Ice Warrior (5e Class)

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Ice Warrior[edit]

Ice warriors are combatants capable of manipulating the primordial power of ice, a branch of water elemental control, using this ability to gain an edge on battles. Usually natives from arctic environments, some of these warriors inherit the natural power to control frost, having in their bloodline the blood of ice giants or white dragons. Other's, however, seek for this power, diligently training for years to master it while attuning their senses to this ice magic.

Creating an Ice Warrior[edit]

gyuweon-seo-iceman15.jpg
Ice Warrior

by Gyuweon Seo

What was the cause for your powers? Was it the mad alchemist doing experiments on you or were you born this way? Were you touched by an otherworldly creature? Why did you decide to pursue the life of an adventurer, to better understand your powers and where they come from or to gain even more power through trails before you?

Quick Build

You can make a Ice Warrior quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Outlander background.

Class Features

As a Ice Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shield
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Chose two from Animal Handling, Insight, Medicine, Perception and Survival

Equipment

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

Table: The Ice Warrior

Level Proficiency
Bonus
Features Manipulations Known Manipulations Prepared
1st +2 Ice Magic, Glacial Strike 2 1
2nd +2 Ice Manipulation 3 1
3rd +2 Frost Armor, Frost Path 3 1
4th +2 Ability Score Improvement 3 2
5th +3 Frost Path Feature 3 2
6th +3 Major Manipulation 4 2
7th +3 Frostburn 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Icy Skin, Frost Path Feature 4 3
10th +4 Major Manipulation,Ice Sculptor 5 3
11th +4 Ice Avatar 5 3
12th +4 Ability Score Improvement 5 3
13th +5 Frozen Recovery 5 3
14th +5 Major Manipulation 6 3
15th +5 Frost Path Feature 6 3
16th +5 Ability Score Improvement 6 4
17th +6 Wintery Rain 6 4
18th +6 Major Manipulation 7 4
19th +6 Ability Score Improvement 7 4
20th +6 Ice King 7 4

Ice Magic[edit]

Starting at 1st 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 Wisdom 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 Ice Magic DC or take 1d4 cold damage and it is considered grappled by you.

Your Ice Magic save DC is calculated as follows = DC 8 + your proficiency bonus + your Wisdom modifier.

Ice Manipulations[edit]

At 1st level, you've gained the ability to manipulate ice creating supernatural effects.

Manipulations Known

When you gain this feature, choose two manipulations to learn. You learn additional manipulations of your choice when you reach certain levels in this class, as shown in the Manipulations Known column of the Ice Warrior table.

Whenever you gain a level in this class, you can replace one of the manipulations you learned with a new one.

Prepared Manipulation

Whenever you finish a long rest, you can prepare a manipulation you know. You can prepare more than one manipulation when you finish a long rest; the maximum number of manipulations appears in the Prepared Manipulations column of the Ice Warrior table.

Glacial Strike[edit]

At 2nd level, you learn to manipulate the power of ice to infuse your attacks with magic. When you gain this feature, you learn two Glacial Strike options of your choice (see "Glacial Strikes List" below).

Once per turn when you make an attack roll with a weapon or unarmed strike, you can apply one of your Glacial Strikes to that attack. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll. You can use this ability a number of times equal 1 + your Constitution modifier, and you regain your uses after finishing a long rest.

You learn a new Glacial Strike of your choice at 5th level, and again at 9th, 13th, and 17th level. Each option also improves when you become an 17th-level ice warrior.

Frost Path[edit]

The call of the eternal tundra reaches out to you as it gives you guidance to your journey in becoming a stronger Ice Warrior. Starting at 3rd level, you choose a Frost Path from the table below from Frost Knight, Cryomancer and Vanguard.

You gain Frost Path features on the 3rd level. You earn more on levels 9th and 15th.

Frost Armor[edit]

At 3rd level, you can coat yourself in a thin armor of ice. As an action, you gain a number of temporary hit points equal to double your level in this class (rounded down). If a creature hits you with a melee attack while you have these hit points, it takes cold damage equal to the amount of temporary hit points you have.

You can use this feature a number of times equal to your Wisdom modifier, and regain the ability do so after finishing a long rest.

Ability Score Increase[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.

