Frozen Revenant (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Frozen Revenant[edit]

A field to the north is littered with corpses, the site of a great battle. Thieves scour the field, picking whatever they can off the bodies. None of them notice one of the corpses standing up and drawing its weapon on them. A soldier marches forth with his comrades, defending all of them from an untimely end. A powerful spell from a mage surges forth from the enemies’ ranks, striking the soldier in the chest. The soldier stops briefly before continuing his march, a cold fury in his eyes. These warriors are frozen revenants, undead who have been granted a second chance at life by a mysterious force known to them as the Frozen Death.

Undead Soldiers[edit]

Frozen revenants are undead soldiers, slain on the fields of battle. Returned to life by the Frozen Death, they do its bidding in exchange for power. Frozen revenants have little to no memory of their life from when they were alive, but the Frozen Death will often reward them with snippets of their old life for fulfilling their duty to it. Soon, they are granted memory of their killer and seek to destroy that which ended their life.

Creating a Frozen Revenant[edit]

When designing a frozen revenant, really consider the past of your character. What were they like when they were alive? How did they die? Your character will not remember these aspects for a while, but it’s important for you to know your character’s history. Alternatively, allow your DM to create your character’s past to keep it a mystery for you. Either way, work with your DM to develop your character’s history.

Quick Build

You can make a frozen revenant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose a longsword and shield as your starting equipment.

Class Features

As a frozen revenant you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Athletics, Insight, Intimidation, Perception, Survival

Equipment

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

  • (a) A longsword or (b) one martial melee weapon
  • (a) A shield or (b) one simple weapon
  • (a) An explorer's pack or (b) a dungeoneer's pack
  • Chain mail or Scale Mail and 10d4x8 gp

Table: The frozen revenant

Level Proficiency
Bonus
Features Frozen Death Bonus Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Frozen Death,Telepathy +2
2nd +2 Fighting Style, Revenant +2 2 2
3rd +2 Frozen Path +2 3 3
4th +2 Ability Score Improvement +2 3 3
5th +3 Extra Attack +3 4 4 2
6th +3 Ability Score Improvement +3 4 4 2
7th +3 Snap Freeze, Frozen Path Feature +3 5 4 3
8th +3 Ability Score Improvement +3 5 4 3
9th +4 Cold Death Touch +4 6 4 3 2
10th +4 Frozen Path Feature +4 6 4 3 2
11th +4 Voice of the Dead +4 7 4 3 3
12th +4 Ability Score Improvement +4 7 4 3 3
13th +5 Mimic +5 8 4 3 3 1
14th +5 Ability Score Improvement, Undying Soldier +5 8 4 3 3 1
15th +5 Frozen Path Feature +5 9 4 3 3 2
16th +5 Ability Score Improvement +5 9 4 3 3 2
17th +6 Frozen Thrall +6 10 4 3 3 3 1
18th +6 Eternal Undead, Frozen Path Feature +6 10 4 3 3 3 1
19th +6 Ability Score Improvement +6 11 4 3 3 3 2
20th +6 New Purpose +6 11 4 3 3 3 2

Frozen Death[edit]

A mysterious force has resurrected you from the dead with no memories from your previous life. After awakening, you hear the voice of this force in your head, calling itself the Frozen Death. Giving you orders from a place you cannot perceive, the Frozen Death grants you various powers as you do its bidding; and it will not let you refuse its orders. At 1st level, a coating of ice covers your mail. While wearing medium or heavy armor, you gain a bonus to your AC equal to the amount shown on the Frozen Death Bonus.

In addition, you have resistance to cold and necrotic damage and your slight undead appearance makes creatures with a Wisdom score of three or less wary of your presence.

Telepathy[edit]

The Frozen Death took your voice, but not your mind. At 1st level, you lose the ability to speak, but you can communicate telepathically with up to six creatures in a 60 foot radius that you can see. Creatures must share a language with you to understand you.

Fighting Style[edit]

At 2nd level, you remember a little from your life before you died, such as how you preferred to fight. Choose one of the following options.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack with a melee weapon 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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting[edit]

By 2nd level, you learned how to channel the power obtained from the Frozen Death to cast spells.

Spells Slots

The Frozen Revenant 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.

Spells Known of 1st Level and Higher

You know two 1st-level Frozen Revenant spells(list at the end of the class) of your choice. The Spells Known column of the Frozen Revenant spellcasting table shows when you learn more Frozen Revenant spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the Frozen Revenant spells you know with another spell of your choice from the Frozen Revenant 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 cryomancer 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 Frozen Revenant spell you cast and when making an attack roll with one. Additionally you can ignore verbal component of your Frozen Revenant spells, since even thought the Frozen Death took your voice, it granted you a greater magical ability.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a suit of medium or heavy armor you are wearing that benefits from the Frozen Death bonus as your spellcasting focus for your Frozen Revenant spells.

