User:Quincy/Pumpkin King (5e Class)

From D&D Wiki

Jump to: navigation, search

Pumpkin King[edit]

You are serving your sentence in the after life under the last Pumpkin King, but for mysterious reasons he has disappeared and now you have been chosen to rule in his place. Now you have the enntirty. You can choose how you ascended to the throne of Death. Maybe easier to use your background to help.

Pumpkin King[edit]

Quick Build You can make a Pumpkin King quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma.

Class Features

As a Pumpkin King you gain the following class features.

Hit Points

Hit Dice: 1d8 per Pumpkin King level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pumpkin King level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons
Tools: none
Saving Throws: Constitution, Wisdom
Skills: Any 3 of Arcana, Perception, Deception, Intimidation, Performance, Acrobatics

Equipment

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

  • (a) 2 daggers or (b) Any 2 simple weapon
  • (a) Shortbow and 20 arrows or (b) Any simple weapon
  • (a) Explorer's pack or (b) Entertainer's pack
  • An arcane focus as a trinket (trinket list in the PHB) and leather armor
  • 5d4 x 10gp

Table: The Pumpkin King

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, The King's Soul 3 2
2nd +2 Shiver Armor 5 3
3rd +2 Arctic Reckoning 7 4 2
4th +2 Ability Score Improvement, Sting of bitter Cold 7 4 3
5th +3 Cold Weathered, Improved Shiver Armor 9 4 3 2
6th +3 Glacial Pass, Path Feature 9 4 3 3
7th +3 Dance of Ice and Blade 11 4 3 3 1
8th +3 Ability Score Improvement, Blood of Ice 11 4 3 3 2
9th +4 13 4 3 3 3 1
10th +4 Path Feature, Frost Essence 13 4 3 3 3 2
11th +4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement, Ice Born 15 4 3 3 3 2 1
13th +5 17 4 3 3 3 2 1 1
14th +5 Path Feature 17 4 3 3 3 2 1 1
15th +5 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 19 4 3 3 3 2 1 1 1
17th +6 Path Feature 21 4 3 3 3 2 1 1 1 1
18th +6 21 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 23 4 3 3 3 3 2 1 1 1
20th +6 Path Feature 23 4 3 3 3 3 2 2 1 1


Spellcasting[edit]

At level 1, you choose 2 Cantrips from the Wizard or Warlock spell list or any cantrip that deals necrotic damage. At level 2, choose an additional Cantrip, and again at level 3.

Your spellcasting modifier is Wisdom.

Spell Save DC = 8 + Proficiency Bonus + Charisma Modifier

Spell Attack Modifier = Proficiency Bonus + Charisma Modifier

You can take any spell from the Wizard or Warlock spell list or that deals necrotic damage.

At level 1, you know 3 first level spells of those available to you, gaining another 2 every second level after level one. (as shown in the Pumpkin King Table).

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell with the requirements above.

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.

The King's Soul[edit]

With your accession to the throne of the dead and the ghastly, you have retrieved your soul and have it contained within the trinket of your past life. Your soul gives you the power to wield powerful magic so you may rule your horrifying subjects.

Shiver Armor[edit]

Starting at 2nd level an aura of cold starts to emit from you, causing the ground beneath you to freeze, A 15ft radius around you becomes difficult terrain for anyone other than yourself Additionally you gain resistance to cold

Arctic Reckoning[edit]

Starting at 3rd level, you must choose a Reckoning to further hone your icy magic down a path.

Despite what you choose, you gain the ability to cast ice wave, without using a spell slot, a number of times equal to your Wisdom modifier. This number refreshing after finishing a long rest.

Sting of Bitter Cold[edit]

You have concentrated on honing your body to better control the cold magic you harness. Starting at 4th level, you may add your constitution modifier to your Spell Save DC and Spell Attack Bonus modifier (min of 1).

Cold Weathered[edit]

Starting at 5th level, you are no longer affected by difficult terrain caused by ice or snow, also your vision is not impaired by heavy rain or snow storms.

Improved Shiver Armor[edit]

Starting at 5th Level, when you are struck your shiver armor acts out and chills targets that strike you. You can now use a reaction to deal 1d6 +2 cold damage to a melee attack that hits you. Additionally you gain resistance to fire damage.

Glacial Pass[edit]

Starting at 6th level, you can use a bonus action to cast the Glacial Pass without using a spell slot, a number of times equal to your Wisdom modifier. This amount refreshes upon finishing a long rest.

