The Frozen One (5e Class)
Frozen One
Dressed in an oriental kimono and holding in his hands a blue blade, a furious forest elf flies with wings of ice to launch an attack on the dragon that burned his icy forests and murdered his people. With tears in your eyes that freeze on your face, before reach the ground, a human stops the time before seeing her fiance be hit by a blow from a angel. A Halfiling, sees a vampire coming towards him with the intention of drink every last drop of your magic blood. Then, he holds mystical freezing energy in his hands and hurls towards his attacker turning it into a statue of ice and regret. The frozen ones carry in their blood a mixture of gifts and curse. It is not possible to choose to be frozen one, neither to learn your techniques. The cosmetic forces of winter, their lineage or forces not yet known choose him to share his power.
Creating a Frozen One
The most important narrative element that we must remember when building a frozen one is the source of its freezing power. Like you did you get it? Does your origin descend from the lineage of the ice goddess? Have you been blessed by the element of cold? A spirit of the blizzard possessed your body when you were a baby? And how do you feel about the magical power that runs through you? You hugged him, trying to dominate him or delight in its unpredictable nature? He is a blessing or a curse? Did you seek him or did he found you? Did you have the option to decline it or did you want to had it? What do you intend to do with him? Maybe you believe that this power was given to you for some bigger purpose. Or you can decide that this power gives you the right to do what you want, to take what you want those who do not have such power.
- Quick Build
You can make a Frozen One quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the outlander background.
Class Features
As a Frozen One you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Frozen One level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Frozen One level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: choose three from: Intimidation, Acrobatics, Arcana, Athletics, Performance, Perception, Survival, Deception, Insight, Persuasion, Stealth, Nature.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) longsword and a simple weapon
- (a) a rapier or (b) longbow and 20 arrows
- (a) a shortbow and 20 arrows or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Level | Proficiency Bonus | Features | Frozen Points |
---|---|---|---|
1st | +2 | Winter, Ice Armor | — |
2nd | +2 | Frozen Points, Fighting Style | 2 |
3rd | +2 | Cold Blood | 3 |
4th | +2 | Ability Score Improvement | 8 |
5th | +3 | Extra Attack | 10 |
6th | +3 | Cold Predator, Sub-Zero Recovery | 10 |
7th | +3 | Winter Breeze | 16 |
8th | +3 | Ability Score Improvement | 19 |
9th | +4 | Gangrene | 19 |
10th | +4 | Ability Score Improvement | 23 |
11th | +4 | Improved Ice Armor, Improved Winter Breeze | 27 |
12th | +4 | Ability Score Improvement | 27 |
13th | +5 | Blessed by the blizzard | 36 |
14th | +5 | Hyourinmaru | 41 |
15th | +5 | Extra Attack | 41 |
16th | +5 | Ability Score Improvement | 47 |
17th | +6 | Mahapadma | 47 |
18th | +6 | — | 47 |
19th | +6 | Ability Score Improvement, Iced Shell | 54 |
20th | +6 | — | 54 |
Winter
Your steps take the cold and winter. You freeze the ground and make it snow in the area equal to 20 feet. The area of the effect is considered difficult terrain for everyone who steps except you.
Ice Armor (Unamored Defense)
The inside of your skin is covered with a thin layer of ice that protects you from attack by enemies.Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Fighting Style
You adopt a particular style of fighting as your specialty.Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Frozen Points
Starting at 2nd level, your curse allows you to harness the mystic energy of ice, snow and cold. Your access to this energy is represented by a number of frozen points. Your Frozen Points are determined by the column of the Frozen One table. You can spend these points to fuel various frozen features. You start knowing three such features: Invernal Shield, Storm Blade, and Frost Bite. You learn more frozen features as you gain levels in this class. When you spend a frozen point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended frozen back into yourself. Some of your frozen features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
- Frozen save DC = 8 + your proficiency bonus + your Charisma modifier
Cold Blood
At level 3, your magical winter changes the composition of your blood, making you resistant to cold damage. In addition to affecting your personality, away from your emotions. Whenever you are charmed or frightened, you can spend 1 frozen point to free yourself from this effect.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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. The number of attacks increases to three when you reach 15th level in this class.
Cold Predator
Starting at 6th level, your speed increases 20 feet in the area affected by your winter ability.
Sub-Zero Recovery
At 6th level, the cold climate has a gradual curative effect on you. It is possible to speed up this process by inhaling the cold air of your magical winter. Spend a bonus action to breathe cold air and regain hit points equal to twice your level in The Frozen One. You will only be able to use this ability again after a long rest.
Winter Breeze
Beginning at 7th level, the icy wind that blows in your direction indicates the position of any hidden or invisible creature within an area of 20 feet from you.
Gangrene
At 9th level, the low temperature of your attacks prevents the target's blood flow causing necrosis. When you hit a creature with frost bite, the creature takes an additional amount of necrotic damage equal to its Charisma modifier (minimum of one).
Improved Ice Armor
Starting at level 11, your ice armor becomes more resistant . You have resistance to slashing, piercing and bludgeoning damage.
