Path of the Frozen Warrior (5e Subclass)

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Many people stray away from the Arctic's vast and desolate wasteland. You, however, have embraced it, becoming one who is truly in tune with the hyperborean world around you.

Frost Blood

Starting at 3rd level, you gain the ability to channel your rage into an frigid aura that surrounds you. While raging, you gain resistance to cold damage, and the speed of any hostile creature within 10 feet of you is halved. In addition, you can use your bonus action on each of your turns to impose disadvantage on the next attack roll made by target creature within your aura. Creatures resistant or immune to cold damage are immune to this aura.

You also learn the ray of frost cantrip. Constitution is your spellcasting modifier for it, and you can cast it while raging.

Cutting Ice

At 6th level, once on each of your turns, when you hit a creature with a weapon attack, you can create an icy burst that deals an extra 1d6 cold damage to the target. This extra damage increases when you gain levels in this class, increasing to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 17th level.

You can use this feature twice per rage.

In addition, you gain resistance to cold damage.

You gain immunity to cold damage and resistance to fire damage while you are raging.

Frozen Gaze

At 10th level, you can use an action to direct your cold, piercing gaze at an enemy. Freezing them in fear and sheets of ice. Choose one creature within 30 feet of you. That creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be petrified until the end of your next turn, when the ice melts. You can use this only once in between short or long rests.

Breath of Frost

Starting at 14th level, you can inhale ice from seemingly nowhere and exhale freezing death onto your enemies. As an action, you create a 15-foot cone of glacial wind originating from you, and you can create one again at the beginning of your next turn without using an action, and can redirect the cone if you wish. Creatures in the cone must succeed a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 5d12 cold damage and is paralyzed until the end of your next turn. On a successful save, it takes half as much damage and isn't paralyzed. Using this feature causes you to become incapacitated until the end of your next turn. Breath of Frost may only be used once, regaining its use after a completing long rest. At 17th level the damage increases to 6d12.

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