Lament of Pure Ice (5e Class)

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This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Not all campaigns support true cold so ask your GM for permission to use it, Jokes aside, this content has some pretty powerful parts, extreme caution is required.


Lament of pure ice[edit]

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By the Ai Niji Journey

The Lament of Pure Ice are people born from winter entities on the day where the earthly plane converges with the ice plane giving birth to a child of the frost itself, their birth represents a purpose, a destiny and an end under the shadow of the storm that looms on the distant horizon, a valuable soul for both good and evil eyes because your soul represents the purest version of the cold, making you the one who is destined to govern everything that feels protected under the hope of snow.

Creating a Lament of pure ice[edit]

If you play a Lament of pure ice, your highest ability score should be Wisdom and your second highest ability score should be Constitution.

Class Features

As a Lament of pure ice you gain the following class features.

Hit Points

Hit Dice: 1d12 per Lament of pure ice level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Lament of pure ice level after 1st

Proficiencies

Armor: Light, medium, heavy
Weapons: Simple and Martial weapons
Tools: {{{tools}}}
Saving Throws: Wisdom, Constitution.
Skills: Pick three from Acrobatics, Investigation, Perception, history, Stealth, Survival and religions

Equipment

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

  • (a) Shortsword or greatsword or (b) any two simple weapons
  • (a) Explorer's Pack or (b) Burglar's Pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Lament of pure ice

Level Proficiency
Bonus
Features Ice Weapon Frost Points
1st +2 Frost Mantle, Frozen Blood 3d6 10
2nd +2 Coldness in art, Mastery in purity, Tempest in pain,Unique Fighting Style 3d6 20
3rd +2 Ascension of the Soul/Origin of Lament 3d6 30
4th +2 Ability Score Improvement 3d6 40
5th +3 Extra Attack, Ascension of the Soul/Origin of Lament 4d8 50
6th +3 Ascension of the Soul/Origin of Lament 4d8 60
7th +3 The Heart of Ice 4d8 70
8th +3 Ability Score Improvement 4d8 80
9th +4 The Cold Claws of Death, Ascension of the Soul/Origin of Lament 4d8 90
10th +4 The Ice Envoy, Ascension of the Soul/Origin of Lament 6d10 100
11th +4 Ascension of the Soul/Origin of Lament 6d10 110
12th +4 Ability Score Improvement 6d10 120
13th +5 Ascension of the Soul/Origin of Lament 6d10 130
14th +5 Ascension of the Soul/Origin of Lament 6d10 140
15th +5 Ascension of the Soul/Origin of Lament 10d12 150
16th +5 Ability Score Improvement 10d12 160
17th +6 Snow Ambassador 10d12 170
18th +6 Wailing swallowed by ice 10d12 180
19th +6 Ability Score Improvement 10d12 190
20th +6 Frozen World 8d20 200

Frost Mantle[edit]

At 1st level, your skin is protected by a thin layer of ice making your skin both cold and hard to the touch, causing your skin to be pale because it has never been touched by the sun. Your AC is equal to 10 + Constitution + Wisdom. You gain immunity to cold damage.

Frozen Blood[edit]

Also at level 1 your blood moves ice fragments throughout your body keeping you cold and creating a flow where your natural magic flows, grows and increases. At this level you are immune to the effects of bleeding since your blood can freeze and close the open wound, you are also immune to extreme cold and difficult terrain due to winter areas or frozen ground, you also get frost points that give you access to the Manifestations of the will of ice.

Coldness in art, Mastery in purity, Tempest in pain[edit]

At 2nd level, you have learned to manifest your elemental nature against the cruelty of the world around you, it is your own style as it is engraved in your blood and your destiny and you will make every enemy face the coldness of your heart. As an action or additional action you can create a 5x5 foot amount of water in case there is no water to drink nearby. As a free action and spending 3 ice points you create 2 one-handed ice weapons, with that amount you can create 1 heavy weapon, with that amount you can create 5 light weapons and 10 tiny weapons like arrows, at level 10 you do not need to spend points to create any weapon. When you inflict a critical hit you do triple damage but the weapon you used if it is created from ice will break. They do the damage of the weapon + 3d6 cold damage + your wisdom, the weight of the weapon does not apply to you due to your handling of ice. You can also alter the surrounding water, in its three states, solid, liquid and gas, giving you the ability to shape it to your liking without using ice points, but if you need to affect a large area, the DM will tell you how many you will have to spend. You can also manipulate ice as if you had telekinesis.

Unique Fighting Style[edit]

At 2nd level, you adopt a particular fighting style as your specialty. Your fighting style changes depending on what weapon you're using.

Archery You gain a +2 bonus on attack rolls you make with ranged weapons.

Defense While wearing armor, you gain a +1 bonus to AC.

Dueling When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus on damage rolls with that weapon.

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

Boxer: You gain an extra attack when fighting with sparring gloves.

Ascension of the Soul/Origin of Lament[edit]

At level 3 Your path has been revealed, which will lead you to the trials that will shape you for your greatness, your solitary path is governed by 3 paths, Master of the Cryoflame, Lineage of the Dragon of pure ice, The Nature of the living storm

Ability Score Increase[edit]

When you reach the 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.

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 11th level in this class.

The Heart of Ice[edit]

At level 7 your cruelty and coldness are put on a par with the cold you emit, condemning your enemies to die under the weight of ice in a cruel and painless sentence, since what will truly be cold is your end.

When an individual affected by any saving throw that deals cold damage or suffers critical damage of a natural 20 once per round will gain 1 point of freezing giving the following states.

  • Chill: with 1 point the enemy loses half of their movement speed and cancels regeneration.
  • Numbing cold: with 2 points your movement or flight speed drops to 0 and your attacks do half the damage they should do.
  • Despair: with 3 points you lose your additional action.
  • Half frozen: with 4 points you lose your normal action.
  • Sentenced: with 5 points you can no longer roll for a saving throw to free yourself, you must wait for an ally to help you out.
  • Ice statue: with 6 points you count as petrified, you are vulnerable to all damage and when you are attacked you make a constitution saving throw with disadvantage to avoid losing a limb.