Major Manipulations[edit]

At 6th level, you further develop your control over the ice magic. You learn special manipulations, the major one. You gain one major manipulation at 6th level, and an additional one at 10th, 14th and 18th levels. Each time you gain a level in this class you learn a new major manipulation, but you can only have three manipulations active at the same time, regardless of the number of major manipulations you know.

Glacial Crafting[edit]

At 6th level, you can use an action to create any tool or weapon that fits in one hand. You your proficiency bonus when using the created tool or weapon. The created object lasts for 1 hour, melting after this time.

Once you use this feature, you can't use it again until you finish a short or a long rest.

Frostburn[edit]

At 7th level, you ignore resistance to cold damage when using your Ice Warrior features.

In addition, when you cause cold damage you are able to change your damage type to necrotic.

Icy Skin[edit]

At 9th level, your body is permanently coated by a thin layer of ice. Whenever you make a saving throw to reduce the cold damage taken by half, you take no damage on a success and only half damage on a failed save.

In addition, you can spend one use of your Frost Armor to protect another creature. The creature have resistance to cold and fire damage while it has at least 1 temporary hit point from this feature.

Ice Sculptor[edit]

At 10th level, you can create an object made out of ice. This works as the spell creation, but the object have the resistance of adamantine, and lasts for 1 minute. If you are on an Arctic environment or have enough ice to craft, you can mimic the spell fabricate, creating an object made out of ice.

You can use this feature once, and regain your uses of it after finishing a long rest. You can use this feature after a short or a long rest when you reach the 18th level.

Ice Avatar[edit]

Starting at 11th level, you can let the elemental power of ice infuse your body. You can cast the investiture of ice spell once, without spending a spell slot and without requiring concentration. Wisdom is your ability score for this spell.

Once you use this feature, you can't use it again until you finish a long rest.

Frozen Recovery[edit]

Starting at 13th level, if you roll initiative and have no uses of Glacial Strikes remaining, you regain one use of it.

Wintery Rain[edit]

Starting at 17th level, you can provoke a snow storm, that rains over an area of 20-foot-tall, with a 40-foot radius centered on a point of your choice within 120 feet.

For 1 minute, the ground in the area is covered with snow, making it difficult terrain. When a creature enter the area for the first time on a turn, or starts its turn there, it must succeed on a Dexterity saving throw or fall prone. Additionally, a creature that starts its turn in the area must make a Concentration saving throw if it is concentrating on a spell, or it loses the spell.

You and any creature of your choice is immune to the effects of the rain. Once you use this feature, you can't use it again until you finish a long rest.

Ice King[edit]

Starting at 20th level, you can add your Wisdom modifier to all your saving throws.

In addition, if you are reduced to 0 hit points,but not killed outright, you can use your reaction to encase yourself in a block of ice and be reduced to 0 hit points instead. You are immune to damage while you are encased, and you remain in the block until the start of your next turn. On your next turn, you start the turn with a number of temporary hit points equal to 4 x your level in this class. Once you use this feature, you can't use it again until you finish a long rest.

Frost Path[edit]

Frost Knight[edit]

Specialized in the defensive use of ice magic, the Frost Knights use this power to create powerful armors made out of ice shards hard as steel.

Knightly Training

Starting at 3rd level, you gain proficiency with heavy armor. In addition, you also gain proficiency in the Intimidation skill.

Shard Armor

At 3rd level, when you finish a long rest, you can create an armor made out of shards of ice. This armor grants you an AC equal to 14 + your proficiency bonus. You can don or doff this armor as an Action on your turn. This does not stack with any armor you are currently wearing as it replaces your AC.

When you use your Frost Armor feature while using this armor, you gain 6 temporary hit points per level you have in this class, instead of the regular amount.

You can shape the shards of ice in your armor into weapons. Choose bludgeoning, piercing or slashing damage. You can make one melee weapon attack while using this armor, and cause damage equal to 1d8 + your Strength modifier, from the chosen type.

On a hit, you can channel your ice magic through the attack, causing one of the following effects:

  • Additional 1d6 cold damage.
  • The creature can't take reactions.
  • The creature's movement speed is reduced in 15 feet.
Warden

Starting at 5th level, whenever you take damage while wearing your Shard Armor, you can use reduce bludgeoning, slashing and piercing damage in half

In addition, whenever you attack one creature you can mark that creature until the start of your next turn. A marked creature have disadvantage on attack rolls against any creature other than you.

