Frost Bringer (5e Class)

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Frost Bringer

The Frost Bringer is one born with an innate connection to Frostfell the elemental plane of ice. When this individual becomes aware of their conation to the elemental plane they can learn to exploit this connection for their own power. It is then that they truly become a harbinger of the Ice plane, a bringer of frost.


Creating a Frost Bringer

Quick Build

You can make a Frost Bringer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either strength or dexterity. Second, choose the Exile background. Third, choose light armor, a martial weapon and Traveler’s gear

Class Features

As a Frost Bringer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, medium, and shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Con, Dex
Skills: choose 3 from Intimidation, Insight, Arcana, Athletics and Nature

Equipment

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

  • Simple or martial weapon and a shield
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • Cloak
  • If you are using starting wealth, you have 4d4 X 10 gold in funds.

Table: The Frost Bringer

LevelProficiency
Bonus
Icy WeaponFrostfell Aura UsesFeatures
1st+21d4-Icy Weapon,Cold Blooded
2nd+21d41Frostfell Aura
3rd+21d41Cloak of cold
4th+22d42Ability Score Improvement
5th+32d42Archetypes of Ice
6th+32d43Consuming Cold
7th+33d43Control the cold
8th+33d44Ability Score Improvement
9th+43d44Extra Attack
10th+44d45Archetype Feature
11th+44d45cryogenics
12th+44d46Ability Score Improvement
13th+55d46
14th+55d47Body of Ice
15th+55d47Archetype Feature
16th+56d48Ability Score Improvement
17th+66d48
18th+66d49Roar of Winter
19th+67d49Ability Score Improvement
20th+67d410Archetype Feature

Icy Weapon

While using a melee weapon the Frost Bringer can Chanel cold through their weapon and deal bonus cold damage on successful hits

Cold Blooded

At 1st level, your blood becomes imbued with crystals of ice that begin manifesting as abilities. You become more comfortable in cold climates and are no longer negatively affected by cold environments. Additionally, you gain resistance to cold damage. The ice within you begins to manifest itself by affecting the world around you. Your class abilities that you cast have a DC of (8 + your CON bonus+ your Prof).

Frostfell Aura

At 2nd level the Frost Bringer gain enough control over the cold to start affecting the world around them. As an action they can turn the ground within a 5 foot radius of you into difficult terrain for other creatures. This feature lasts for up to (2d4 + Frost Bringer level) rounds unless deactivated. This terrain follows you as you move. Additionally, any other creature that is already in the radius when you use this feature must make a Dex save against the cold blooded DC. On a failed save, the creatures' feet are frozen over, and they are restrained until they break free, with a Str check against the cold blooded DC. If a creature is prone within the radius and fail their Dex save they are frozen over and paralyzed for 1 round, and take the Icy weapon cold damage. Targets affected by this feature can make a Str check of (8 + Con + Prof) to break free as their action. This feature requires concentration. You can use this feature once per every 2 levels in Frost Bringer. You regain expended uses when you finish a long rest

The area increases to 10 ft radius at 5th level, 15 ft at 10th level, 20 ft at 15th level, and 25 ft at 20th level

Cloak of cold

At third level the Frost Bringer can coat their armor or body in dense sections of ice giving them a +1 to AC this increases to +2 at 9th level to +3 at 15th level

Archetypes of Ice

At 5th level, you chose an archetype. Choose between Binder of Winter or, Walking Storm detailed at the end of the class description. Your choice grants you features at 5th level and again at 10th, 15th, and 20th

Ability Score Increase

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.

Consuming Cold

At 6th level, your enemies' life forces turns to your whim. As a bonus action, you can envelop all enemies that are inside your Frostfell Aura in tendrils of ice, enemies must make a constitution save against your cold blooded DC or take cold damage equal to your icy weapon bonus, granting you temporary hit points equal to the cumulative damage dealt.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.

Control the Cold

At 7th level you have gained enough control over your abilities that your Frostfell Aura no longer affects your allies

Extra Attack

At 9th level, you can attack twice instead of once when you take the attack action.

Cryogenics

At the 11th level you can as a reaction cover your self in ice or as a bonus action cover another creature in ice. the creature covered in ice is treated as petrified, and gains 6d8 points of temporary hit points if the creature was dying it is stabilized and after 2 rounds regains hit points equal to the Frost Bringer's level. this can be dispelled as a free action You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.

