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

Table: The Frozen One

LevelProficiency
Bonus
FeaturesFrozen Points
1st+2Winter, Ice Armor
2nd+2Frozen Points, Fighting Style2
3rd+2Cold Blood3
4th+2Ability Score Improvement8
5th+3Extra Attack10
6th+3Cold Predator, Sub-Zero Recovery10
7th+3Winter Breeze16
8th+3Ability Score Improvement19
9th+4Gangrene19
10th+4Ability Score Improvement23
11th+4Improved Ice Armor, Improved Winter Breeze27
12th+4Ability Score Improvement27
13th+5Blessed by the blizzard36
14th+5Hyourinmaru41
15th+5Extra Attack41
16th+5Ability Score Improvement47
17th+6Mahapadma47
18th+647
19th+6Ability Score Improvement, Iced Shell54
20th+654

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
PrerequisiteDamageAttack and Damage BonusFrozen Points
2nd2d81
6th3d8+13
11th4d8+25
16th5d8+37

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.

PrerequisiteDamageMaximum of Frozen Points
2nd1d80
5th2d81
9th3d82
13th4d83
17th5d84

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.

PrerequisiteMaximum DamageMaximum of Frozen Points
7th9d64
9th10d65
11th11d66
13th12d67
15th13d68
17th14d69

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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