Frozen Revenant (5e Class)
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- 1 Frozen Revenant
- 1.1 Undead Soldiers
- 1.2 Creating a Frozen Revenant
- 1.3 Class Features
- 1.3.1 Table: The frozen revenant
- 1.3.2 Frozen Death
- 1.3.3 Telepathy
- 1.3.4 Fighting Style
- 1.3.5 Revenant
- 1.3.6 Frozen Path
- 1.3.7 Ability Score Increase
- 1.3.8 Extra Attack
- 1.3.9 Snap Freeze
- 1.3.10 Voice of the Dead
- 1.3.11 Mimic
- 1.3.12 Thawing Strike
- 1.3.13 Undying Soldier
- 1.3.14 Frozen Thrall
- 1.3.15 Eternal Undead
- 1.3.16 New Purpose
- 1.4 Frozen Warden
- 1.5 Cryomancer
- 1.6 Class Feat: Extra path
- 1.7 Multiclassing
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.
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
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.
As a frozen revenant you gain the following class features.
- Hit Points
Armor: Light, Medium and Heavy Armor
Weapons: Simple and Martial Weapons
Saving Throws: Constitution, Intelligence
Skills: Choose 3 of Arcana, Athletics, Insight, Intimidation, Perception, Survival
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 and 10d4x8 gp
|Features||—Spell Slots per Spell Level—|
|2nd||+2||Fighting Style, Revenant||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—|
|6th||+3||Frozen Path Feature||3||—||—||—|
|8th||+3||Ability Score Improvement||4||2||—||—|
|9th||+4||Voice of the Dead||4||2||—||—|
|10th||+4||Frozen Path Feature||4||3||—||—|
|12th||+4||Ability Score Improvement||4||3||—||—|
|14th||+5||Frozen Path Feature||4||3||2||—|
|16th||+5||Ability Score Improvement||4||3||3||—|
|19th||+6||Ability Score Improvement||4||3||3||1|
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 half your Intelligence modifier rounded up, minimum of 1. In addition, you have resistance to cold damage and your slight undead appearance makes creatures with a Wisdom score of three or less wary of your presence.
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.
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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 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.
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.
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.). You gain advantage on weapon attacks and you gain +1 to attack and damage rolls against that creature type. You Also gain +2 Str and Con.
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 6th, 10th and 14th level.
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.
Starting at 5th level, you can attack twice when you take the attack action on your turn.
Starting at 7th level, you can augment the coating of ice on your armor to strike back at attackers. When you take bludgeoning, piercing or slashing damage, you can use your reaction to gain resistance to that damage type until the start of your next turn. If the attacker is within 5 feet of you, force the attacker to make a DC Constitution saving throw (Save DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, the target’s movement is reduced to 0 until the end of your next turn.
Voice of the Dead
Starting at 9th 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. You choose up to 5 creatures within 60 feet that you can see. Each creature must make a DC Intelligence saving throw (Save DC = 8 + your proficiency bonus + your Intelligence modifier), taking 4d6 psychic damage on a failure or half as much on a success.
Starting at 11th 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.
At 13th level, you can use a bonus action to quickly thaw your armors ice coating to deal additional damage on your next attack. You lose the bonus to your AC gained from your Frozen Death or Ice Armor feature until the start of your next turn, however your next melee weapon attack deals an additional 2d6 fire damage.
Starting at 15th 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. Once you use this feature, you must finish a long rest before you can use it again.
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 medium or large in size 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. Once you use this feature, you must finish a long rest before you can use it again.
At 18th level, the Frozen Death grants you the blessing of an tireless body and an iron will. You no longer need to rest, you gain 1 hit point per frozen revenant level and you gain resistance to bludgeoning, piercing and slashing damage. To receive the effect of a long rest, you must engage in light activity for at least 8 hours. 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.
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.
The frozen warden is a true guardian, a warrior that can take hits and shrug them off with ease. The Frozen Death allows you to delve into this defensive power.
- Ice Armor
At 3rd level, your Frozen Death feature is improved. While wearing medium or heavy armor, you gain a bonus to your AC equal to your Intelligence modifier, minimum of 1.
- Frost Shield
At 6th level, you can use an 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 1 and you gain advantage on a saving throw of the first spell cast on you before the start of each of your turns while the shield is active.
- Frozen Tomb
At 10th level, you can use an action to entomb yourself in a protective coffin of ice. While active, this coffin reduces your movement to 0, renders you unable to attack and allows you to spend 1 hit die to recover hit points as you would on a short rest at the start of each of your turns. You cannot take damage while in the coffin, but the coffin can be attacked and destroyed. The coffin has AC 12 and 50 hit points. It is also vulnerable to fire damage. You can dismiss the coffin with a bonus action.
- Ice Guardian
At 14th 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 INT 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 Int mod, you must finish a long rest before you can use them again.
The Frozen Death has shown the arcane arts and has allowed you to tap into its power further. The cryomancer is the result of this power; a mage of both spell and blade.
When you reach 3rd level, the Frozen Death grants you the ability to cast spells as a wizard might.
Cantrips: You learn the Chill Touch and Ray of Frost cantrips.
Spell Slots: The frozen revenant 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 that 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 three 1st level wizard spells of your choice, two of which must be from the abjuration and evocation spells on the wizard spell list. You learn one more spell of 1st level or higher at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th and 20th level. Each of these spells must be an abjuration or evocation spell of your choice and must be of a level for which you have spell slots. The spells you learn at 8th, 14th and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots and it must be an abjuration or evocation spell, unless you’re replacing the spell that you gained at 8th, 14th or 20th level.
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one:
Spell Save DC = 8 + your proficiency modifier + your Intelligence modifier
Spell Attack Modifier = your proficiency modifier + your Intelligence modifier
- Battle Mage
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
- Cryonic Spells
At 10th level, you can cause your damaging spells to do additional cold damage. As a bonus action, you cause your damaging spells to deal an additional 1d10 cold damage for one minute. Additionally, you can choose to have any non-damaging spell that affects one or more creatures to deal 1d6 cold damage.
- Ice Strike
At 14th level, you become able to infuse your weapon with ice. When you hit a creature with a melee weapon attack, you can use a bonus action to expend a spell slot to deal cold damage in addition to the weapon’s damage. The extra damage is 2d6 for a 1st level spell slot, plus 2d6 for each spell level higher than 1st.
Class Feat: Extra path
At any point this may be taken instead of an ability increase or a standard feat Prerequisite: Frozen Revenant class levels, and DM MUST apporove, feat is a bit powerful For the frozen revenant expecting to go against legendary opponent's, this extra training passed down from their.... Benefactor, allows a Frozen revenant to add the benefits of whichever path they didn't take in addition to the one they chose. This feat is obviously more powerful then some, so talk to dm before use.
It is not possible to multiclass into the frozen revenant class due to the loss of memory being an intrinsic part of the class.