To remove the freezing points you have to avoid taking cold damage for a full round and then roll for a constitution saving throw, or take fire damage equal to 10 x for each freezing point you have

The Cold Claws of Death[edit]

At level 9 your cold is extreme for all living beings, anyone who gets in your way is doomed to feel the cold embrace of death. At this level when you do cold damage you deal that same amount of damage as necrotic damage.

The Ice Envoy[edit]

At 10th level, you have awakened as someone born with the purpose of bringing about an ice age, ascending and discovering some of the power of the plane of ice within you. At 10th level, all of your class and subclass abilities increase by x4 in range, x2 damage if any, and if the enemy is in Stage 3 of Frozen, all cold damage ignores all immunity, resistance, and damage reduction.

Snow Ambassador[edit]

You are the living representation of winter, and perhaps not everyone will appreciate you for your cruel and cold nature, but there is always a place you can call home. At level 17 you can access the ice plane as an additional action whenever you want, and all the creatures on that plane will be extremely friendly to you.

Wailing swallowed by ice[edit]

At level 18 you get the grand manifestation, the precise moment, the event where everything changes, where your power converges to its maximum potential that heads in the paths you chose: you can only have 1 depending on your subclass:


Helheim: You know that the moment where silence reigns is the time to light up the sky raising your weapons and surrounding yourself with burning flames you call to battle calling all the warriors you trained in the art of cryoflame, and in addition to that as an action and 75 frost points you call a total of 15 Fire-Ice Elemental that are immortal until you die or the fight ends, after this you receive 2 points of exhaustion

Breath of desolation: The day has come and you know that this is the only way, to show all your power, condensing all my power I will breathe the breath that will destroy everything in its path leaving a trail of ruin and ice, few those that resist the end, Dragon archetype required, with 180 frost points you compress your breath to make an empowered ray of white almost looking like a beam of light that will affect in a cone of 600 feet, enemies in range must make 3 constitution saves with disadvantage, if they fail all 3 they suffer 20 times your breath weapon damage and your wisdom and constitution bonuses + 150, and everything below 200 life dies and receives 6 points of freezing automatically, if you fail 2 you receive 15 times the breath damage + wisdom bonus + 100 and only receive 5 points of freezing, and if you only fail 1, you receive 5 times the damage of the breath weapon + Wisdom + 50 and 4 freezing points, and if you pass them all you only take 3 freezing points and 300 damage. After doing this skill you are stunned for 2 rounds, and when the fight ends you will not be able to speak for 1 week, nor use breath attacks, this accumulates if you did the Snow Emperor's Roar

Absolute incarnation of the titan god: Concentrating the power of the giants in you, you manifest one of the most powerful giants that have ever existed, whose legends tell that the world is made of his body, with his great hammer of ice that he will unleash to reforge everything: spending 100 frost points and a full action you accumulate and form your storm to give it the appearance of a giant with a great hammer of ice that he drops on the ground in an area of ​​​​destruction of 800 feet everyone must roll for strength with disadvantage or receive 20d20 bludgeoning damage + 20d20 cold damage + wisdom 10 times and everyone is stunned and incapacitated even if they are immune to this condition, the first hit automatically ends, you could spend 100 frost (points if you have) to deal a second hit, and all who missed the first hit critically fail the second.

criotime Mahapdama: You have touched the ancestral power of the first blizzard, the first cold, the first ice capable of freezing everything that exists, even time.
By spending 180 frost points you can freeze everything similar to the True Time Stop (5e Spell) spell.
Entities with immunity to this or outside of time are also affected as you are freezing more than just time.
Due to the extreme energy charge, you will be unable to recover freezing points for three days during which your maximum freezing points are reduced by -100.
and you can't enter your Glacial Incarnation form.

Frozen World[edit]

At level 20, reaching the pinnacle of your destiny, the decisions you have made will judge you over the years, but if there is one thing you are sure of, it is that if you got here it was because you overcame all your obstacles and you are worthy of a place where you are recognized as what you are, your power has connected with the source of the ice plane which allows you to create an ice age that covers 100,000 feet and never ends. If someone enters this space without adequate warm clothing, they will receive 10d6 cold damage each time at the end of their turn, and while you are in this territory all your skills are worth 0 frost points, magical creatures from snowy areas proliferate here due to the absurd amount of mana in the environment and they will always be loyal to you, not only those that are born but also those that migrate.

Master of the Cryoflame[edit]

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By the Ai Niji Journey

The masters of the cryoflame are those who can manifest a fire that contrary to all logic does not emit heat, but rather steals the heat from things creating a cold and highly dangerous flame, after the trail of blue flames, only a desolate cold remains. Mainly those who keep and cultivate this discipline are also called knights of the blue flame, and are the most common among those endowed with this gift or curse, although frowned upon for how destructive they can be, they strive to clear their name of the prejudices of their power.

Cold Combustion[edit]

At 3rd level, you discover the secrets behind the power of the cryoflame, beginning your self-discovery. As a bonus action, you can ignite all of your ice weapons and creations, and your ice abilities, in blue fire. When you make such an attack, you first deal fire damage, and then that same damage is dealt cold damage. Although this damage is fire damage, it overcomes fire immunity and resistance because it is not fire, it is a cold burn. Spending 15 frost points, and a bonus action, and it lasts 1 minute

Relentless Cold[edit]

Your training has allowed you to push the limits of your cold blood, igniting yourself in blue flames as you give your full potential. Beginning at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take an additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Beginning at 17th level, you can use it twice before a rest, but only once in the same turn.

Reinforced Training[edit]

At level 5 you have dedicated yourself to the handling of the arts of combat since you know that you cannot depend 100% on your cold nature. You get another additional multiattack and an extra reaction that you can only use for the techniques of the Manifestations of the will of ice.

Improved Fighting Style[edit]

At 6th level, you have improved your combat form to unparalleled mastery. You have an advantage in your attacks because of how unpredictable they are.

Archery You gain a +4 bonus on attack rolls you make with ranged weapons.

Defense While wearing armor, you gain a +5 bonus to AC.

Dueling When you wield a melee weapon in one hand and no other weapons, you gain a +5 bonus on damage rolls with that weapon.

Two-Handed Weapon Fighting. When you roll a 1, 2, or 3 on a damage die for an attack you make with a melee weapon you are wielding in two hands, you may reroll the die and must use the new result, even if the new result is a 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting When you engage in two-weapon combat, you can add your ability modifier to the damage of your second attack in addition to gaining 2 additional attacks.

Boxer: You gain an additional attack when fighting with sparring gloves, and you can attack as a bonus action.

Frost Brotherhood[edit]

At level 6, you have thought of supporting those who wish to follow in your footsteps, perhaps showing the good of your skills will cleanse the stain in your name. At this level you can teach the ways of the blue flame even to those who are not gifted by winter, although their flame will never be equal to yours, but perhaps one day they can be role models of this power. At this level you gain the ability to teach others about the arts of the blue flame, those who manage to learn it (at the DM's discretion in terms of training and potential), may gain weak skills compared to the originals tailored for them.

Aegis of Burning Frost[edit]

At 9th level you materialize your fire into a glowing armor of a blue glow that covers your entire body giving the presence of a devastating warrior. At this level as an action and spending 25 Frost points you cover yourself with flaming armor that shines in 20 feet like a dim light, and gives you 5 AC and a reduction in the costs of your Manifestations of the will of ice of 10 in the expenditure of frost points, you can also make flaming wings giving you a flight speed of 60 feet, and when an enemy attacks you will receive the damage of your ice weapon for each attack, you can use this ability once per long rest.

Arctic Glare[edit]

Channeling your fury you create flashes of flame in your hands to bring the very essence of the cold plane of existence concentrated. At level 10 and spending 50 frost points and an action you generate a ray 10 feet wide and 120 feet long, devastating and freezing everything in its path. Anyone in the range of the scorching ray must make a dexterity check and if they fail, they will suffer 10d10 + wisdom cold damage and 10d10 fire damage, and will automatically suffer 4 points of freezing and the closest hit will suffer double the damage.

Frost Dance[edit]

At 11th level your control over ice and liquid water has increased to the level that you can use it for all kinds of ideas, as a free action you can gather moisture from the ground, water, or water from plants to create an ice track, when you create the path your speed triples and you gain the ability to walk on walls without falling no matter how vertical your feet stick to the ice, in case you are in a very dry environment and there is nowhere to get the water you will have to create it by your own means spending an action or additional action, if an enemy steps on the track and makes a move action for more than 15 feet they must make a dexterity saving throw or they will slip

Elemental Call[edit]

Your abilities have manifested your mastery over elementals, at level 13 you create 10 ice elementals and 10 ice golems, both of them set on fire making them have 4 times their amount of life and you add your wisdom bonus to everything they do and they have the effect of Cold Combustion

Cryogenic Flame Storm[edit]

By spending 40 frost points you create a storm of 50x50 feet and 120 feet high, all creatures under the tornado's area of ​​effect must roll by strength to not fly away, and by constitution to not suffer 10d10 fire damage, 12d12 cold damage and 10d8 bludgeoning damage, suffering 2 freezing points for each failed save, the storm remains for 1 minute, you can do this as an action and 1 time per short rest.

Iceborn Armor[edit]

At level 15, condensing your maximum potential, you recreate the representation of ice itself as armor. Spending 75 frost points and a bonus action, you cover yourself with heavy, shiny, crystal-cold armor that protects its wearer from the most powerful evils. When this ability is active, you gain the following benefits:

  • Ice Armor: 10 extra AC
  • Immune and Reflective: If you are attacked with a spell of level 7 or lower, the spell is redirected towards its wearer, you are immune to spells of level 7 and below.
  • Perfect Balance: When you have this armor, you cannot be pushed or knocked down.
  • Infinite Durability: While this is active, you are immune to any type of deterioration or magical dissipation.
  • Revitalization: You recover 50 + your ice weapon dice, + your wisdom as life, and 15 frost point, at the beginning of each turn.
  • Outcome: As an action you can discard the armor in a cold explosion equal to the number of life points you have healed multiplied by 5 in a radius of 100 feet, all you must roll for constitution and in case of failure in addition to suffering the full damage you will also receive 3 points of freezing, if they pass the save successfully they will only take half the damage.

The armor lasts active 10 minutes.

Lineage of the Dragon of pure ice[edit]

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By Niji Journey

Those blessed with the Pure Ice Dragon Bloodline are more than just descendants of draconic creatures; they are the living manifestation of absolute cold and eternal ice. This bloodline comes from the primal ice dragons, colossal beings whose mere presence can freeze seas and quell the fiercest fire. The power that runs through the veins of these individuals not only elevates them above mortals, but consecrates them as heirs of elemental cold, beings of an unreachable lineage and feared for their ability to control the pure essence of ice.

Dominant Genes[edit]

At 3rd level your dragon genes are undeniable altering you little by little, no matter what race you are, nothing can withstand the change of a dragon's genes. Your natural armor becomes 15 + constitution + wisdom, you get claws that give you 2d6 slashing damage + your ice weapon, + constitution as unarmed attack damage, also your body is restructured and you gain a +4 to all your statistics and your skin becomes scaly, and your eyes sharpen giving you blindsight of 60 feet

Frost Breath[edit]

Also at level 3 Your breath is like being close to the very plane of ice, making it lethal against all those weak minorities that face the fury of a dragon.

As part of your attack action or also as a reaction you can spend 15 frost points to launch your breath in a 90 foot cone doing 3 times your ice weapon damage + your wisdom bonus in case of a failed constitution save and if they pass it they will take half the damage, at level 7 those affected suffer 2 points of freezing when failing, you can use this equal to your constitution.

Draconic Voracity[edit]

At level 5 your hunger increases, due to your changing body, so you have had to increase your diet, at this level you can eat ice to alleviate your hunger, and you gain the ability to make a bite attack once every 2 rounds, if the attack hits you do 4d10 bludgeoning damage and 6d8 cold damage, in addition to the enemy eating the breath attack automatically, and you have the ability to eat raw meat.

Eyes of the White Storm Dragon[edit]

At 6th level your eyes transcend, allowing you to see what this world hides and its true form. You gain magical vision of 60 feet, you can see in magical darkness and through illusions, and you will also know if someone is a dragon slayer or has had contact with a dragon within 600 feet. You are immune to fear and being charmed. Enemies under your furious gaze.

