Fighter
Base Class: Fighter

Years of training have given you the skills needed to excel in combat, but the druidic magic you make use of has always come naturally to you.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid or wizard spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots

The Rime Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Rime Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells can be spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you learn your spells through your connection to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for any spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Rime Knight Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Skin of Hoarfrost

When you reach the third level in this class, your connection with the colder side of nature has caused your skin to become a kind of frozen armor. When you aren't wearing armor, you can add your constitution modifier to your AC. Additionally, you gain immunity to cold damage.

Force of Nature

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Additionally, any cold damage you do will bypass a creature's resistance or immunity.

Coating of Rime

At 10th level, as an action, you can coat your weapon in a sheet of supernatural cold energy. Each attack made with the coated weapon deals an extra d8 of cold damage. This damage becomes a d10 at level 15, and a d12 at level 20. You can use this ability once per short rest.

Verglas

At 15th level, you can use an action to create a 20ft circle of ice centered around you. The area is difficult terrain to all but you and your allies, and any enemy that starts or ends their turn inside the area must make a Constitution saving throw or take two d10 of cold damage on a failure, or half as much on a success. The damage becomes two d12 at 20th level. You can use this ability once per long rest.

Druidic Knight

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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