Night Walker (5e Class)
From D&D Wiki
- 1.1 Glacial Knight
- 1.2 Creating a Glacial Knight
- 1.3 Class Features
- 1.4 Multiclassing
A man, guarding over the realm as the knight he is. Protecting whoever he can wherever he can but when it comes down to it, the winter land has priority.
Creating a Glacial Knight
- Quick Build
You can make a Glacial Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Dexterity or Strength.
As a Glacial Knight you gain the following class features.
- Hit Points
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Dexterity, Constitution
Skills: Choose three skills from Acrobatics, Arcana, Intimidation, Nature, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Steel Hilt
|1st||+2||Cold Affinity, Glacial Relic|
|4th||+2||Ability Score Improvement|
|5th||+3||Ancient Heritage, Extra Attack|
|6th||+3||Ability Score Improvement, Glacial Fire, Glacial Being|
|8th||+3||Ability Score Improvement, Arctic Reckoning|
|9th||+4||Ancient Heritage, Extra Attack, Glacial Fire, Glacial Being|
|12th||+4||Ability Score Improvement, Glacial Being, Arctic Reckoning|
|16th||+5||Ability Score Improvement, Arctic Reckoning|
|19th||+6||Ability Score Improvement|
As a Glacial Knight you are immune to cold damage and don't suffer any negative effects regarding the cold. You can also freeze any non-magical object or liquid that you touch.
Additionally at 7th level, you are never disadvantaged as a result of difficult terrain caused by ice or snow, and your vision is not impaired by heavy rain or snow storms.
As a Glacial Knight you have obtained a Glacial Relic, it's the hilt of a weapon, lost and broken centuries ago. However, as a Glacial Knight you're able to reforge the blade whenever it suits you by recreating it out of ice crystal. You can cast this ability using a Free Action and gives you the following:
A melee weapon of your choice which is considered a magical weapon and does 1d8 damage(half slashing and half cold damage) when wielded in one hand, it will have the following properties, Versatile(2d6), Finesse and Thrown(20,60).
You can’t be disarmed of it unless you are incapacitated and if someone else tries to use or pick it up they take 2d4 cold damage for every turn they're holding or using it. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.
As long as it is on the same plane as you, you also know its precise location at all times.
Whenever your target uses a melee or ranged weapon and your attack roll is higher than the targets AC + 8 or you make a critical hit with it, you instantly shatter its weapon and every ally of the target within 15 feet including the target must succeed on a Wisdom saving throw (DC12 + Constitution Mod) or drop whatever it is holding and become frightened for the duration.
At the 2nd level, you chose an Ancient Heritage. Choose between Dragon, Wolf or Demon, all detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5th and 9th levels.
On the outside you may look human but on the inside you're made of ice and blue liquid. because of that, you have resistance against fire damage and against any non-magical attack. Additionally, you have a natural armor equal to 14 + Constitution Mod + Dexterity Mod.
At 3rd level, you gain +3 to your attack and damage rolls made with your Glacial Relic.
At 6th level, you gain +2 to Constitution and +3 to either Dexterity or Strength.
At 9th level, you gain Hit Points equal to your Constitution Mod * Glacial Knight Level. Additionally, whenever you gain a level in this class you double your Constitution Mod when calculating Hit Points.
At 12th level, you gain +5 to your attack rolls made with your Glacial Relic and whenever you get knocked down to 0 Hit Points and not killed outright, make a Constitution Saving Throw and beat a DC14 and you get back to 1/4 of your Max Hit Points. You can use this feature a number of times equal to half your Constitution Mod rounded down. You regain expended uses after a long rest.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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 9th level in this class and to four when you reach 13th level in this class.
You surround your relic with a glacial aura and every creature that you hit must make Constitution Saving Throw with a DC13(19 at 9th) save or take 6d4(12d4 at 11th) cold damage. This effect lasts for 3 turns. You can use this ability a number of times equal to your half your Constitution Mod rounded up.