Ivory Dragon[edit]

Starting at 6th level, your Dragon Status is enhanced not only by your great assimilation capacity, but because you are an entity chosen by the etheric plane itself, to be the worthy dragon that can freeze this world and create an ice age once again

  • You can add your constitution modifier to your bonus on all your saving throws and skill checks
  • You gain another +4 that exceeds stat limits
  • Your breath does 4 times your ice weapon's damage instead of 3 and its cost is reduced to 10 instead of 15.
  • Your life increases equal to the amount of maximum frost points you have
  • You gain a regeneration of frost points equal to 5 per round.

Ice Age[edit]

At level 9, you are set to create an age worthy of your dominion by making all bend to the will of the great dragon. Your ice becomes as hard as adamantine, making it so that only great fire spells can begin to melt it, only spells of level 5 and above can achieve such a feat.

Ice does not melt over time. If not destroyed, ice structures remain indefinitely, turning territories into icy and dangerous zones, meaning you can permanently shape the terrain to your advantage. Ice will not be affected by attacks from non-magical weapons. You can also increase the size of your ice creations to 3 times their original size without spending extra costs if you so wish.

Draconic Ascension[edit]

Your wrath and power have manifested what you truly are, transforming you into the beast that brings horror to all living creatures, behold the ultimate race. At level 10 you are under the effects of Dragon Form permanently, acquiring the characteristics of a dragon according to your level, making you acquire all the capabilities of a great dragon, all your statistics increased by this subclass are added to the transformation, your skills gain an impact area according to your size multiplying 4 times more and their damage 2 times more, you can return to your human form and retain all the characteristics of the statistics, but not the skills of the dragon. You will grow as a dragon as you level up according to the cr of the dragon you are transforming into.

Wisdom in the blood/memory in the ancestors[edit]

As white dragons, your memory has become more than photographic, making it so that at level 11, you never forget a received information or a face, you can even have memories transmitted from your past dragon ancestors of your color, you also gain the ability to speak the draconic language.

Hell exists and it is cold[edit]

At level 13, your breath and lung capacity have increased exponentially, causing your base breath attack, instead of having 90 feet, to increase to 150, inflicting 4 points of frost, and 6 times the damage it would cause, any structure that is seen under the effect will become an ice sculpture, creatures will have disadvantage on constitution saving throws.

Frost Corruption[edit]

At 14th level your very presence causes even higher beings to shiver in the cold, anything within 60 feet of you is no longer immune to cold if it has immunity and experiences frost corrosion, enemies affected by the area lose 30% of their maximum health while nearby, gain absolute disadvantage having to roll 3d20 and take the lowest die on all saves, and all non-magical items deteriorate at a rapid rate, while magical items deteriorate more slowly, unless it is a legendary item or artifact.

Snow Emperor's Roar[edit]

Channels the power of an ancient dragon god, whose dominion over the cold is so vast that he can freeze the entire world with his breath. This roar unleashes a frigid storm of cataclysmic proportions, creating a frozen tundra that consumes everything in its path. The cold generated by this roar not only freezes bodies and souls, but can stop the flow of time itself, plunging enemies into eternal winter.

Within a 500-foot area, all enemies roll for constitution with absolute disadvantage, or suffer 30d12 sonic damage, 30d12 cold damage, and 20d10 bludgeoning damage. Any creature, plant, structure, or machine that falls below 150 health automatically becomes a statue of ice and dies instantly. If you already had less health, you have no right to roll.

The roar creates a fissure that connects the earthly plane with the ice plane, creating a permanent chill in the entire area covered by the roar, creating hail showers, deadly blizzards, and panic. At the start of each turn, everyone in the area suffers 10d10 cold damage.

Any fire spell or fire ability below the 8th level spell cast will automatically be cancelled.

This ice zone ends when you decide, even if you die, the world will be marked forever. This ability costs a full action, and 100 frost points. At the end of the fight, you will not be able to use your breath weapon for a d6 of days and your roar for d6 of weeks.

The Nature of the Living Storm[edit]

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By tha AI Niji Journey

Your stormy nature has awakened, seen as a great curse, since your mere existence is a living storm, which will only bring death, cold and desolation, you will live under the condemnation of loneliness by not wanting to kill all those who once appeared or on the contrary you can embrace the end and be the emissary of this future world plunged into ice and bring the cold embrace of death to everything that is alive.

Walking Storm[edit]

At level 3, you have awakened the storm within you, and for better or worse you will have to live with them, a great blizzard is emitted from you that surrounds you in 15 feet around, everyone who is in the range of the storm receives 5d4 cold damage and loses the ability to react once they were touched by the storm and continue to resolve cold damage, whether from the storm or not.

Storm Awareness/Guilt Sight[edit]

At level 3, you have awareness of all that resides in the cold blizzards so you cannot be surprised while they are within the storm's range. You have constant awareness of those you are freezing, knowing their condition, location, injuries, and panic.

Snow emissary/The omen of cold destiny[edit]

Over time you have become a bad omen for those who cannot stand the intense cold. Every place you step on is a place that is doomed to sink under the snow itself.

At 6th level the size of your storm increases by 15 more feet, and its damage is now 8d4 cold damage. Now the storm is more violent, causing the snow to rise and ice particles to shoot everywhere. Your storm becomes a dream of darkness, and everyone who is in the storm at the beginning of each turn must make a saving throw or be blinded and deafened, nullifying blind vision, and making the terrain difficult within the storm.

Voice of Authority / Word of Warning[edit]

At 6th level, you can communicate with all those under your storm as if your voice were an echo from all directions avoiding giving away your position, giving you a few options, the first is to have the target roll a wisdom save and if they fail they will lose all direction and wander in circles but making it more difficult for them to escape the storm, in the second option you give them the way out of the storm guiding them with your words, you can also communicate freely with 1 target or more.

Stormy Mist/Inevitable Guilt[edit]

You have learned that you are part of your storm, becoming increasingly aware that no matter how much you do you will always hurt others, or otherwise you seek to cause as much suffering as possible making that at level 5 How to react and 20 frost points you fade away in moaning winds becoming 1 with the storm, intangible until the beginning of your next turn, in this condition only magical abilities in area could harm you and you are resistant to that damage making your next attack have an advantage unless your enemy cannot be surprised.

