God Winter (5e Class)

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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 your eyes that freeze on your face, before reach the ground, a human stops the time before seeing her fiance be hit by a blow from a angel.

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

The god winter carry in their blood a mixture of gifts and curse. It is not possible to choose to be god winter, neither to learn your techniques. They choose him to born like this.

Creating God Winter

The most important narrative element that we must remember when building a god winter 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 God Winter 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 God Winter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Mount's proficiency
Saving Throws: Strength, Constitution
Skills: choose two 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 God Winter

Level Proficiency
Bonus
Features Winter Area Frozen Points Frozen Limit
1st +2 Winter, Ice Armor 5 ft. - -
2nd +2 Frozen Points, Fighting Style 10 ft. 8 4
3rd +2 Archetype Feature, Sub-Zero 10 ft. 12 4
4th +2 Ability Score Improvement 10 ft. 12 4
5th +3 Extra Attack 15 ft. 16 5
6th +3 Archetype Feature 15 ft. 16 5
7th +3 Cold Blood 15 ft. 20 5
8th +3 Ability Score Improvement 20 ft. 20 5
9th +4 Gangrene 20 ft. 24 7
10th +4 Archetype Feature 20 ft. 24 7
11th +4 Extra Attack 20 ft. 32 7
12th +4 Ability Score Improvement 20 ft. 32 7
13th +5 Blessed by the blizzard 20 ft. 38 8
14th +5 Frost Arcenal 25 ft. 38 8
15th +5 Improved Ice Armor 30 ft. 42 8
16th +5 Ability Score Improvement 30 ft. 42 8
17th +6 Archetype Feature 30 ft. 46 10
18th +6 Winter Breeze, Improved Winter Breeze 30 ft. 46 10
19th +6 Ability Score Improvement 30 ft. 50 10
20th +6 Mahapadma 30 ft. 50 10

Winter

As an action you can begin to channel raw power from ice elemental plane into the material plane. This creates an aura with a 5 foot radius around you that freezes the ground within it. The frozen ground is difficult terrain for any creature other than the god winter. The creature that enters the aura for the first time on its turn or moves for the first time of its turn in the aura must make a Dexterity saving throw . On a failed save, it falls prone. The DC is 8 + your Charisma modifier+ your proficiency bonus) This aura will lasts for 1 minute. You can use this feature an amount of times equal to half your God Winter level, regaining all uses upon completing a short or long rest. The radius of the aura increases like in the table measure.

Ice Armor

The inside of your skin is covered with a thin layer of ice that protects you from attack by enemies. Beginning at 1st level, you have resistance to cold damage and while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Fighting Style

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 Points

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 God Winter table. You can spend these points to fuel various frozen features.

You start knowing three such features: Invernal Shield, Storm Blade, 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 proficiency bonus + your Charisma modifier

God Winter Archetype

Starting at 3rd level, you can choose one archetype that defines your God Winter powers. You can choose between the

Sub-Zero

At 3st level, you learn a specific brand of magic, related to the control of ice, snow and water under freezing conditions. You learn the shape water cantrip, and you can cast it as a bonus action on your turn. When you use the ability to freeze the water, the water remains frozen for 1 hour per level you have in this class, and the effect can cover 5-foot cube per proficiency bonus point you have. Also, you can have a number of active effects of this spell equal to your Charisma modifier.

As an attack, you can use this ice magic to freeze a creature you can see in the range of the spell. The creature must make a Strength saving throw against your Winter DC or take 1d4 cold damage and it is considered grappled by you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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

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.

Cold Blood

At 7th level, your magical winter changes the composition of your blood, making you resistant to fire damage and don't suffer for negative effects of cold weather. 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. You also don't suffer from dificult terrain in snow.

Blessed by the Blizzard

At 13th 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.

Frost Arcenal

At 14th level, you gain the ability to make ice weapons that last 1 minute but don't cost any Frost Point. You cam make 5 weapons at maximum.

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 Ice Armor

Starting at 15th level, your ice armor becomes more resistant. You have resistance to non-magical slashing, piercing and bludgeoning damage.

Improved Winter Breeze

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

Winter Breeze

Beginning at 18th 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.

Mahapadma

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

Winter Reaper

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.

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 other skill from your God Winter table.

Reaper's Mark

Starting at 3rd level, when you activate your Winter feature, you can use a bonus action to mark a creature to be killed. As part of this bonus action, and as a bonus action in each turn afterwards, you can use a Bonus Action to make a melee attack against this creature, or to Dash towards that creature.

If you reduce the marked creature to 0 hit points before the Winter feature duration ends, you regain a number of hit points equal to your Reaper level + your Charisma modifier.

Cold Predator

Starting at 6th level, your speed increases by a number of feet equal to the radius of your Winter area divided by 2. You can use your Bonus Action to dash, frozing the ground and slide in it. This dash don't cause opportunity attack.

Gangrene

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 Charisma modifier (minimum of one).

Iced Shell

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 the creature have 100hp or less and fails, his hit points will be reduced to zero and his whole body turned to ice. If he pass, or have more than 100hp, he will receive damage equal to 5d10 cold damage + 5d10 necrotic damage.

Frozen Warden

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.

Protective Winds

Starting at 3rd level, while your Winter feature 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 feature 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 Charisma modifier.

Invincible Guardian

At 17th 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.

Frozen Features

Storm Blade

You can use your magic to forge weapons or sturdy shields made of ice. The weapons it's identical as an steel one and cost 1 Frozen Point. You take a bonus action to forge an item which melts after 10 minute, lasting 1h if you give 2 points. The shape of your weapon should be martial weapon, shield, or ranged weapon.

if you choose a shield, your imagination drives its form with your cold as fuel. The shields AC equals the number of points divided by 2 (rounded down) and can be used as a reaction.

The weapons forged by this feature are considered magical, can use charisma on bonus damage, and have a bonus to attacks and damage rolls equal to half the amount of points spent on the creation (rounded down, minimum +0). In addition, you gain a special bonus depending on your chosen fighting style:

Archery. When you use this feature, you can create ranged weapons. Your ammunition is magically created with each attack with this weapon. If you hit an attack, your projectile travels through the target, forcing all creatures in a 30 by 5 feet line from it to make a Dexterity saving throw, or take cold damage equal to 1d6 cold damage per point spent on this feature.
Two Weapon Fighting. When you use this feature, you can create a pair of light melee weapons on your free hands. While engaged in two-weapon fighting with this pair of weapons, you can make an additional attack with your bonus action for each 2 points spent on this feature.
Defense. When you create a weapon, your armor is also covered in shards of ice. Your armor gain a magical bonus AC equal to half the amount of points spent. If your armor already has a magical bonus, this one replaces your armor's one, if higher. In addition, you gain 5 temporary hit points per point spent, that last for the duration.
Dueling. When you hold a melee weapon of ice in one hand and no other weapon, you cause additional 2 cold damage with this feature per frozen point spent, and your target's movement speed have its movement speed reduced by 10 feet.
Frostbite

When you hit a creature with a weapon attack, you can spend 1 frozen point to cause additional 1d8 cold damage, plus 1d8 per point spent.

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 Charisma 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.

Hold Winter

Prerequisite: 5th level

You have learned to control your body temperature and winter that follows you anywhere. You can spend 1 frozen point as an Action to cease the effects of your winter feature for 10 minutes. After this time, the Winter feature resumes for the remainder of its duration.

Hail

Prerequisite: 9th level

As a ranged attack, you can spend 5 frozen points and make hail. The shape of hail can be anyone 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.

Cold Shadow

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 structure of your ice armor to hide your presence, its structure adapts 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

Prerequisites. To qualify for multiclassing into the God Winter class, you must meet these prerequisites: Charisma 13 or Dexterity 13 and Constitution 13

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

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