Glacial Knight (5e Class)
Glacial Knight
On a long winter's night, as the wind is howling and the snow is piling up, a man walks unprotected from the cold, seemingly embracing the blizzard before him as the army of an enemy nation marches towards his village. This display of power by the enemy is tremendous, but it pales in comparison to the frigid might this lone warrior possesses. The fight lasts all night, and though the army has seen many victories, Winter never sees any sign of defeat. The unbearable cold weakens the army, the lone Glacial Knight decimating the enemy force as it comes to bear arms against him. Day breaks to see freshly fallen snow, pristine white again as if there had never been a threat to begin with.
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.
Class Features
As a Glacial Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Glacial Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Glacial Knight level after 1st
- Proficiencies
Armor: All armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Athletics, Arcana, Intimidation, Nature, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus | Features | Arctic Reckoning Die |
---|---|---|---|
1st | +2 | Cold Affinity, Glacial Being, Glacial Relic | - |
2nd | +2 | Glacial Fire, Arctic Reckoning | 2d6 |
3rd | +2 | Ancient Heritage | 3d6 |
4th | +2 | Ability Score Improvement | 4d6 |
5th | +3 | Extra Attack | 5d6 |
6th | +3 | Frozen Heart | 6d6 |
7th | +3 | Ancient Heritage, Cold Affinity | 7d6 |
8th | +3 | Ability Score Improvement | 8d6 |
9th | +4 | — | 9d6 |
10th | +4 | Ancient Heritage | 10d6 |
11th | +4 | Lasting Winter | 11d6 |
12th | +4 | Ability Score Improvement | 12d6 |
13th | +5 | Frost Barrier | 13d6 |
14th | +5 | Ice Coffin | 14d6 |
15th | +5 | Ancient Heritage | 15d6 |
16th | +5 | Ability Score Improvement | 16d6 |
17th | +6 | Lasting Winter | 17d6 |
18th | +6 | Frozen Soul, Ancient Heritage | 18d6 |
19th | +6 | Ability Score Improvement | 19d6 |
20th | +6 | Glacial Walker | 20d6 |
Cold Affinity
As a glacial knight, you become attuned to cold environments and freezing temperatures, being able to endure such extreme conditions. You have resistance to cold damage and you don't suffer the negative effects of cold weather.
You also have a frigid touch, being able to coat any nonmagical object with a thin layer of ice, freeze a non-magical object or portion of water (if there are no creature inside it). This effect has a maximum area of 5-foot cube.
Additionally, at 7th level, you are can't have disadvantage as a result of difficult terrain caused by ice or snow, and your vision is not impaired by heavy rain or snow storms.
Glacial Being
On the outside, you may look human - but on the inside, you've got veins of ice and bones of frigid steel. Starting at 3rd level, you have vulnerability to fire damage and, when not wearing armor, your AC equals 13 + your Dexterity modifier. You can use a shield and still keep this benefit.
Glacial Relic
As a Glacial Knight you have obtained a Glacial Relic, 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. Over the course of a long rest, you can shape the blade of the glacial relic in the form of any melee weapon you are proficient with. Your weapon have the following properties:
- You can’t be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you know its precise location, and can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.
- If a creature that is not you or another Glacial Knight holds the relic, they take 2d4 cold damage at the start of their turn for as long as they hold it.
- You can melt the blade of the weapon or freeze the moisture in the air to reshape it, as a bonus action on your turn.
Glacial Fire
Starting at 2nd level, as a bonus action, you can surround your relic with a glacial fire. The next creature you hit with an attack from this weapon until the start of your next turn takes additional 1d6 cold damage.
Arctic Reckoning
At 2nd level, you have fully connected to your arctic heritage and are able to channel its power as you see fit. Your ability to channel this power is represented by a number of reckoning dices. You have a number of reckoning dices equal to shown on the Reckoning Die column on the Glacial Knight table.
You also learn Arctic Features. You start knowing Frostburn Strike and 2 other of such features, learning 2 more at 7th, 11th and 15th levels.
- Frostburn Strike
When you hit a creature with your glacial relic, you can spend a number of reckoning dices up to your proficiency bonus, and add the number rolled to the damage of the attack. The additional damage is cold.
In addition, the creature hit by this attack have its movement speed reduced by half until the end of its next turn.
Ancient Heritage
At the 3rd level, you finally discover the origin of your powers, awakening your Ancient Heritage. Choose between Demon, Dragon, Giant or Wolf, all detailed at the end of the class description. Your choice grants you features at the 3rd level and again at 7th, 15th and 18th levels.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Frozen Heart
At 6th level, you can sacrifice your own vitality to recover some of your arctic reckoning power. When you finish a short rest, you can choose to spend a number of hit dices and regain the same amount of reckoning dies as the number of hit dies spent. When you do so, you gain a number of temporary hit points equal to the number of die spent x your Constitution modifier.
In addition, whenever you deal cold damage from a Glacial Knight class feature, you ignore resistance to cold damage.
Lasting Winter
Starting at 11th level, whenever you roll initiative and have no reckoning dies remaining, you regain one more.
Frost Barrier
At 13th level, whenever you are hit by an attack or fail a Dexterity saving throw, you can spend your reckoning die to reduce the damage taken by an amount equal to the number rolled + your Charisma modifier.
Ice Coffin
When you reach the 14th level, whenever you are under an effect that causes you to take damage over time, you can use your action to encase yourself in ice, preventing the damage. When you do so, you don't take the damage of the effect and your movement speed is reduced to 0 until the end of your next turn. Doing so ends the effect on you.
Frozen Soul
Starting at 18th level, your class features that deal cold damage treat immunity to cold as resistance.
Glacial Walker
At 20th level, you are the example of what it means to wield the power of winter and ice. Your Constitution increases in 4, up to a maximum of 24. You also is no longer vulnerable to fire.
When below half your maximum number of hit points, an aura of cold surrounds you, making 20-foot around you difficult terrain for hostile creatures.
Dragon
A long time ago, your ancestors were given power by an unknown dragon that was able to control ice and frost like none other.
- Glacial Strength
At 3rd level, whenever you deal cold damage, you deal additional damage equal to your Charisma modifier.
- Dragon Hide
At 3rd level, you can add your Constitution modifier, instead of your Dexterity modifier, to your unarmored AC.
- Dragons Eye
At 7th level, you have the keen senses of a dragon. Double your proficiency bonus when making perception checks.
- Dragon Fortitude
At 10th level, you become immune to cold damage.
- Frozen Rage
Starting at 15th level, whenever you are forced to make a saving throw and fail you can choose to succeed instead. You can use this feature once, regaining the use of it upon finishing a long rest.
- Dragon's Breath
At 18th level, you can create a powerful cone of cold from your glacial relic. You can cast cone of cold. Constitution is your spell-casting ability for this spell. Once you cast this spell, you can do it again until you finish a long rest or spend 9 reckoning dies.
Wolf
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.
- Pack Hunter
At 3rd level, whenever you have one allied creature within 5 feet of you, you have advantage on your attack rolls. Also, you can use your bonus action and choose one ally to also gain advantage on the attack roll.
In addition, whenever you or an allied creature within 30 feet makes an attack roll, you can spend one glacial die and add the number rolled to the result of the attack roll.
- Wolven's Dash
At 7th level, while not wearing heavy armor, your movement speed increases in 5 feet for each point of Charisma modifier you have (min 5 feet).
In addition, you have advantage on initiative rolls.
- Pining Bite
At 10th level, once in each of your turns when you hit a creature with your relic weapon, you can try to knock it prone as a bonus action. The save DC for this feature is your 8 + your proficiency bonus + your Strength modifier.
- Restless Predator
At 15th level, whenever you use your Lasting Winter feature, you regain one additional die.
- Reaping Bite
At 18th level, You know how to wait for or create opportunities to strike at your enemies. Your weapon attacks score a critical hit on a roll of 19-20, or 18-20 if you have advantage on the attack roll.
Demon
- Demon Magic
At 3rd level, you further develop your magical powers by assessing your demonic heritage. You gain two cantrips, plus a third one at 13th level, all from the warlock spell list.
In addition, you can prepare and cast spells from the warlock spell list by spending your reckoning dices. You can prepare a number of spells equal to half your level + armor of agathys over the course of a long rest.
The number of spells and limits are shown on the table bellow:
In addition, you can cast armor of agathys as a 1st level spell a number of times equal to your Charisma modifier.
At 3rd level, you can use your Charisma modifier, instead of your Strength or Dexterity, for attacks and damage rolls using your Glacial Relic.
At 7th level, you gain darkvision +30 feet. in addition, your eyes can terrorize or charm creatures. You have advantage on any Charisma check made against a humanoid creature.
At 10th level, whenever you cast a spell that deals cold damage in area, you can choose to not affect a number of creatures equal to your proficiency bonus. In addition, when you prepare a spell that deals damage, you can choose to change the damage type of that spell to cold damage. Also, you can change the damage type of a cantrip you cast to cold damage. You can't change the damage type again until you finish a long rest.
At 15th level, when you cast a cantrip, you can make one attack as a bonus action with your relic blade.
At 18th level, whenever you reduce a creature to 0 hit points as a result of a spell you have cast, you regain one reckoning die. WinterwightA long time ago, your ancestors were given power by a legendary undead related to cold. For what reason is unknown, the only thing known is that you were given magic to resurrect the dead.
At 3rd level, you no longer suffer the effects of aging and don't die from aging.
Starting at 3rd level, when you hit a creature with an attack from your glacial relic, you can stole one hit die from that creature and regain one hit die. You can use the hit die stolen with this ability to regain hit points equal to the number rolled on it, by using your action. You can use this feature a number of times equal to your proficiency bonus.
At 3rd level, whenever a creature died next to you, you can use your reaction and spend 1 reckoning die to resurrect it using your glacial magic and have it fight for you. The creature has the statistics of a zombie, with the following benefits:
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Starting at 7th level, your creature type becomes undead. You become immune to poison and desease, and no longer needs to sleep or breath.
At 10th level, a 10-foot radius aura surrounds you. All creatures within the area that have resistance or immunity to cold damage gain a number of temporary hit points equal to your Charisma modifier each turn they end in the aura. This points are not cumulative. Creatures without resistance to cold damage take the same amount of damage when ending a turn within your aura. Summoning the aura requires a bonus action and lasts for 10 minutes. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
At 15th level, whenever you take damage from an enemy ranged attack or ranged spell (including spells like fireball and other DC save spells), you can use a reaction to have all of your current thralls launch themselves at the attacker like missiles. The target and all creatures within 10 feet of the target needs to succeed on a saving throw, or take 1d6 cold damage per thrall. This reduces the thrall to 0 hit points.
At 18th level, your living flash skin is replaced by a strong magical ice, that grants you resistance to bludgeoning, piercing and slashing damage from non-magical sources. Giant
When you choose this ancestry at 3rd level, you gain proficiency in the Intimidation and Animal Handling skills.
At 3rd level, when you hit a creature with a melee attack from your relic weapon using your Strength, you can spend 1 reckoning die as a bonus action to empower your attack with the might of giants. On a hit, you deal damage equal to the number rolled on the reckoning die + Charisma modifier, from the same type as the weapon damage. In addition, the target mus succeed on a Strength saving throw or be pushed 10 feet away from you and be knocked prone.
At 7th level, you can add your Charisma modifier as a bonus to all your Strength checks and saving throws.
Starting at 10th level, you can use your bonus action to become larger and stronger. For 1 minute, your size increase in one category and you deal additional damage equal to your Charisma modifier on your melee attacks. Once you use this feature, you can't use it again until you finish a short or a long rest.
At 15th level, whenever you score a critical hit, you multiply the damage by 3, instead of 2. In addition, on a critical, hit, the target must succeed on a saving throw against a DC equal 8 + your proficiency bonus + your Strength modifier, or be stunned until the end of your next turn.
At 18th level, while under your ancestral might, you gain a number of temporary hit points equal to your level in this class + your Charisma modifier. In addition, you have advantage on all Strength and Constitution checks and saving throws you make while the feature is still active. Arctic Reckoning Features
Prerequisite: 5th level, Jotun Ancestral You can use your bonus action and spend 2 reckoning dice to cast enlarge/reduce (only the enlarge version). When you do so, you gain a number of temporary hit points equal to the number rolled on the dices. You can't use this feature again until you finish a long rest.
Prerequisite: 17th level, Dragon Ancestral You gain the following benefits:
Prerequisite: 3rd level, Demon Ancestral Whenever you make a Charisma check in which you add your proficiency bonus, and with no disadvantage, you can add twice your proficiency bonus.
Prerequisite: 17th level, Dragon Ancestral, Demon Ancestral You gain a pair of wings, granting you a flying speed of 60 feet, when you are wearing light or no armor. In addition, regardless of the armor, you can make attacks with these wings. They are considered simple weapons with the light property, and deal 1d6 damage. The damage type is either bludgeoning, slashing or cold, your choice.
As an action, you can spend 1 reckoning die to send 2 rays of glacial energy towards one or more targets within 60 feet. Both targets must be within 5 feet of each other. Making one ranged spell attack for each target. On a hit, the creature take cold damage equal to the number rolled on the die and have its movement speed reduced in 10 feet until the end of its next turn. You can spend more die to increase the damage dealt, up to a number equal your proficiency bonus.
Prerequisite: 3rd level, Dragon Ancestral You can use your action to attach yourself to vertical surfaces by freezing the surface. You can spend 1 reckoning die to cast spider climb.
Prerequisite: 3rd level, Wolf Ancestral When you hit a creature with a melee attack, you can use your reaction and spend one reckoning die and force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone and take bludgeoning damage equal to the number rolled on the die.
Prerequisite: 3rd level, Wolf Ancestral You can spend 2 glacial dies to summon frozen weaponry from thin air. You summon 10 weapons, and each one appear in a unoccupied space within 30 feet of you. You can control one of the weapons by using your bonus action, as long as you are within 60 feet of it. Each weapon summoned deals damage equal to the number rolled in the glacial dies, shattering upon impact or after 1 minute, what happens earlier.
Prerequisite: 5th level As an action on your turn, you can spend 1 reckoning die to try to encase one target you can see within 30 feet on an ice prison. The target needs to succeed on a Dexterity saving throw. On a failed save, the target is paralyzed until the end of its next turn, and take cold damage equal to the number rolled on the die.
As an action, you can spend 1 reckoning die to 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 10-foot radius must make a Dexterity saving throw. On a failed save, each creature take the damage rolled on the die and have its movement speed reduced by 10 feet until the end of its next turn. Frozen Orb A bright streak flashes from your pointing finger to a point you choose within 150ft and then blossoms into an explosion of ice. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d8 cold damage on a failed save, or half as much damage on a successful one. The ice does not spread around corners. It freezes liquid objects in the area. (Cost 3 Charges) Avalanche 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 8d4(16d4 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 frozen solid by this spell. Snow Globe You deep freeze any vapor and moisture in a 30-foot radius, creating a protective sphere at a location you choose within range. The Globe has an AC of 18 and health equal to your Constitution Mod * 10(15th 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. Winters Embrace A massive snow storm is summoned in an 80-foot-radius and the entirety of the area is coated in a thick layering of ice and snow. Each creature within the terrain must make a constitution save of 8 + constitution + proficiency bonus on a fail their movement speed is reduced to zero, movement speed is halved on a success. Along with this you are able to move double your movement speed in this terrain, and you have advantage on your attacks against the opponent. MulticlassingPrerequisites: Charisma 13, Strength or Dexterity 13 Proficiencies: Simple weapons and martial weapons.
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