Apocalypse, the one that will freeze everything.[edit]

Your storm has reached one of its most critical points making that at level 10 your aura is difficult to handle even for ice elementals, that gift of ice that was granted for the simple fact of hurting, evolves by leaps and bounds revealing the true reason for your being a representation of an era that the world did not want to remember, your storm gets 120 feet of extra range, the damage becomes 10d6 of bludgeoning damage and 10d8 of cold damage, anyone who dares to be inside your storm cannot reduce the freezing points below 1, now the storm deals magical darkness and every enemy that is inside the storm suffers x4 damage from everything that does cold damage

Runic Wisdom[edit]

At 11th level, your connection to the runic magic that connects to the origin of your furious nature makes you understand the language of the giants, you learn the runic language, and you get the ability to make runes and imbue them in your elemental magic, being able to do a variety of things: as an action or additional action you can create runes with engravings of different creative and practical effects (example: from a rune that makes noise or shines to a rune that explodes in your cold energy), the more you study the way of the runes the more liberties you can ask your dm for with the runes, you also have to roll a d100 and if it comes out a 10 or below the rune will explode in your face, you can make runes equal to your wisdom bonus per day. You also have the ability to take more time and use more runes combining them to increase, enhance and improve some of your ideas, as long as the dm allows it and it is within. your possibilities.

Manifestation of the will of ice[edit]

Transcend your lineage, overcome the lower, the storm that is in you rebels showing your true being, at level 13 you acquire a transformation, acquiring all the characteristics and statistics of a Frost Giant Malevolent your life is multiplied, you can also manipulate your size to stay with the size you prefer.

Connect, Empower, Destroy[edit]

You have called, your storm rises, all hail the storm of the end, your power has manifested itself in chilling the hearts of those who live in the coldness of the storms and all those you recognize as an ally, at level 14 you can empower your allies with your storm, giving them as extra damage your ice weapon and 10 extra AC, in addition to a regeneration of 50 hit points per round and they can see in the darkness of your storm for 40 frost points, and additional action, you can do this equal to your competence bonus and it does not stack.

Gigantomachy[edit]

You have accepted your destiny, there is no other way to go and only one way remains, freeze everything that tried to destroy your valuable existence, you only have to climb to the abyss and proclaim yourself king, nothing surpasses the law of the strongest, at level 15 as an action and spending 120 frost points, you make the call to arms and everyone must respond to their general, you summon ice giants equal to your wisdom + your level + your competence bonus. This ability can only be used once a week, the giants retreat to where they belong teleporting when you order it, when you die, or when the fight ends.

Essence of primordial cold[edit]

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By the Ai Niji Journey

The Essence of Primordial Cold is more than just a connection to ice; it is a link to the eternal void and frozen stillness that exists at the edge of time. Those who embrace this path become living entities of absolute cold, capable of manifesting the power of storms and desolation that freezes everything in their path. Marked by the lineage of pure ice, these souls carry within them the ability to transform their surroundings into a frozen wasteland, causing everything in their path to succumb to the unrelenting cold.

Heat absorption[edit]

At 3rd level, as a bonus action, you can absorb heat from creatures to regain frost points equal to xd6, where x is your proficiency modifier.

cryomancy[edit]

Your connection to the cold allows you to control ice with extreme ease,At 3rd level your gaining the following abilities:

  • frozen conjuration.You will gain access to the wizard spell list, but you can only learn and cast spells that have a cold, water, or wind theme.
Essence of primordial cold Spellcasting
Essence of primordial cold
Level
Cantrips
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6ht 7ht 8ht 9ht
3rd 2 3
4th 2 3 2
5th 2 4 3 2
6th 2 4 3 3
7th 2 4 3 3 3 1
8th 2 4 3 3 3 2
9th 3 4 3 3 3 1
10th 3 4 3 3 3 2
11th 3 4 3 3 3 2 1
12th 3 4 3 3 3 2 1
13th 3 4 3 3 3 2 1 1
14th 3 4 3 3 3 2 1 1
15th 4 4 3 3 3 2 1 1 1
16th 4 4 3 3 3 2 1 1 1 1
17th 4 4 3 3 3 3 2 1 1 1
18th 4 4 3 3 3 3 3 1 1 1
19th 4 4 3 3 3 3 3 2 1 1
20th 5 4 3 3 3 3 3 2 2 1

'Spell save DC' = 8 + your proficiency bonus + your Wisdom modifier

  • cryogenicsYou can imbue your icy essence into things you touch, adding d6 cold damage to weapons you touch, equal to your proficiency modifiers + 1d6 for each 10 Frost Points.
  • FreezingWhenever you make an attack or spell that deals cold damage, you can slow the target by 5 feet if it is within 0 feet. If the target is already slowed, it is completely immobilized until it passes through the layer of ice.

Frost Wave[edit]

At 5th level, you gain the ability to cast a wave of frost that covers enemies within 20 feet. The frost crystallizes upon impact with another creature, making movement difficult. Each creature in the area must make a Constitution saving throw or take 2d8 cold damage and lose its action, bonus action, or reaction until the next turn.

Incarnation of the Glacier[edit]

At 6th level you have a connection to the essence of primordial cold, you can have possession of this ancient entity for five turns gaining one level of exhaustion for each turn after the fifth, unless you spend 10 frost points per turn to remain in this state, your body changes drastically and you gain the following abilities:

  • ice shield Your skin becomes icy and crystalline, gaining +5 to AC and +1 for every 15 frost points spent.
  • Frozen Steps Freezes all surfaces in your path, including lava, allowing you to walk on it and leave an icy trail that slows enemies.
  • Frozen Heart You will gain false health equal to your maximum health plus five for each frost point spent.
  • Living GlacierYou are immune to cold damage and resistant to all physical damage, and it is impossible to move from your spot if you do not want to be moved.
  • Winter protection If you take cold damage, you will regain health equal to the damage taken.
  • essence of ice Your freeze attacks do double damage.
  • embrace of death Each creature within five feet of you takes cold damage equal to your AC.