You have fully connected to your arctic heritage and are able to channel its power as you see fit. You have 3(6 at 12th, 9 at 16th) charges for these abilities. You regain the charges after you've finished a long rest.
You summon a number of ice crystal swords around you pointing outwards, they then get send outwards hitting any target in their path. Every creature within a 20-foot radius gets hit and must make a Constitution Saving Throw, The save DC is 10 + Constitution Mod + proficiency bonus. If they fail they take 8d4 cold damage. Otherwise, they take half damage.
You send a ray of Glacial Energy towards a creature (2 at 10th, 3 at 14th) and it must make a Constitution Saving Throw, The save DC is 10 + Constitution Mod + proficiency bonus. If they fail they take 14d4 cold damage. Otherwise, they take no damage.
You know how to give yourself an advantage and are now able to bring the fight on your terms. You can cast the one of the following twice(4 at 17) within 150-feet, you regain charges after you have finished a long rest.
An ice storm appears in a location you choose within range. The area of the storm consists of an 80-foot-radius, 40-foot-high cylinder. Each creature in the area must make a Dexterity saving throw with a DC15(18 at 17th) save. It gets frozen till its next turn and takes 10d4(20d4 at 17th) cold damage on a failed save, or it doesn't get frozen and takes half as much damage on a successful one. As an additional effect, you also summon a landslide of ice in the area of the storm and is considered hard terrain till the spell ends. Plant life in the area is unaffected by this spell.
You deep freeze any vapor and moisture in a 30-foot radius, creating a protective sphere around you. The Globe has an AC of 18 and health equal to your Constitution Mod * 12(20 at 17th). Any hostile creature within the globe has his movement speed reduced to 10-feet and must make a Dexterity Saving Throw with a DC15(18 at 17th) save and take 6d4(12d4 at 17th) cold damage on a failed save, or take half as much damage on a successful one.
You are the example of what it means to wield the power of winter and ice. Gain 6 points in Constitution. Your Constitution max is now 26. You gain resistance to all damage.
When below half your Hit Points, you give off an aura, making 20-foot around you difficult terrain for enemy creatures. Creatures within the aura have disadvantage when attacking you.
A long time ago, your ancestors were given power by an unknown dragon that was able to control ice and frost like no other dragon before or after it.
At 2nd level, whenever you are forced to make a saving throw and fail you can choose to succeed instead, you can only use this feature once and it recharges after a long rest.
At 5th level, you know exactly where and were to hit your enemy, you may add an additional bonus to your attack and damage rolls equal to half your proficiency bonus (rounded down).
At 9th level, you may add an additional bonus to your cold damage rolls equal to either your Strength or Dexterity Mod.
Your ancestors encountered a wolf on their travels and traveled with it for many years. When they eventually parted ways the wolf transferred some of its power to them so that they could survive without help.
At 2nd level, as a Bonus Action, you can put a layer of ice beneath yourself and it allows you to move at an increased speed, your movement speed is increased by 10 and this effect last till you are incapacitated or dispell it.
At 5th level, You know how to wait for or create opportunities to strike at your enemies. You now critical at 19-20.
At 9th level, when your Hit Points are reduced to 0 and you aren't killed outright, you can use your reaction to make 3 attacks before going down. You can only use this feature once and it recharges after a long rest.
A long time ago, your ancestors were given power by a demon. For what reason is unknown, the only thing known is that you were given magic to resurrect the dead.
At 2nd level, whenever you reduce a creature to 0 Hit Points you drain his life and gain Temporary Hit Points equal to the damage done + your Constitution Mod.
At 5th level, whenever you kill a creature, you can resurrect it using your glacial magic and have it fight for you, they have the stats of a zombie along with cold resistance and an extra 1d6 cold damage to their slam attack. You can have a number of undead equal to your Constitution Mod.
At 9th level, you can have a number of undead equal to twice your Constitution Mod and instead of creating zombies you can resurrect them as wraiths. They take up 5 of your undead slots but use the stats of a Boneclaw.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: