Path of the Frozen Warrior (5e Subclass)

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 frozen world around you.

Frost Blood

Starting at 3rd level, you gain the ability to channel your rage into an icy aura that surrounds you. While ragin, you gain resistance to cold damage, and any hostile creature within 10 feet have its movement speed reduced by half. In addition, you can use your bonus action in each of your turns to give disadvantage on the next attack roll one creature within 10 feet of you make until the start of your next turn. 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 in each of your turns, when you hit a creature with a weapon attack, you can create an icy burst that deals an extra 1d8 cold damage to the target. This extra damage increases when you gain levels in this class, increasing to 2d8 at 9th level and 3d8 at 14th level.

You can use this feature amount of times equal to your Constitution modifier. Once you use all charges, you must finish long rest before using it again.

In addition, you gain resistance to cold damage.

Frozen Gaze

At 10th level, you can use your action to give your eyes a menacing, icy blue glow. Choose one creature within a 30 foot of you. The 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.

Breath of Frost

Starting at 14th level, you can use your action to pull ice from seemingly nowhere and exhale it onto your enemies. Each creature in this 15-foot cone must succeed a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 3d12 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.

After you use this feature, you must complete a long rest before using it again.


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