Arctic Frontierr[edit]

At 9th level, by spending 20 frost points, a wall of ice emerges at a point you choose within range in any orientation you choose, as a horizontal, vertical, or angled barrier. It can be floating or supported by a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet. This barrier functions as the Mana Shield (5e Spell) spell.

If you spend an additional 20 frost points you can use this ability as a reaction.

icy fog[edit]

At 10th level, your Primordial Essence is so powerful that you project it outside your body. You produce a cold mist in a 20-foot radius that you can control at will. You can create the following effects:

  • You can block enemies' vision.
  • You can condense the air to create ice projectiles that deal 3d6 cold damage, you can create as many shards as your Wisdom modifier.
  • You can regain 5 frost points per turn.
  • You extinguish any flame (normal or magical) in the area.
  • You can force an enemy to make a constitution saving throw or be paralyzed, frozen, and bound for 2 turns as the mist enters their body, freezing their intestines.
  • You can spend 10 frost points per attack to make your cold attacks hit automatically.

If you are in Glacier Incarnation mode the range of the mist is doubled and you can spend 15 Frost Points to extend the range by 5 feet for every 15 points spent.

You can use this ability a number of times equal to your Constitution modifier (minimum 1) before needing a long rest.

thermal equilibrium[edit]

At 11th level, you can absorb all heat from your enemies and the environment within 30 feet, dealing damage equal to your ice weapon + 5 for every 10 points of frost, and gaining false health equal to the damage dealt. Targets must make a Constitution saving throw; if they fail, they suffer the aforementioned effects and are incapacitated for one turn.

If you are in your icy essence form, the roll is at disadvantage.

Instinctive Freezing[edit]

Also at 11th level, your cold, calculating thinking allows you to calmly view your surroundings and avoid danger, by spending 30 Frost Points and your reaction you can magically teleport 60 feet from your original location leaving a copy of you made of ice that will absolve all damage and explode freezing all enemies that fail a Constitution saving throw within a 10 foot radius.

If you are in your frozen essence form, they will automatically fail.

hypothermia[edit]

Your freezing attacks drain the enemy's stamina, at level 13, if you manage three consecutive attacks on the same target you can cause the fragility effect.This makes your enemy extremely vulnerable to cold damage, Deal triple damage until your next turn.And if the enemy has immunity it is taken as resistance.

ice golem[edit]

At 14th level, you can focus the essence of primordial cold to summon a powerful Ice Golem (abilities and statistics are similar to the creature 5e SRD:Iron Golem.
except that this ice and its poisonous breath are replaced by a breath of ice.)

True embodiment of the Glacier[edit]

At 15th level your connection to the essence of the primordial cold has strengthened to the point of being almost one with it. Your power grows as follows:

  • constituted The duration is extended by 1 minute.
  • icy efficiency all your abilities cost 5 less frost points.
  • offensive shield when you are hit with a melee attack, ice shards shoot out from your ice armor, dealing damage to the enemy equal to your ice weapon.
  • empowered your ice shield is now +8.
  • unbreakable ice you are now immune to all non-magical physical damage.
  • absolute zero the cold of your ice is so powerful that it becomes necrotic, bypassing all resistance and immunity (even if it is necrotic it still counts as cold).
  • in this form it is impossible to melt your ice.

The Manifestations of the will of ice.[edit]

Manifestations are the techniques that are part of you, your practice and training have forged the way to these tricks and skills that will accompany you now and forever, you can use the techniques as part of your attack action unless it says otherwise, you can only use one, at level 10 you can use 2 at the same time and at level 15 you can use 3 at the same time.

Manifestations of the cryoflamma

Rising Flame: This technique for 15 frost points allows you to make 3 extra attacks giving an explosive effect, in 10 feet of range all nearby enemies will suffer damage and the main target must make a strength save or be knocked down

Sacrifice to the flames: spending 15 frost points you make a jump with an epic pirouette, dropping a single sword blow that adds an extra 5d8 of cold damage, if the enemy is on the ground or soaked the attack is critical.

Tides of Fire: For 10 frost points you launch a burst of fire in a 60-foot cone, burning and freezing everything in its path. Enemies in the area must make a Constitution save or take 8d8 cold damage plus a Wisdom bonus, and all enemies are restrained. If they pass, they take half the damage.

Aegis of Pure Ice: As a reaction and 10 points of frost you gain a +5 to damage and reduce the damage received by half, if you add another 10 points of frost you add another +5 and another reduction up to a maximum of 5 times. This continues until the start of your next turn.

Prerequisite: 6th level

Impale: For 25 frost turns your weapon into a spear and stabs the enemy, if the enemy is 3 sizes larger than you this ability fails, but otherwise he must make a saving throw by force or be lifted into the air, he will be impaled and will receive 4 times the damage from your ice weapon

Flaming Dance: Spending 30 frost points you make 2 turns creating a torrent of fire about 60 feet around, enemies must make 2 dexterity saves and if they fail they will receive 10d6 fire damage and 10d6 cold damage, for each failed save.

Prerequisite: 11th level

Break and shatter: You prepare and spend 15 frost points to use the ice dance masterfully, lighting yourself on fire and your speed instead of being x3 becomes x6 leaving an explosion where you accelerated, every place you crossed receives 2d6 cold damage, and you take 3d6 force damage.

Fragment: For 30 frost points it makes four attacks that propel a flaming slash that has a range of 10 feet wide and 120 feet long, each attack does your ice weapon + 10d6 extra fire damage, but if the attacks are melee hits the damage is multiplied x2.

Prerequisite: 15th level

Flashes of the End of the Blue Flame: For 50 Frost Points you create 2 large crystalline spheres that ascend with you to the heights and then hit everyone 1 by 1, enemies must make 3 dexterity saves if they fail one they fail all the others, for each failed save within a range of 120 feet everyone takes 20d8 fire damage, 20d10 cold damage and 10d6 bludgeoning damage and is knocked prone and stunned, on the last save they fly 120 feet if they fail it.

Field of a Thousand Battles: With 50 Frost Points you create an arsenal that is distributed throughout the battlefield, when an enemy makes an attack, which depends on energy as a reaction you can divert its power (unless it is too powerful) towards one of the crystal weapons, making the weapon shine in a related color, and you can use that weapon with the same effects you can only use that power once, but when you do not use them they will be saved in the technique until you use it one day.

Manifestations of the Pure Ice Dragon

Predator: You become the apex predator on the battlefield. By spending 20 Frost points, you mark a creature as your next target to hunt; the marked target has advantage over it and disadvantage against you in everything it does, and you can know exactly where it is within 1 mile and it can never hide from you unless it moves out of range. You can only mark 1 target, if you mark another the previous mark ends, the enemy realizes when it is targeted by the mark and will always know it.

Greed in the Blood: As a dragon, you have a natural taste for shiny things. You have an almost automatic sense of smell, picking up the scent of riches, gold, gems, and within a 500-foot range, you are aware of all treasures and know where they are.

Age is the best teacher: you are still very young as a dragon and you have a very long life ahead of you, this ability will have the possibility through training, knowledge and learning, you can create more techniques, your DM will decide the ability with me depending on the events that lead you to it.

Spiritual Monarch: The spirits are on your side since your nature is both that of a dragon and a soul guided by ice, you have the ability to get along with the spirits of wind, water and ice, in addition to being able to see them and interact with them, you can ask them for minimal things, in which they can help you but you have the ability to know when they are lying to you, because the spirits tell you the truth.

Prerequisite: 6th level

Cryostasis: spending 20 frost points and a reaction to interrupt the magical flow or spell casting of a creature or object by freezing the energy itself, when within a range of 60 feet you see a magical effect or some kind of energy, you can react so that the enemy has to roll to save his main Stat, in case of failing the ability freezes and you can use it to your advantage unless it is a very powerful ability, in case of magical effects by objects you make a wisdom check for the DM to decide the CD to overcome, if the enemy has 4 freezing points the save automatically fails.

Shatter: Spending 15 frost points you can emit a pulse of your energy breaking solid structures in an explosion but mainly affects crystals and ice, for each crystal within a 10 foot range the enemy suffers 10 damage + 5 instant damage for being near the explosion, the damage accumulates for each crystal

Prerequisite: 11th level

Devastate: Spending 30 frost points, you enter a rage and prepare to devastate everything in your path, once per round you gain an action and an additional action if you do this more than 3 times the next time you use it you will gain 1 point of exhaustion.

Condense: You have learned to breathe more efficiently and trained your breath attack to yield unexpected results. For 35 frost points and a bonus action, you increase the damage dice of the breath attack and its save DC by 5. You can do this once per round, but the ability to do this stacks up to a maximum of 3 times.

Prerequisite: 15th level

Void Claws: Void Claws are an expression of the dragon's power over the most destructive forces of cold and space. Each attack tears apart not only its enemies, but reality itself, creating fissures through which the frigid void flows. These claws know no bounds; there is no defense that can stop their slash, and there is no place to hide. Enemies caught by these claws not only suffer physically, but their soul and very essence are trapped in the eternal cold, unable to escape their frozen fate.

(passive):

  • This attack ignores all damage reduction and magical protections, dealing direct damage.
  • Enemies that are struck by Void Claws receive frozen wounds that cannot be healed by conventional means.
  • If an enemy falls while under this effect, their body is frozen and fractured, becoming an ice statue that crumbles into fragments. These fragments can be used by the dragon to gain a temporary +2 bonus to AC or +1d8 additional damage on its next attack.
  • When attacking with the Void Claws, the dragon can choose to perform a Phantom Slash, allowing it to attack an enemy that is not in the same dimension or is under the effects of invisibility or intangibility.

By spending 70 frost points, the dragon can channel the full power of the Void Claws to execute a devastating attack that tears space and time apart in a 15-meter area around it. This attack not only affects all enemies in the area, but also breaks through the magical defenses of the environment. All enemies in the area must make a Dexterity saving throw; if they fail, they suffer 20d6 bludgeoning damage and 12d12 cold damage and are trapped in a frozen dimension for d6 + 1 turns, unable to move or attack. Those who succeed on the saving throw still take half damage and are slowed for 1 turn. Any magical barriers or wards that existed in the area are dispelled, and the dragon receives a +3 bonus to its attack rolls for 2 turns due to the residual energy released by the rupture.

Cryo Mandate Field of a Thousand Needles: Spending 50 frost points you give a terrible blow to the ground causing a great tremor and after 3 seconds of silence thousands of stakes sprout from the ground causing that in a range of 300 feet around all enemies must roll by dexterity, if they are on the ground they must roll by disadvantage or be impaled (incapacitated) and suffering 10d12 piercing damage + 10d10 cold damage in case of failure they only take half the damage and are expelled from the affected area since a wall is created that counts as an ice wall

Manifestations of The Nature of the Living

Contain the Uncontainable: Your situation is not the best, but with a lot of effort you can spend 5 frost points to contain your cold aura for 1 hour, what is necessary to not hurt others, but you are under extreme concentration, while you are containing the storm you have disadvantages to everything and if you get 3 consecutive hits, your concentration is broken and the storm is released.

Arctic Decompression: By spending 10 frost points you can condense some of your storm and fire it equal to the range of your storm + 60 feet, causing 2 times your ice weapon damage + your wisdom bonus. If you are level 7, when this ability hits, it inflicts 1 point of freezing, and if the enemy is inside the storm, the attack.

Storm Reflection: By spending 20 frost points, you can teleport to any frozen surface within the range of your storm + 120 feet.

Consciousness of the Ancients: Your power, while harmful, is also useful at the right time. By spending 15 frost points, you can add your Wisdom bonus to a skill check or saving throw.

Prerequisite: 6th level

Spring Rain: Spending 10 Frost Points gives you the ability to heal 2d8 + Wisdom, but if you spend 20 you can make that healing constant in the range of your storm, whoever you want is healed 3d8 + Wisdom and enemies suffer the same but in damage, this rain lasts 1 minute and can be dispersed by strong winds or a large explosion.

Northern Guidance: The Northern Winds serve a subtle but powerful function, providing a natural compass that always points the way. The dragon and its allies cannot become lost while under the influence of the winds, as they will always be guided to the safest or most convenient destination. This guidance also extends to decision-making, granting +5 to skill checks related to navigation, orientation, or survival.


Prerequisite: 11th level

Storm Bolt: By spending 20 froth points the user can focus the storm's energy and launch a 20x20 bolt of frost from the mist of his storm at a range of 300 feet you must choose the area, directed at an enemy within the outer radius of the storm. This bolt inflicts 6d10 electrical damage and 6d10 cold damage + ice weapon + wisdom and causes paralysis for 1 turn if the target fails a Dexterity saving throw in addition to suffering 3 points of freezing.

If the bolt hits an enemy that is already prone or knocked down by the winds, it receives automatic critical damage (double damage). If the bolt hits an enemy that is already prone or knocked down by the winds, they automatically receive critical damage (double damage).

Ice Cradle: By spending 45 Frost Points you enclose a dying person in a mini iceberg that delays their death completely ignoring physical conditions since they are frozen, you can also preserve a freshly dead corpse to keep it in its best condition, this ice is as hard as adamantine and if you spend double the Frost Points you can make it twice as resistant, also the ice prevents the protected from being targeted by spells until it is destroyed, the ice is immune to physical and magical hits and if it suffers damage a signal is emitted so you notice, in addition to nullifying the damage of the first 3 hits, if you spent double the Frost Points then the first 5 damage received, the Ice Cradle has 7 times your maximum life. If it is not maintained (15 Frost Points daily) it melts after 10 days

Prerequisite: 15th level

Ice Tomb: This is an ability with all the features of Ice Cradle, only this one does not cost and you can only apply it on yourself as a last save, when the user is about to die, he locks himself in an ice tomb that revitalizes him and incapacitates him over time, this ability erases all the conditions that afflict you only if they are strong, it will take 1 day to eliminate it, you will not wake up until all your ills are cured, the life of the ice goes from being 7 times your maximum life to 14 times your maximum life and it does not need maintenance since you are the core in addition to multiplying resistances, and its damage and effect cancellations the problem is that if you can be moved, you regain consciousness one day before leaving your capsule and you can hear your surroundings, this ability is activated if your life drops to 0 or if you decide so, you can only use this ability once a month


Northern Guidance: The Northern Winds serve a subtle but powerful function, providing a natural compass that always points the way. The dragon and its allies cannot become lost while under the influence of the winds, as they will always be guided to the safest or most convenient destination. This guidance also extends to decision making, granting +5 to skill checks related to navigation, orientation, or survival.

Eye Protection (Inner Area):

The interior of the Eye of the Hurricane is a perfect refuge for the user and their allies. All allies within this area gain resistance to all elemental damage (fire, cold, lightning, and wind) and have advantage on saving throws against spells or effects that deal magical damage. Additionally, while within the eye, allies can regain 10d10 hit points per turn due to the stabilizing energy of the storm.

Manifestations of The Essence of primordial cold

Last Gasp: For 10 points of frost, you can draw the vitality of those attacking you. If an enemy is frozen, you can use your bonus action to cause their maximum life to be reduced by 1d4. This damage increases as you level up, Level 6 = 1d6, Level 11 = 2d6, Level 15 = 2d8, Level 20 = 2d12.

Frosty Watchtower: A thick layer of ice spreads across your skin to protect you. For every 5 points of frost you spend, you add +2 to your AC and reduce your speed by 4 feet.

Earth Trap: For 5 points of frost, you can inject your icy energy into any ice shard and make it explode within a 10-foot radius. Enemies within the area must make a Dexterity saving throw or take 5d6 cold damage and an additional 1d6 for every 5 points of frost. If an enemy is hit by 3 of these mines, they are frozen.

Prerequisite: 6th level.

Piercing: For 15 points of frost, you can spin your ice shards with intensity, empowering them. If you do this, your icy projectiles ignore enemy AC.

Frosty Shards: For 25 points of frost, you unleash a flurry of razor-sharp ice shards in a 60-foot cone. Enemies within the area must make a Dexterity saving throw or take 8d6 piercing damage and 8d6 cold damage. Those who pass the save take only half damage.

Mantle of Mist: For 20 points of frost, your body blurs into a frigid gas. In this state, you gain a fly speed of 20 feet, are immune to physical attacks, and cannot make physical attacks. It lasts only one turn, but you can extend this effect by spending an additional 5 points each turn.

Prerequisite: 11th level.

Tempest Breath: For 30 points of frost, you exhale a torrent of freezing air in a 90-foot cone. Enemies within the area must make a Constitution saving throw or take 10d8 cold damage and be paralyzed for 1 turn. Those that succeed on the save take half as much damage and are not paralyzed.

Refractory Ice: For 40 points of frost, you create a prismatic ice shield that spins around you, giving you +3 to AC against an enemy's attack on your next turn. If that attack hits, the shield explodes, dealing 3d6 cold damage to the attacker and absorbing all enemy damage. If an enemy attacks you from a distance and misses, the projectile or spell is reflected back at them, dealing the same damage it would have dealt.

Prerequisite: 15th level.

Frost Sepulchre: For 35 points of frost, you encase an enemy within 60 feet in a prison of ice. The enemy must make a Strength saving throw or become trapped within a block of ice. While trapped, it cannot move, attack, or cast spells. The ice block has 80 hit points and can be destroyed to free the enemy. When destroyed, the ice explodes, dealing 8d8 cold damage in a 20-foot radius.

Cathedral of Unyielding Frost Dominion: For 80 points of frost, within a 60-foot radius, the manifestation of your power rises above you in the form of a sublime temple, granting you immunity to all types of damage for 2 turns, you cannot be affected by magic, and you heal 10d10 hit points per turn. Additionally, any creature that attacks you in melee or ranged combat takes 6d8 cold damage. Allies within the temple gain the same benefits, but take half damage from the blast at the end of the turn. At the end of the duration, the temple shatters in a devastating blast of cold that deals 12d12 cold damage in a 120-foot radius. This manifestation greatly exhausts you; at the end of the duration, you take 1 level of exhaustion.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Lament of Pure Ice, you must meet these prerequisites: is to have 15 in constitution and 20 in wisdom

Proficiencies. When you multiclass into the Lament of Pure Ice, you gain the following proficiencies: perception, survival, stealth

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