Revenant[edit]

At 2nd level, you think you can recall who or what is was that slew you. You can’t recall the face or distinct characteristics of your killer however. It may have been by a single enemy, or perhaps it was a group. Either way, to you, that whole race is guilty. Based on your character’s story, choose a type of creature: aberration, beast, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant or undead. If you decide your killer was humanoid, select a particular race (human, elf, gnoll etc.).Your have advantage on Wisdom (Survival) checks to track and Wisdom (Perception) checks to spot creatures of the chosen type. You also gain advantage to attack rolls and a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. You may choose another type of creature at 7th level.

Frozen Path[edit]

At 3rd level, you chose a Frozen Path. Choose between Frozen Warden or Cryomancer, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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]

Starting at 5th level, you can attack twice when you take the attack action on your turn.

Snap Freeze[edit]

Starting at 7th level, you can use a bonus action to activate a layer of protective ice to protect you. You gain resistance to bludgeoning, piercing, and slashing damage for a number of minutes equal to your Intelligence modifier. You may use this ability as as many times as your proficiency bonus. You regain one usage on a short rest, and all usages on a long rest.

Cold Death Touch[edit]

At 9th level, you learn how to harness your defensive cold power in your attacks. Whenever you are under the effect of Snap Freeze your weapon attacks gain a bonus to hit only equal to your Frozen Death Bonus, and every creature you hit with it takes extra damage equal to 2d6 + half your frozen revenant level. The extra damage is cold damage, as its sorce is your cold power.

Voice of the Dead[edit]

Starting at 11th level, you can scream the final thoughts of a creature that has died recently. As an action, you can touch a creature that has died in the past 1 minute and then scream out around you. Each creature of your choice within 60 feet must make a Intelligence saving throw (Save DC = 8 + your proficiency bonus + your Intelligence modifier), taking 7d10 psychic damage on a failure or half as much on a success.

You can't use this feature more than once per corpse touched.

Mimic[edit]

Starting at 13th level, the Frozen Death allows you to change your appearance. As an action, you can alter your shape to mimic a particular humanoid you have seen before for the next 24 hours. While mimicking this humanoid, you gain advantage on Charisma (deception) checks while pretending to be that humanoid. You can produce the sound of this humanoid’s voice during this time if you have heard it for at least a minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked. Once you use this feature, you must finish a long rest before you can use it again.

Undying Soldier[edit]

Starting at 14th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. When you do, you release a wave of chilling air in a 5 foot radius around you. Any creature in the area must succeed on a DC Constitution saving throw (Save DC = 8 + your proficiency bonus + your Intelligence modifier) or have their movement reduced to 0 until the end of your next turn. Each time you use this feature after the frist, you must succeed on a constitution saving throw CD 10, and each time after the CD increases by 5. When you finish a short or long rest the CD resets to 0.

Frozen Thrall[edit]

At 17th level, you can use an action to imbue a recently fallen creature with the ‘blessing’ of the Frozen Death. By touching a creature, that is Large or smaller and has died in the past 1 minute, you can revive it as a thrall under your control for the next 1 minute. The thrall acts immediately after you in the initiative count. The creature retains all of its abilities from when it was alive and also gains the same bonus to AC that your Frozen Death feature grants you.

You can use this feature a number of times equal to your proficiency bonus, and regain all your uses after a long rest.

Eternal Undead[edit]

At 18th level, the Frozen Death grants you the blessing of a tireless body and an iron will. Whenever you are killed, the Frozen Death doesn't let you really die. After 1d6 days (you roll when you die) you return to life with a new body (identical to the one before your death) in a random place chosen by the Frozen Death (at DM description). After using this feature, you can't use it again for the next 30 days.

In addition, your body can not be magically aged, and your hit point maximum increases in 18, plus 2 for each additional Frozen Revenant level you have. You also gain immunity to cold and necrotic damage.

Finally, you also recall exactly who or what killed you. If they still live, you learn where you can find them and the Frozen Death will order you to slay them. You also gain a +5 bonus to attack and damage rolls against your exact killer. This effect does not stack with your Revenant feature.

New Purpose[edit]

At 20th level, you receive your final orders from the Frozen Death. Completing its quest will free you from the clutch of the Frozen Death, returning your voice, memories and free will to you. You still retain all of your frozen revenant features.


Or Choose


Cyro King[edit]

At 20th level, the Frozen Death has awarded you with the title of Cyro King. Your armorclass increases by four and you gain immunity to nom-magical slashing, piercing and bludgeoning damage, as nearly unbreakable ice coats you. You also the gain the ability to cast Power Word Kill spell a number of times equal too your intelligence modifier recharging with a short or long rest.

Frozen Warden[edit]

The Frozen Warden is a true warrior, a combatent that stands hard strikes and knows how to payback.