Glacial Bastion

At 9th level, you further develop both your Ice Armor and your Ice Blade manipulations. You gain the following improvements:

  • Ice Armor: The ice of your armor automatically close your wounds, stabilizing you whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points while wearing this armor, double the number of hit points.
  • Ice Blade: While wielding the Ice Blade, you have advantage on initiative rolls. In addition, you can't be surprised, except when incapacitated by something other than nonmagical sleep.

If you don't have these manipulations, you can replace two of your manipulations by these two when you gain this feature.

True Guardian

At 15th level, you further develop the power of your Shard Armor. You can use a bonus action to emanate an aura of cold in a 30 foot radius. Any hostile creature within the area is considered in difficult terrain, for 1 minute.

In addition, whenever a creature inside this aura that makes an attack against you or an allied creature, you can use your reaction to force that creature to make a Strength saving throw, causing that creature to reroll the attack and take cold damage equal to your Wisdom modifier, ending the aura.

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

Cryomancer[edit]

Cryomancers are ice warriors specialized in the mastery of the elemental magic of cold. They can both summon the cold itself, or absorb the heat from objects and creatures, using this mythical ability to cast spells.

Cryomancy

Starting at 3rd level, you can use your latent magical power to cast cryomantic spells. You learn spells from the cryomantic list below, which you can cast by spending a use of your Glacial Strike feature. Whenever you cast a spell, it is cast at a level equal to your proficiency bonus -1.

The save DC for your cryomantic spells equals your Ice Magic save DC, and Wisdom is your spellcasting ability for these spells.

Cryomantic Cantrips. frostbite, ray of frost.
1st-level. armor of agathys, ice knife, absorb elements (cold and fire only).
2nd-level. dragon's breath (cold only), rime's binding ice, snilloc's snowball swarm.
3rd-level. elemental weapon (cold only), protection from energy (fire and cold only), sleet storm.
4th-level. conjure minor elementals (ice mephit only), elemental bane (cold only), ice storm.
5th-level. cone of cold, conjure elemental (Ice only; see Ice Elemental manipulation).
Ice Secrets

Starting at 5th level, you unearth the secret to the true power of cold. Whenever you cast a cryomantic cantrip or spell using an Action, you can make an attack with a weapon using a bonus action.

If you have cast a cryomantic spell of 1st-level or lower and hit the creature with this bonus action attack, the attack is considered a Glacial Strike (without spending an additional use).

In addition, you can use an Action to replace one ice manipulation for another of the same level. You can't replace a minor manipulation for a major one, or vice versa. Once you use this feature, you can’t use it again until you finish a long rest.

Northern Wind

At 9th level, you can use the cold winds of north to empower your magic. Your cryomantic spell is cast at two levels higher than your maximum.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses after you finish a long rest.

Snow Witch

When you reach the 15th-level, you unlock the true power of the north. You can cast the spells Investiture of Ice, Otiluke's Freezing Sphere and Wall of Ice each once, being unable to do it again until you finish a long rest.

Vanguard[edit]

Using the power of cold primarily in a offensive manner, the vanguards rush through the battlefield unleashing frozen destruction upon their enemies.

Icicles Attack

Starting at 3rd level, your weapon is covered in sharp ice shards. Whenever you hit a creature with an attack from a melee weapon, you can choose to cause either cold or slashing damage, instead of the normal damage damage.

Ice Mist

Starting at 3rd level, a cloud of mist made out of minuscule shards of ice constantly floats around you. Once in each of your turns, you can use this mist to create one of the following effects:

  • You deal additional 1d6 cold damage on a hit.
  • You freeze your feet and skate through the ground. You can move 5 feet after the attack, without provoking opportunity attacks.
  • The target can't take reactions.
Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Cold Destruction

Starting at 9th level, you can solidify the frozen mist around the target or around yourself after a successful strike. Once in each of your turns when you hit a creature with a weapon attack, you can choose to create one of the following effects:

  • The target takes additional 1d8 cold damage and it is immobilized until the start of your next turn.
  • You create a shield of ice around you that lasts for 1 minute. When you take damage, you can use your reaction to throw the shield in the way, reducing the damage in 10 points and shattering the shield.

You can use this feature a number of times equal to your Wisdom modifier, regaining your uses after finishing a long rest.

Stronger Mist

At 15th level, the power of your frozen misty increases. You gain the following benefits:

  • The extra damage of your Cold Destruction increases to 2d8 and the immobilization lasts for 1 minute. The target can make another saving throw in each of its turns to end the effect.
  • As long as you have temporary hit points from your Frost Armor feature, you can use your reaction to add +5 to your AC against one attack, potentially causing that attack to miss. When you do so, the attacker takes damage equal to 1d10 cold.

Ice Manipulations[edit]

Minor Manipulations[edit]

State Control

As an action, you can control the states of water, by either condensing the water in gaseous form into liquid or freezing liquid water (but not the reverse of that). You can either create up to 8 gallons of water from thin air per proficiency bonus point or freeze up to 5-foot cube of water per proficiency bonus point.

You can also freeze or condense any liquid, at half the quantity or area. Once you do this, you can't do it again until you finish a long rest.

Ice Philter

You can use your bonus action to create a globe of magical ice around your head, that allow you to breath underwater for 1 hour. You can maintain a number of philters equal to your proficiency bonus, and can use this manipulation at will.

Ice Platform

You use your bonus action to create a platform of ice, that can move up to 10 feet up or down, up to a height of 30 feet. The platform has up to 10-foot radius and can sustain up to 1000 pounds. You need to have ice in the nearby area to create an ice platform.

The platform has an AC of 18 and a number of hit points equal to your Wisdom modifier * your level in this class.

Ice Blade

Whenever you finish a long rest, you can shape ice into a magical weapon. You can choose any simple or martial weapon you are proficient with. Your ice blade deals additional damage equal to 1d4 cold. This additional damage increase to 1d6 at 7th level and 1d8 at 11th level.

Your Ice Blade melts on your next long rest or if you try to create another one.

Ice Armor

Whenever you finish a long rest, you can shape ice into a magical armor or shield. You can choose any light or medium armor or shield you are proficient with. Your Ice Armor adds 1 to your AC. This bonus increase to 2 at 11th level.

Winter Man's Eye

Whenever you finish a long rest, you have darkvision of 60 feet, and if you already have darkvision increase the range to another 30 feet. You are also able to see through magical darkness.

Dragon Climb

Prerequisite: 5th level

As an action, you can freeze your hands and feet, attaching them to a surface, allowing you to climb up to your movement speed. On a frozen surface, you can climb up to twice your movement speed and can climb while keeping your arms free, walking vertically on ice.

Water Stride

Prerequisite: 5th level

You can freeze the surface of liquid substance when walking over them, what allow you to walk across liquid surfaces as if they were solid.

Snow Ghost

Prerequisite: 5th level

You can cloak yourself by reflecting the light project on you with the ice that permanently covers you. You have advantage on Dexterity (Stealth) checks made to hide when you are in bright light, and checks of Wisdom (Perception) checks to see you are made at disadvantage. You have advantage in all Dexterity (Stealth) checks when you are in arctic environments.

In addition, while in bright light, you can take the Hide action even when creatures are aware of your presence.

Frozen Ground

Prerequisite: 5th level

As an action, you freeze an area of 10-foot around you, a cone of 15-foot or a line of 30 foot per 5 foot for 1 minute. The area is considered difficult terrain to all creatures, except you. All creatures in the area except you and standing must succeed on a Dexterity saving throw, or fall prone. Also, a creature that enters the area or ends its turn there must also make the saving throw or fall prone.

In addition, you can move on this frozen area with double your movement speed and without taking reactions.

Once you use this feature, you can't use it again until you finish a long rest.

Ice Arsenal

Prerequisite: 11th level

You can create weapons made out of ice, by condensing thin air into shards of ice. As an object interaction or an action on your turn, you can create any type of simple or martial weapon. Also, you can create a piece of ammunition every time you make an attack with a weapon you are proficient with.

A weapon created by this ability lasts for 1 minute, but melts immediately if leaves your hand. A piece of ammunition breaks on impact. Also, any weapon created with this feature shatters on a roll of 1 or 20 on the d20.

Finally, the weapon created by the ice arsenal ignores resistance and immunity to non-magical bludgeoning, piercing and slashing damage against creatures without resistance or immunity to cold.