Body of Ice

At 14th level the Frost Bringer Becomes immune to cold and poison damage and resistant to slashing damage

Roar of Winter

At 18th level, as an action, you may exhale a blast of cold air exhausting a number Frostfell Aura uses. Each creature in a 60-foot cone must make a Constitution saving throw against your cold blooded DC. A creature takes cold damage equal to (Icy weapon damage X number of exhausted Frostfell Aura uses) on a failed save, or half as much damage on a successful one; if the result is higher than the creatures hit current HP, they enter a deep freeze. They cannot move or take any actions. The deep freeze lasts for 1 hour, or until the caster dispels it. Any creature that isn't put into a deep freeze is restrained and has to use an action to break out using a str check against your cold blooded DC

Walking Storm

The Walking Storm archetype focuses the Frost Bringer’s power into making their Frostfell Aura into a localized storm that spells death for all enemies that enter it

Potency of the storm

At 5th level The Frost Bringer’s Frostfell Aura now produces freezing rain and sleet. The area of the the Aura’s radius is increased by 5ft, and exposed flames in the area are doused.

The ground in the aura is becomes slick with ice, it remains difficult terrain, and When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against the cold blooded DC. On a failed save, it falls prone.

Frozen Tempest

At 10th level the Frostfell Aura now produces a swirling vortex of hail and snow Making it’s area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it so that when a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your cold blooded DC. On a failed save, it falls prone. At the start of your turn creatures inside the Frostfell Aura take cold damage equal 1d4 per turns they have been inside the Frostfell Aura.

Blessing of the storm

At the 15th level While inside your Frostfell Aura allies gain 2d4 bonus cold damage on melee weapons and +1 to their AC

Avalanche

At 20th level the Frost Bringer can channel vast amounts of cold magic to bury their enemies. When this ability is used the Frost Bringer forms an ice dome around themselves with 10d8 hit points and their Frostfell Aura’s radius increases to 60ft this takes up a full turn of actions. On the next Turn of the Frost Bringer if their concentration was not broken since their last turn they release an avalanche of ice and snow across their expanded Frostfell Aura. Bury zone is = 0ft to 30ft away from the Frost Bringer Slide zone is = 35ft to 60 away from the Frost Bringer Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The ability cost 3 uses of Frostfell Aura and can’t be used again until after a long rest

Binder of Winter

The Binder of Winter archetype allows the Frost Bringer to bind themselves to a weapon and use class abilities through that weapon

Weapon of Winter

At 5th level the ice of your soul now is able to bind a weapon to you, and infuses it with your power, granting you the ability to use your class features through the weapon and the ability to recall the weapon to you as a bonus action, as long as it is in the same plane. If anyone but the owner picks it up, they take 1d12 cold damage. You may have one bonded weapon at a time, and can bond with a different weapon over a short or long rest. The bonded weapon can act as a Spiritual Weapon floating around and attacking on its own with a movement speed equal to yours.

Frozen Arsenal

At 10th level by expending a use of Frostfell Aura, you can summon an ice copy of your bound weapon that acts as a spiritual weapon it’s movement is equal to your base movement speed and it’s damage is equal to your icy weapon damage.

Frostbite Armor

At 15th level the Frost Bringer can now form a spectral frost that covers Them and their gear. They gain 10 temporary hit points and +1 to AC. If a creature breaks the Frost with a melee attack they take 10 cold damage. This armor reforms 3 turns after it breaks

Judgment of the Ice Drake

At 20th level when this ability is activated you summon The Ice Drake’s Fang a +5 great sword made of ice that deals 3d8 slashing damage. When you hit a creature with The Ice Drake’s Fang it shatters and it’s shards pierce the creature. On that creature’s next turn they become restrained as 2 huge ice claws smash out of the ground and grab them each claw has 10d6 hit points and a giant dragon head made out of ice forms far above their head and starts falling toward them. If by the end of the creature’s next turn after they were restrained they haven’t broken free from the ice claws and traveled 35 ft away the ice dragon head lands on them consuming them and taking them to the realm of cold. This can be done once every long rest.

Multiclassing


Prerequisites. To qualify for multiclassing into the Frost Bringer class, you must meet these prerequisites: 16 Con, 14 Str

Proficiencies. When you multiclass into the Frost Bringer class, you gain the following proficiencies:Athletics and Nature



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