal Shield, Ice Forging, and Frostbite. You learn more frozen features as you gain levels in this class. When you spend a frozen point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended frozen back into yourself.

Some of your frozen features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Frozen save DC = 8 + your Constitution modifier + your proficiency bonus

Fighting Style[edit]

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.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: 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.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Frozen One Archetype[edit]

Starting at 3rd level, you can choose one archetype that defines your Frozen One powers.

Blood Frost[edit]

Starting at 3rd level, you can sacrifice hit points to fuel your frozen abilities. When using a frozen feature that requires spending frozen points, you may choose to expend hit points equal to your proficiency bonus for each equivalent frozen point, however when using these frozen points your frozen limit becomes your current frozen limit divided by 2 rounded down. The hit points spent cannot reduce your total below 1. This reflects the intertwining of the power of ice with the life force within your veins.

Sub-Zero Recovery[edit]

At 3rd level, the frigid environment imbues you with a regenerative aura. As an action, you can regain hit points equal to your proficiency bonus multiplied by your Constitution modifier. This effect increases to proficiency bonus + 2 7th level, and proficiency bonus + 4 at 15th level. You can use this ability 2 times, and regain expended uses on a long rest.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Arctic Strikes[edit]

Beginning at 6th level, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage as you have infused them with arctic energy.

Cold Blooded[edit]

At 7th level, your magical winter changes the composition of your blood, making you resistant to cold damage. In addition to affecting your personality, away from your emotions. Whenever you are charmed or frightened, you can spend 1 frozen point to free yourself from this effect, without using an action.

Blessed by the Blizzard[edit]

At 10th level, the connection between the spirit of the blizzard and you becomes stronger. In times of need, it will help you survive. Add your proficiency bonus to all saving throws, if you already have proficiency bonus in one or more they still receive the bonus.

Glacius Wings[edit]

At 13th level, you gain the ability to sprout a pair of wings made of ice from your back, gaining flying speed equal to your current speed. You can create these wings as a bonus action, on your turn. They last until you are knocked unconscious by any means or until you dissipate them with a bonus action.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing that is not made to accommodate your wings must be destroyed when you manifest them.

Improved Frost Aura[edit]

Starting at 14th level, your Frost Aura becomes more resistant. You gain resistance to non-magical slashing, piercing and bludgeoning damage.

Winter Breeze[edit]

Beginning at 15th level, the icy wind that blows in your direction indicates the position of any hidden or invisible creature within an area of ​​20 feet from you.

Glacial Winds[edit]

At 18th level, the divine elemental of the ice guides your steps. While in the winter area, all of your weapon attacks have advantage.

Ice Age[edit]

Beginning at 20th level, You acquire the power to reduce the temperature of all bodies to absolute zero, making the kinetic energy of all bodies in the area to be 0, except yours. Spend nine frozen points and cast the spell "time stop" without verbal or material components.

Archetypes[edit]

Winter Reaper[edit]

Winter reapers are warriors who harness the power of ice to bring hunt their prey. Using the control over winter, they slow their targets, withering them down in order to deliver a decisive blow when the right time comes.

Reaper's Mark: Starting at 3rd level, you can use a bonus action to mark a creature, that creature becomes your target. That creature remains a target for your proficiency bonus rounds, you may only have one creature marked at a time and you cannot switch targets once applied. For as long as a creature is your target you can use your bonus action to make a melee attack against the target or to dash towards the target, this effect can also be used along with the bonus action used to mark the creature.
If you reduce the marked creature's hit points to 0 before the marked duration ends, you regain a number of hit points equal to your Reaper level + your Constitution modifier, if the target is not slain by you, you do not receive this benefit. Upon receiving this benefit or failing to kill the target within the duration, you may not use Reaper's Mark again for your proficiency bonus - 1 rounds.
Cold Predator: Starting at 6th level, your speed increases by a number of feet equal to the radius of your Winter area, and opportunity attacks against you are made at Disadvantage for the duration.
Hypothermia: At 9th level, the low temperature of your attacks prevents the target's blood flow causing necrosis. When you hit a creature with Frostbite, the creature takes an additional amount of necrotic damage equal to your Constitution modifier (minimum of one).
Icy death: At 17th level, you gain the ability to drag an opponent to the coldest parts of the underworld. when you hit an opponent with 12 or more points of frostbite, they must make a constitution saving throw. if they fail, they are sent to the underworld as if you used the plain shift spell and die. If they pass, they will receive damage equal to 5d10 cold damage + 5d10 necrotic damage.

Frozen Warden[edit]

Frozen wardens are sacred guardians from ancient temples dedicated to the gods of winter and frost. They use their cold powers to protect and ward their protegees, no matter how far they must go.

