Glacial Knight (5e Class)

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Glacial Knight[edit]

On a long winter's night, as the wind is howling and the snow is piling up, a man walks unprotected from the cold, seemingly embracing the blizzard before him as the army of an enemy nation marches towards his village. This display of power by the enemy is tremendous, but it pales in comparison to the frigid might this lone warrior possesses. The fight lasts all night, and though the army has seen many victories, Winter never sees any sign of defeat. The unbearable cold weakens the army, the lone Glacial Knight decimating the enemy force as it comes to bear arms against him. Day breaks to see freshly fallen snow, pristine white again as if there had never been a threat to begin with.

Creating a Glacial Knight[edit]

Quick Build

You can make a Glacial Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Dexterity or Strength.

Class Features

As a Glacial Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Glacial Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Glacial Knight level after 1st


Armor: medium and heavy
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose three skills from Acrobatics, Arcana, Intimidation, Nature, Survival


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

  • Adamantine Hilt
  • (a) scale mail or (b) chain mail
  • (a) shield or (b) 3 javilins

Table: The Glacial Knight

Level Proficiency
1st +2 Cold Affinity, Glacial Relic
2nd +2 Ancient Heritage
3rd +2 Glacial Being
4th +2 Ability Score Improvement
5th +3 Ancient Heritage, Extra Attack
6th +3 Ability Score Improvement, Glacial Fire, Glacial Being
7th +3 Cold Affinity
8th +3 Ability Score Improvement, Arctic Reckoning
9th +4 Ancient Heritage
10th +4 Arctic Reckoning
11th +4 Glacial Fire, Lasting Winter
12th +4 Ability Score Improvement, Glacial Being, Arctic Reckoning
13th +5
14th +5 Arctic Reckoning, Extra Attack
15th +5 Glacial Being
16th +5 Ability Score Improvement, Arctic Reckoning
17th +6 Lasting Winter
18th +6
19th +6 Ability Score Improvement
20th +6 Glacial Walker

Cold Affinity[edit]

As a Glacial Knight, you have natural immunity to cold damage and don't suffer any negative effects caused by cold weather. You can also freeze any non-magical object or liquid that you touch.

Additionally at level 7, you are never disadvantaged as a result of difficult terrain caused by ice or snow, and your vision is not impaired by heavy rain or snow storms.

Glacial Relic[edit]

As a Glacial Knight you have obtained a Glacial Relic; the hilt of a weapon, lost and broken centuries ago. However, as a Glacial Knight you're able to reforge the blade whenever it suits you by recreating it out of ice crystal. You can use this ability as a bonus action and it turns into a weapon with the following effects:

The Relic is a melee weapon of your choice which is considered a magical weapon and does 1d8 damage when wielded in one hand, and has one of the following properties when summoned: Versatile (1d10), Finesse or Thrown(20,60). When you deal damage with it, you can choose between cold and slashing for the type.

You can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you know its precise location, and can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.

If a creature that is not you or another Glacial Knight holds the relic, they take 2d4 cold damage at the start of their turn for as long as they hold it.

When you make an attack against a target and it is holding a weapon, and your attack roll is higher than the target's armor class by 8 or more, the weapon is instantly shattered into shards of ice.

Ancient Heritage[edit]

At the 2nd level, you choose an Ancient Heritage. Choose between Dragon, Wolf or Demon, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th levels.

Glacial Being[edit]

On the outside, you may look human - but on the inside, you've got veins of ice and bones of frigid steel. Starting at 3rd level, you have vulnerability to fire damage but have resistance to non-magical bludgeoning, piercing and slashing damage. Additionally, when unarmored, you have a natural armor class equal to 10 + your Constitution modifier + your Strength or Dexterity Modifier.

At 6th level, you gain +1 to all attack and damage rolls made with your Glacial Relic.

At 12th level, you gain temporary hit points equal to your Constitution modifier + twice your Glacial Knight level at dawn.

At 15th level, you gain +3 to your attack rolls made with your Glacial Relic. Additionally, when you are reduced to 0 Hit Points but not killed outright, you can make a DC 16 Constitution Saving throw. If you pass, you regain 1/5 rounded down of your maximum hit points. You can use this feature once, regaining the use upon finishing a long rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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 14th level in this class.

Glacial Fire[edit]

Starting at 6th level, as a bonus action you can surround your relic with a glacial fire. For the next minute, every creature that you hit with a melee attack takes 3d8 cold damage. You can use this ability up to three times, requires a short rest to recharge.

Arctic Reckoning[edit]

At 8th level, you have fully connected to your arctic heritage and are able to channel its power as you see fit. You have 6(7 at 12th, 8 at 16th) charges for these abilities. You regain the charges after you've finished a long rest.