Ice Strike[edit]

At 3rd level, you become able to infuse your weapon with ice. When you hit a creature with a weapon attack, you can expend a spell slot to deal cold or necrotic damage(you choose) in addition to the weapon’s damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st.

Ice Armor[edit]

At 7th level, your Snap Freeze feature is improved. While under its effects, you can use your reaction when you are hit by an attack to gain a bonus to your AC equal to your Intelligence modifier (minimum of 1), potentially causing the attack to miss. The bonus last until the start of your next turn.

Frost Shield[edit]

At 10th level, you can use an Bonus Action create a shield of ice in front of you. The shield floats in front of you for 1 minute or until you dispel it and grants you the following bonuses: Your AC is increased by your proficiency bonus, and you gain advantage on a saving throw against any magical effect while the shield is active.

Ice Guardian[edit]

At 15th level, you can choose to grant your allies your Ice Armor feature for one minute. You use an action to choose up to six creatures within 60 feet that you can see. If a creature is wearing light armor, they gain a bonus to their AC equal to half your Intelligence modifier (rounded up, minimum of 1). If they are wearing medium or heavy armor, then they gain a bonus to their AC equal to your INT modifier, minimum of 1. If a creature is not wearing any armor, they receive no benefit from this feature. Once you use this feature an amount of times equal to 1 plus your Intelligence modifier, you must finish a long rest before you can use them again.

Frozen Tomb[edit]

At 18th level, you can use an action to entomb yourself in a protective coffin of ice. While active, this coffin renders you petrified. At the start of each turn you are inside the coffin, you recover 1d10 + (Intelligence modifier) hit points. You cannot be targeted while in the coffin, but the coffin can be attacked and destroyed. The coffin has AC 12 + (your Frozen Death Bonus) and 30 * (Intelligence modifier) hit points. It has resistance to slashing, piercing, bludgeoning and cold damage, and is vulnerable to fire damage. You can dismiss the coffin at the end of your turn (no action required). You can use this feature up to your proficiency bonus, and restore all usages on a short rest.

Cryomancer[edit]

The Frozen Death already has shown you the arcane arts. The Cryomancer specialize into this power; a mage of both spell and blade.

Improved Spellcasting[edit]

When you reach 3rd level, you learn another way of channel magic in battle. You can learn two cantrips from the Frozen Revenant Spell list. You can add your Intelligence modifier to the cantrips damage rolls as cold damage. Whenever you gain a level in this class, you can replace one of them by another cantrip from the list. You can choose an additional cantrip at 10th level.

In addition, at 3rd, 8th, 14th, and 20th level, you can learn a spell from any spell list that is from the Evocation school that causes damage(it causes cold damage when cast by you) and a spell from the Necromancy school.

Battle Mage[edit]

Beginning at 7th level, when you use your action to cast a cantrip or a spell, you can make one weapon attack as a bonus action.

Cryonic Form[edit]

At 10th level you learn how to enter in a rare state of focus, a state that allows you to channel additional cold power. As a bonus action, you can enter in the Cryonic Form for one minute. While in that state, you can cause your damaging spells to deal an additional 1d10 cold damage, and non-damaging spell that affects one or more creatures to deal 1d6 cold damage. The damage increases by one die at 15th level(2d10 and 2d6) and 18th level(3d10 and 3d6).

Improved Battle Mage[edit]

At 15th level whenever you take the attack action, you can cast a spell that has a casting time of 1 action, changing the casting time to 1 bonus action for this casting.

In addition, your spell save DC improves to: Spell save DC = 10 + your proficiency bonus + your Intelligence modifier

Eternal Rest[edit]

You have developed a tremendous control over the magical power from the Frozen Death, almost making it eternally availble to you. By the 18th level, you recover all your expended slots whenever you make a short rest, as if it was a long rest.

Frozen Revenant Spell List[edit]

Cantrips

frostbite, ray of frost, shape water, chill touch, toll the dead, spare the dying .

1st-level

absorb elements, armor of agathys, frost fingers, ice knife, hex, cause fear.

2nd-level

rime's binding ice, hold person, snowball swarm, spike growth (cold damage), misty step, warding wind, life tether, ray of enfeeblement.

3rd-level

elemental weapon (cold only), protection from energy, sleet storm, slow, bestow curse, speak with dead, spirit shroud, counterspell, summon undead.

4th-level

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

5th-level

banishing smite, circle of power, cloudkill, cone of cold, dispel evil and good, dominate person, dream, geas, hold monster, steel wind strike, synaptic static, teleportation circle, wall of force.


Multiclassing[edit]

It is not possible to multiclass into the frozen revenant class due to the loss of memory being an intrinsic part of the class.

5.00
(one vote)

Back to Main Page5e HomebrewClasses