Bonus Proficiencies: Starting at 3rd level, you gain proficiency in Intimidation and Survival. If you are already proficient with those skills, you can choose any two other skills from your Frozen One table.
Protective Winds: Starting at 3rd level, while your Winter Step is active, whenever a creature you can see inside your Aura is attacked, you can use a reaction to cause strong northern winds to blow, imposing Disadvantage to the attack. On a hit, the damage of that attack is halved.
Hindering Cold: At 6th level, while your Winter Step is active, you can use a Bonus Action to cause the frost to accumulate on a creature inside the area. You force that creature to make a Strength saving throw, or that creature is restrained until the start of your next turn. The creature can use an Action to end that condition on itself.
Ice Aegis: At 9th level, whenever you conjure your Invernal Shield, shards of ice cover your body, and you gain temporary hit points equal to your Constitution modifier x your proficiency bonus.
Invincible Guardian: At 15th level, you can use Invernal Shield at will, without spending frozen points. In addition, you can use it to protect a creature you can see other than you that is within your Winter area.
Icy execution: At 17th level, you gain the ability to completely freeze your opponent's body. When you hit your opponent with frostbite using 7 frozen points, he must make a Constitution saving throw. If he fails, his hit points will be reduced to zero and his whole body turned to ice. If he pass, he will receive damage equal to 5d10 cold damage + 5d10 radiant damage.

Frozen Features[edit]

Ice Forging

You possess the talent of ice forging, allowing you to shape formidable combat weapons or sturdy shields made of ice. With the naked eye, the items forged by you with this skill are aesthetically identical to those of an experienced blacksmith and appear to be made of steel. You may take a bonus action to forge an item, this item will dissipate after 1 minute. Alternatively you may forge an item through a ritual, this ritual last 1 hour and gives the items the full duration as seen in their description, but are destroyed afterward. The shape of your weapon should be a martial/simple weapon, shield, or ranged weapon. Both of these options require at least one frozen point to use.

Ranged Style: When you use this feature to create a ranged weapon, your ammunition is magically created with each attack. If you hit an attack, your projectile travels through the target in a 30 by 5-foot line, dealing cold damage equal to 1d6 per frozen point spent. Additionally, the ranged weapon created through this style remains permanent until the end of your next long rest, after which it dissipates.
Melee Style: When you create a melee weapon, or apply this to a weapon, your weapon's edge is covered in shards of ice, adding a cold damage bonus equal to the amount of points spent to your damage. If your weapon already has a magical bonus, this one adds to the damage still, but changes the damage type of the magical property to cold damage. This effect last until the end of your long rest, after which it dissipates.
Defense Style: If you choose to forge a shield, your imagination drives its form with your cold as fuel. The shield's AC equals the number of points use to forge it divided by 2 (rounded down).It also can be used as a reaction to block an area of effect attack, if used this way the shield breaks and adds the ac of the shield to allies' saving rolls if they are in the effect area.
Frostbite

When you hit a creature with a weapon attack, you may use your bonus action and spend 1 frozen point to cause additional 1d8 cold damage, plus 1d8 per additional point spent (max of 3 total frozen points).

In addition, you can forgo 1 die of damage to reduce the movement speed of your target by half until the end of your next turn.

Invernal Shield

As a reaction when you are hit by an attack, you can spend 2 frozen points harden your body and making ice crystals appear on the spot reaching as possible avoiding the hit, adding your Constitution modifier your AC (minimum of +1) until the start of your next turn.

In addition, when you use this feature, any fire or cold damage you take until the start of your next turn is halved.

Perpetual Winter

Prerequisite: 5th level

You have learned to control your body temperature and the winter that follows you anywhere. You can spend 3 frozen points and an Action to cause the effects of your Winter Step to persist for an additional 2 rounds, after which the effect will end as normal. At 15th level the extended duration increases to 4 rounds, and the cost to 6 frozen points.

Hail

Prerequisite: 9th level

As a ranged attack, you can spend 5 frozen points and make hail. The shape of hail can be anything you like. You can make rain ice swords from the sky or ice rocks, anything made of ice. Each creature of your choice in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The hail spreads around corners. It freezes objects in the area that aren’t being worn or carried. You can spend frozen points to increase this skill's damage by 1d6 for each additional frozen point.

Glacial Step

Prerequisite: 9th level

As a reaction to an attack made against you, you can spend 5 frozen points to escape that attack, causing it to miss, leaving an ice statue in its place. You instantly teleport, reappearing in another place of your choice you can see within 30 feet.

Mirror

Prerequisite: 13th level

Spend an Action and 6 frozen points. You can change the form of your frost aura to hide your presence, its form adapts to become like a mirror to reflect and refract light preventing the detection of your presence, for all intents and purposes, you become invisible for 1 minute.

While in an area of dim light you don't become invisible, but attacks against you have disadvantage. In an area of darkness, creatures with darksight can clearly seen you.

Freezing Gaze

Prerequisite: 17th level

As an action, you can spend 7 frozen points and choose a creature that you can see within 60 feet of you. As a bonus action, you launch a magical gaze of freezing energy from your eyes. The target must succeed on a Constitution saving throw or it is restrained as its flesh begins to frozen. On a successful save, the creature isn’t affected.

A creature frozen by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is completely frozen and subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

The ice melts after 1 minute, or immediately if the target takes fire damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Frozen One class, you must meet these prerequisites: Strength 13 or Dexterity 13 and Constitution 13

Proficiencies. When you multiclass into the Frozen One class, you gain the following proficiencies: Light armor, simple weapons, martial weapons

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