The number of equipment you can create equals 10 x your proficiency bonus pieces of ammunition; 3 x your proficiency bonus simple weapons; and your proficiency bonus martial weapons. You regain the ability to do so after finishing a long rest.

Wyrm Breath

Prerequisite: 11th level

You can use your action to deliver a powerful ice breath in a 30-foot cone. All creatures in the area must succeed on a Dexterity saving throw, or take 5d6 cold damage and have their movement speed halved for 1 minute. On a success, the creature take half damage and suffer no additional effects. Creatures made out elemental fire or water take 10d6 cold damage instead.

Once you use this feature, you can't use it again until you finish a long rest.

Ice Shackles

Prerequisite: 11th level

You can summon a ice around a creature you can see within 20 feet of you. The target must make a Dexterity saving throw against your Spell Save DC, or become restrained by the ice. You can release the creature using your bonus action.

You can have only one creature restrained in the same time with this ability.

The creature is released if the ice layer created around it is destroyed. This ice layer have an AC of 20 and a number of hit points equal to your level in this class + your Intelligence modifier. When the ice layer is destroyed, you can't summon the ice shackles again until you finish a long rest.

Major Manipulations[edit]

Frozen Spikes

Prerequisite: 6th level

You can create spikes of ice and hurl them onto your opponents. Whenever you make an attack as part of your Attack action, you can hurl one of these spikes on your targets. On a hit, you deal 1d8 piercing damage plus 1d6 cold damage. These spikes are considered martial ranged weapons, with a range of 120 feet and you are proficient with it.

Spirit of Ice

Prerequisite: 6th level

When you finish a long rest, you can summon a spirit of ice and bind it to your service. This works as a find familiar spell, but you summon an ice mephit instead. The Spirit of Ice regain 1d6 hit points whenever you use your Ice Magic to cast shape water on it.

In addition, you can use your bonus action to command the Mephit to take any action described in its stablock.

Ice Wings

Prerequisite: 6th level

When you finish a long rest, you can use your action to create a pair of wings made out of ice, that allows you to have a flying speed 30 feet. This feature lasts for 1 minute per level in this class and if you wish to remove your wings it will take a bonus action for them to disappear. You are able to use this feature a number of times equal to your proficiency bonus. You regain your use after completing a long rest.

Thick Ice

Prerequisite: 10th level, Ice Armor

When you finish a long rest, choose one of the following damage types: bludgeoning, piercing or slashing. You gain resistance to that damage type until your next long rest.

Glacial Renewal

Prerequisite: 10th level

As an action, you can recover one use of your Glacial Strike feature. You can't use this feature again until you finish a long rest.

Water Form

Prerequisite: 10th level

As a bonus action, you assume a liquid form and move 15 feet to any direction. When you do that, you don't suffer attacks of opportunity when you move. Using this feature on ice or snow allow you to move 60 feet.

Freeze

Prerequisite: 10th level

You can use your action to choose one creature within 60 feet and cause it to freeze. The creature must succeed on a saving throw against your Ice Magic save DC. On a failed save, the creature takes 4d10 cold damage and have its movement speed reduced to 0 until the end of your next turn.

You can also use this feature on an object, freezing and breaking it. The object must be within range and cannot be carried or worn. You cause twice the damage on the object, ignoring damage threshold and adding your Intelligence modifier to each dice rolled.

Once you use this ability, you can't do it again until your next long rest.

Shattering Blows

Prerequisite: 14th level, Ice Blade

Whenever you score a critical hit with your Ice Blade, the target takes an extra 1d10 damage from the weapon's damage plus 2d4 cold damage.

Ice Shield

Prerequisite: 14th level

While you are not wearing a shield, a shard of ice floats around you, protecting you from harm. This gives you a +2 bonus to your AC.

Superior Ice Wings

Prerequisite: 14th level, Ice Wings

When you finish a long rest, you can use your bonus action to create a pair of wings made out of ice that allows you to have a flying speed 60 feet. This feature lasts for 1 hour per level in this class and if you wish to remove your wings it will take a bonus action for them to disappear. You are able to use this feature a number of times equal to your proficiency bonus. You regain your uses after completing a long rest.

In addition, you can spend one use of your regular ice wings, while superior ice wings is active, to double your flying speed for 1 minute.

Frost Breath

Prerequisite: 14th level, Wyrm Breath

As an action, you can force all creatures in 15-foot cone to make a Dexterity saving throw. On a failed save, each creature take 3d6 cold damage, or half as much on a success.

You can use Wyrm Breath as part of the same action you use this manipulation.

Cold Blood

Prerequisite: 14th level

You become immune to disease. In addition, you gain resistance to poison damage, and advantage on saving throws against poisoned condition.

Cold Skin

Prerequisite: 14th level

You gain resistance to cold damage, and you become immune to the effects of extreme cold. In addition, whenever you succeed on a saving throw to half the cold damage you take, you reduce the damage to 0, instead of only half.

Ice Elemental

Prerequisite: 18th level

You gain the service of an Ice Elemental. The ice elemental has the same statistics as an Earth Elemental, with the following differences:

  • It is immune to Cold damage
  • It deals additional 1d6 cold damage in each successful attack
  • It regains 1d6 hit points whenever you use your Ice Magic on it.
  • The elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

In combat, the ice elemental acts on its own initiative, but follow any command you give to him. When reduced to 0 hit points, you can't summon the ice elemental again for the next 7 days.

Frost Giant's Toughness

Prerequisite: 18th level

Your Strength and Constitution scores increase in 2, to a maximum of 20.

Glacial Strikes List[edit]

Frozen Tomb. You encase temporarily the target into a block of ice. The creature hit by the attack must succeed on a Dexterity saving throw or be frozen. While frozen in this way, its speed is 0, and it is incapacitated. In addition, the creature can't be harmed while encased in magical ice. At the end of its next turn, the ice melts and the effect ends.

After you reach 17th level in this class, a target also takes 2d6 cold damage when the attack hits it.

Numbing Coldness. Your magical ice causes this attack to temporarily hinder the movements of the target. The creature hit by the attack takes an extra 2d6 cold damage, and have its movement speed reduced to half until the end of your next turn. In addition, the creature can't take reactions until the end of this turn.

The cold damage increases to 4d6 when you reach 7th level in this class.

Ice Shards. You cause a ice explosion at the point of impact from your weapon attack. Immediately after the attack hits the creature, the target and all other creatures aside from yourself within 10 feet of it take 1d8 piercing damage plus 1d4 cold damage each.

The damage increases to 2d8 plus 2d4 when you reach 17th level in this class.

Hindering Snow. You envelop the target in snow, slowing its attacks and hindering them. The creature hit by the attack takes an extra 2d6 cold damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The cold damage increases to 4d6 when you reach 17th level in this class.

Slashing Shards. When you strike your opponent, shards of broken ice pierce trough its skin. The creature hit by the attack takes an extra 1d12 cold damage, its speed is reduced by 10 feet, and it takes 1d8 slashing damage plus 1d4 cold damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the shards with a successful Wisdom (Medicine) check against your Ice Magic save DC. Alternatively, magically recovering 1 hit point to that creature also remove the shards; Otherwise, the shards melt after 1 minute or until you use this strike again.

The cold damage and slashing damage both increase to 4d6 when you reach 17th level in this class.

Cold Breath. As an action, instead of making an attack roll, you create a cone of cold in a 15-foot cone or 30 foot per 5 foot line. All creatures in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and can't take reactions until the end of your next turn. On a successful save, a target takes half as much damage and suffer no additional effect.

The piercing damage increases to 4d8 when you reach 17th level in this class.

Frozen Blood. Instead of making an attack, choose any creature within 60 feet of you. When you use this attack, you can sense the presence of any creature in the area until the end of your turn. The target must make a Constitution saving throw. On a failed to save, it takes 1d8 cold damage plus 1d6 piercing damage, as the blood and water of the creature inside to freeze and pierce the creature from inside and they are restrained till the end of their next turn. On a successful save, the target takes half as much damage.

The damage increases to 2d8 plus 2d6 when you reach 17th level in this class.

Freezing Touch. On a hit, your target takes an extra 1d8 cold damage, and it must succeed on a Constitution saving throw or it is Paralyzed until the end of your next turn.

The cold damage increases to 2d8 when you reach 17th level in this class.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Ice Warrior class, you must meet these prerequisites: Strength 13, Wisdom 13.

Proficiencies. When you multiclass into the Ice Warrior class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons

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