Dance of Ice and Blade[edit]

At 7th level, you can cast the ice blade spell as a 4th level spell without using a spell slot. You may use this ability a number of times equal to half your Wisdom modifier. You regain spent charges when finishing a short rest. The blade looks like the frost brand magic weapon and is a long sword.

(The spell flame blade dealing cold damage rather than fire)

Blood of Ice[edit]

You blood becomes so cold that is starts to freeze. Beginning at 8th level you are immune to disease and poison over time damage and gain Immunity to Cold. In addition, you no longer need food or water to survive.

Frost Essence[edit]

At 10th level, your intense study on cold magic now lets you add your constitution modifier to any cold damage you deal.

Ice Born[edit]

Starting at 12th level you can cast cone of cold an amount of time equal to half your Wisdom modifier rounded up without using a spell slot.

Arctic Reckonings[edit]

Glacial Heart[edit]

You become so obsessed with the cold magic that you wield that you start fusing it into your body to become one with it.

Icy Grasp

Your body starts fusing with the cold forces that you manipulate and that effect shows in your magic. Starting when you choose this Reckoning, you may change any spell to deal cold damage instead of what it would normally do. Targets hit by cold damage from you have their speed reduced by 10 feet until the end of your next turn.

Ring of Frost

At 6th level, The effects of Shiver Armor reaches out to 35 feet and you can now choose targets (up to your level) that are unaffected by the difficult terrain. Anyone not excluded has their speed reduced by 10 for as long as they remain inside the aura.

Aura of Ice

At 10th level, as an action you can cause Glacial Spikes to erupt from anywhere that your Shiver Armor aura reaches. If a Glacial Spike hits a target they take 1d6 Piercing damage and 2d8 Cold damage and are impaled by the spike, taking 1d6 cold damage per round they are impaled. They must make a dexterity save to halve the damage and not be impaled by the spike, and if they are impaled they must spend an action to unimpale themselves. You may use this ability equal to your Wisdom Modifier, this amount resetting upon a short rest. Upon reaching 20th level the damage of these spikes is increased to 2d6 Piercing and 3d8 Cold to the initial hit while the imaple goes to 1d10 cold damage and can be used up to your Wisdom modifier and half your cryomancer level.

Chilling Retaliation

At 14th level, the ice instinctively strikes out against foes that would attack its fused master. You can now use your reaction to cause an ice spike to erupt at the ground underneath melee or ranged attackers that are within the area of Shiver Armor. The damage is 1d6 Piercing and 2d8 Cold and you may use this feature a number of times equal to half your Wisdom modifier per round. Additonally, your shiver armor aura now reaches out to 45 feet.

Frozen Fusion

At 17th level, your fusion with the ice you embody as your magic has allowed you to become Immune to Fire and extinguish non magic flames that enter your Shiver Armor aura. You may also choose to freeze any liquid that is within 20ft of your Shiver Armor aura. In addition, anyone inside any part of your Shiver Armor radius that you do not exclude is subjected to the extreme cold weather effect and are dealt 1d8 cold damage for each round they remain in the aura. This damage increases to 1d12 upon reaching 20th level.

Heart of Ice

At 20th level, your body has completely become one with cold energies that you freely manipulate. You may choose to have anything that touches you or that you touch to freeze. Any creature that touches you must make a constitution save (Equal to 18 or your spells DC what ever is lower) or have that part of them frozen solid all the way through and unusable, dealing 7d8 cold damage. If the touched thing is weapon or armor, it must surpass a DC check of 15 (flat D20 plus enchantments) or become frozen and brittle, causing it to break and shatter upon striking anything or being struck. If a creature or weapon that has been frozen this way is inside your shiver armor aura, you can shatter the frozen part at any time, causing it to break. Your cold presence also increases your Shiver Armor aura to 60ft.

Frozen Knight[edit]

You decide to use your cold magic to become an unstoppable Knight of Frost, gaining frozen armor to defend yourself or your allies.

Knight's Frozen Armor

Starting when you choose this Reckoning, an armor of ice starts forming around your body, making your AC becomes 12 AC + dexterity modifier. The ice that covers you counts as armor and you are proficient with with all armor this ice turns into.