Glacial Weaponry

You have the ability to create ice from thin air, and control it at will. You can summon frozen weaponry to use at your disposal. Each Weapon summoned does 5d8 in cold damage, but once used they shatter on impact. ( costs 1 to summon )

Glowing Shards

You summon a number of ice crystal swords around you pointing outwards, they then get send outwards hitting any target in their path. Every creature within a 30-foot radius gets hit and must make a Constitution Saving Throw, The save DC is 10 + Constitution Mod + proficiency bonus. If they fail they take 6d8 cold damage. Otherwise, they take half damage. ( costs 2 )

Glacial Ray

You can send up to 3 rays of Glacial Energy towards a creature making a ranged spell attack using Constitution as the casting modifier. On a hit they take 4d8 cold damage. Otherwise, they take no damage. ( costs 1 for each ray )

Frozen Orb

A bright streak flashes from your pointing finger to a point you choose within 150ft and then blossoms into an explosion of ice. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d8 cold damage on a failed save, or half as much damage on a successful one. The ice does not spread around corners. It freezes liquid objects in the area. (Cost 3 Charges)

Lasting Winter[edit]

Starting at level 11, you know how to give yourself an advantage and are now able to bring the fight on your terms. You can cast the one of the following once (twice at 17th level) within 150-feet, you regain charges after you have finished a long rest.


An ice storm appears in a location you choose within range. The area of the storm consists of an 80-foot-radius, 40-foot-high cylinder. Each creature in the area must make a Dexterity saving throw with a DC15(18 at 17th) save. It gets frozen till its next turn and takes 8d4(16d4 at 17th) cold damage on a failed save, or it doesn't get frozen and takes half as much damage on a successful one. As an additional effect, you also summon a landslide of ice in the area of the storm and is considered hard terrain till the spell ends. Plant life in the area is frozen solid by this spell.

Snow Globe

You deep freeze any vapor and moisture in a 30-foot radius, creating a protective sphere at a location you choose within range. The Globe has an AC of 18 and health equal to your Constitution Mod * 10(15th at 17th). Any hostile creature within the globe has his movement speed reduced to 10-feet and must make a Dexterity Saving Throw with a DC15(18 at 17th) save and take 6d4(12d4 at 17th) cold damage on a failed save, or take half as much damage on a successful one.

Winters Embrace

A massive snow storm is summoned in an 80-foot-radius and the entirety of the area is coated in a thick layering of ice and snow. Each creature within the terrain must make a constitution save of 8 + constitution + proficiency bonus on a fail their movement speed is reduced to zero, movement speed is halved on a success. Along with this you are able to move double your movement speed in this terrain, and you have advantage on your attacks against the opponent.

Glacial Walker[edit]

At level 20, you are the example of what it means to wield the power of winter and ice. Gain 4 points in Constitution. Your Constitution max is now 24. You gain resistance to 2 others elements of your choice except for fire.

When below half your Hit Points, you give off an aura, making 20-foot around you difficult terrain for enemy creatures.


A long time ago, your ancestors were given power by an unknown dragon that was able to control ice and frost like none other.

Frozen Rage

At 2nd level, whenever you are forced to make a saving throw and fail you can choose to succeed instead. You can use this feature once, regaining the use of it upon finishing a long rest.

Dragons Eye

At 5th level, you have the keen senses of a dragon. Double your proficiency bonus when making perception checks.

Glacial Strength

At 9th level, when you roll to deal Cold damage, it gains a bonus equal to your Strength modifier.


Your ancestors encountered a wolf on their travels and traveled with it for many years. When they eventually parted ways the wolf transferred some of its power to them so that they could survive without help.

Icy Ground

At 2nd level, as a Bonus Action, you can put a layer of ice beneath yourself. Your movement speed is increased by 10 feet. This effect lasts till you are incapacitated or until you dispel it.


At 5th level, You know how to wait for or create opportunities to strike at your enemies. Your weapon attacks score a critical hit on a roll of 19-20.

Undying Wolf

At 9th level, when you are reduced to 0 hit points and aren't killed outright, you can use your reaction to make melee 3 attacks before going down. You can only use this feature once, regaining the use of it after a long rest.


A long time ago, your ancestors were given power by a demon. For what reason is unknown, the only thing known is that you were given magic to resurrect the dead.

Life Drain

At 2nd level, whenever you reduce a creature to 0 hit points using a Glacial Relic attack, you gain temporary hit points equal to your Constitution modifier.

Frozen Thrall

At 5th level, whenever a creature died next to you, you can resurrect it using your glacial magic and have it fight for you, they have the stats of a zombie along with cold resistance and seek out enemies that you choose. Upon reaching that enemy, the frozen thrall explodes in a burst of ice dealing 4d4 ice damage (8d4 at level 13). You may only resurrect a number of frozen thralls equal to half your Constitution modifier (rounded down) before taking a long rest.

Best Served Cold

At 9th level, whenever you take damage from an enemy ranged attack or ranged spell (including spells like fireball and other DC save spells), you can use a reaction to have all of your current thralls launch themselves at the attacker like missiles (avoiding any objects or obstruction if possible) to deal 6d4 damage per thrall (12d4 at level 16).


Prerequisites: Constitution 13, Strength or Dexterity 13

Proficiencies: Simple weapons and martial weapons.

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