Improved Winter Breeze
At 11th level, the divine elemental of the ice guides your steps. While in the winter area, all weapon attacks have advantage.
Blessed by the blizzard
At level 13, the connection between the spirit of the blizzard and you becomes stronger. In times of need, it will help you survive. Add your proficiency bonus to all savin throws.
Hyourinmaru
At 14th level, you gain the ability to sprout a pair of dragon wings made of ice from your back, gaining flying speed equal to your current speed. You can create these wings as a bonus action, on your turn. They last until you dissipate them, with a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing that is not made to accommodate your wings must be destroyed when you manifest them.
Mahapadma
Beginning at 17th level, You acquire the power to reduce the temperature of all bodies to absolute zero, making the kinetic energy of all bodies in the area to be 0, except yours. Spend nine frozen points and cast the spell "time stop" without verbal or material components.
Iced Shell
At 19th level, you gain the ability to completely freeze your opponent's body. When you hit your opponent with frost bite using maximum of frozen points, he must make a constitution saving throw. If he fails, his hit points will be reduced to zero and his whole body turned to ice. If he pass, he will receive damage equal to 5d10 cold damage + 5d10 necrotic damage.
Storm Blade
You can use your talent to forge formidable combat weapons made of ice. With the naked eye, the weapons forged by you with this skill are aesthetically identical to those of an experienced blacksmith and appear to be made of steel. You take a bonus action to forge weapons. They melt after 10 minutes. The shape of your weapon should be chosen from the martial weapons in the equipment section of the player's book. Refer to the table below for weapon damage and roll bonus. This ability adapts to your fighting style:
- Archery
- Increase 1d8 damage to storm blades
- Combat with two weapons
- you simultaneously conjure two weapons without adding frozen points.
- Defense
- You cast an AC shield: +3.
- Duelism
- Increase 1d8 damage to storm blades
Prerequisite | Damage | Attack and Damage Bonus | Frozen Points |
---|---|---|---|
2nd | 2d8 | — | 1 |
6th | 3d8 | +1 | 3 |
11th | 4d8 | +2 | 5 |
16th | 5d8 | +3 | 7 |
Frost Bite
When you hit a creature with a weapon attack, the target takes 1d8 additional cold damage. You can spend frozen points to increase this skill's damage by 1d8 for each additional frozen point. the table below determines the maximum number of frozen points per level in this class.
Prerequisite | Damage | Maximum of Frozen Points |
---|---|---|
2nd | 1d8 | 0 |
5th | 2d8 | 1 |
9th | 3d8 | 2 |
13th | 4d8 | 3 |
17th | 5d8 | 4 |
Invernal Shield
With a reaction when you are hit by an attack, you can harden your body and making ice crystals appear on the spot reaching as possible avoiding the hit, add the charisma modifier to the armor class. Using this ability costs 1 blizzard, the ice crystals last until your next turn.
Hold Winter
Prerequisite: 3rd level
You have learned to control your body temperature and winter that follows you anywhere. You can spend 1 frozen point and cease the effects of the winter skill for 24 hours. An action is needed to hold on to the effects of winter and resume the effects of the skill is a free action with no frozen point cost.
Hail
Prerequisite: 5th level
As a ranged attack, you can spend 3 frozen points and make hail. The shape of hail can be anyone you like. You can make rain ice swords from the sky or ice rocks, anything made of ice. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The hail spreads around corners. It freezes objects in the area that aren’t being worn or carried. You can spend frozen points to increase this skill's damage by 1d6 for each additional frozen point. the table below determines the maximum number of frozen points per level in this class.
Prerequisite | Maximum Damage | Maximum of Frozen Points |
---|---|---|
7th | 9d6 | 4 |
9th | 10d6 | 5 |
11th | 11d6 | 6 |
13th | 12d6 | 7 |
15th | 13d6 | 8 |
17th | 14d6 | 9 |
Kawarimi
Prerequisite: 7th level
With a reaction and 3 frozen points, you can avoid any attack directed at you, leaving an ice statue in its place and reappearing in another one of your choice since 9m from the starting point.This feature only halves the damage on a critical attack.
Freezing Gaze
Prerequisite: 9th level
Choose a humanoid (1 frozen points cost) or monster (3 frozen points cost), that you can see, within 60 feet of you. As a bonus action, you launch a magical gaze of freezing energy from your eyes. The target must succeed on a Wisdom saving throw or have the surface of their skin completely frozen by the end of the next turn, resulting in the Petrified condition. You can spend a frozen point to impose disadvantage on the test.
Mirror
Prerequisite: 13th level
Spend an action and 4 frozen points. You can change the structure of your ice armor to hide your presence, its structure adapts like a mirror to reflect and refract light preventing the detection of your presence, for all intents and purposes, you become invisible for the duration of 1 min.
Multiclassing
Prerequisites. To qualify for multiclassing into the Frozen One class, you must meet these prerequisites: Strength 13 or Dexterity 13 and Charisma 13
Proficiencies. When you multiclass into the Frozen One class, you gain the following proficiencies: Light armor, simple weapons, martial weapons
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