Shield of the Frozen Knight

At 6th level, the aura given off by Shiver armor is now reduced to 5 ft. You gain the fighting styles Defense and Protection, and a shield of ice forms around your off-hand (+2 to AC). You also gain the War Magic ability which when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Ice Plate of the Frozen Knight

At 10th level, your ice armor has fully manifested into full ice plate (AC 18). Your aura given off by shiver armor is now gone has now completely vanished but the armor it provides gives you gain resistance to slashing, piercing and damage from non magical weapons.

Frozen Armaments

When you cast Ice blade at 14th level or higher, the blade summoned is now a Kori Blade, which lasts until dismissed. Using an action, you can change the weapon into different ones. The other weapons you can create are bow/arrows (2d6 cold damage, arrows are generated magically), Greatsword (3d8 cold damage, can't use Frozen Shield), or a Lance (2d10, has reach property, cant use shield). These weapons have the same flame extinguishing and light giving effect as the longsword Kori Blade.

Grasping Chill

At 17th level, your frozen armor becomes a +1 suit of full plate (19 AC). In addition you gain advantage on grapple checks, and cause 1d10 cold damage on a successful grapple check. For each round grappled to the target, you do another 1d10. You also gain Improved war magic which when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Glacial Shell

At 20th Level, your frozen armor becomes so resilient and sturdy that it becomes a +3 (21 AC) suit of full plate additionally and has the effects of Adamantine and also you gain a reaction that allows you to damage melee attackers, the damage is equal to 1d10 + your Wisdom modifier. In addition, whenever you grapple a target, you may make an extra attack against the target when you take the attack action and the damage from Grasping Chill goes to 1d12 + your Wisdom modifier.

Frost Master[edit]

You decide to take a different spin on your cold magic and have found a way to create frozen constructs to fight for you.

Master's Recall

Starting when you choose this reckoning, your aura of cold granted by Shiver Armor now reaches out to 40 ft and you may now allow any number of ally's to be unaffected by the difficult terrain. Alternatively you may pull all of the ice into your body, however doing so puts a lot of strain on you. While doing this you have disadvantage on all attack rolls and holding the ice in for a hour causes you to take a point of exhaustion.

Frozen Warrior

At Level 6, you can use the absorbed ice inside your body to create a Frozen warrior. Frozen warriors has an AC of 10 + Wisdom Modifier (minimum 1) and can deal and 1d8 cold with the bow or and 1d12 cold with their sword. The warriors can only take a maximum of hits equal to half your Wisdom modifier or a damage threshold of 40 before shattering and disappearing. You may only have warrior out at at time. You may use this summon this warriors a number of times equal to your wisdom modifier, this number resetting after a long rest.

Bear of Ice

At 10th level, you use the absorbed frost to create a ferocious bear under your control. Bear has an AC of 12 + Wisdom Modifier (minimum 1) and deals 1d8 piercing and 2d6 cold damage. Damage increases at 20th level to 3d6 cold. You may only have one Bear of Ice out at a time. The bear can only take a maximum of hits equal to your wisdom modifier rounded up or a damage threshold of 80 before shattering and vanishing. You may use this summon this bear a number of times equal to your wisdom modifier, this number resetting after a long rest.

Frozen Reinforcements

At 14th level, your control over the ice as a whole has now gained you the ability to form an additional frozen warrior, taking the total to two out at a time, but still only up to your wisdom modifier per long rest. The damage of these warriors go up to 1d10 cold with the bow and 2d8 cold with their swords. This also increases the damage threshold of the warriors can take to 50 before shattering. Additionally you can also sculpt your cold damaging spells around an amount of creatures equal to your wisdom modifier + 2.

Frozen Restoration

At 17th level, your control over the absorbed ice in your body has allowed you to heal your frozen constructs. You may now reset the hit counter on one of your frozen constructs and heal half of the damage they've taken, mending the cracked ice. You may use this ability equal to your wisdom modifier, this amount resetting upon a long rest.

Freezing Wrath of the Master

At 20th level, Your mastery over the absorbed ice in your body and knowledge of creating frozen constructs allows you to create a Frost Golem. This golem has an AC of 15 + your wisdom modifier and deals 2d8 bludgeoning and 5d8 cold damage. This golem can only take an amount of hits equal to two times your wisdom modifier or a damage threshold of 150 before breaking and crumbling. You may do this equal to your wisdom modifier per long rest and can only have one golem out at a time. Additionally, you may now also have two bears of ice out at a time and an additional frozen warrior.

Other Stuff[edit]

Made By Mumufox

Edited by ScottishOreo

Home of user-generated,
homebrew pages!


Advertisements: