Base Class: Fighter
Masters of both blade and icy magic, Frost Wardens are Fighters who have forged a mystical connection with the frigid elements. Regardless of their race, they channel the power of frost, wielding weapons sheathed in icy enchantments. With the ability to summon mist, manipulate frozen defenses, and strike foes with chilling precision, Frost Wardens are versatile warriors who command the essence of winter to dominate the battlefield. Whether human, elf, dwarf, or any other race, those who follow the path of the Frost Warden become formidable fighters, blending martial skill with the arcane cold.
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 wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Frost Warden Spellcasting table shows how many spell slots you have to cast your wizard 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.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Frost Warden Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Frost Warden 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 |
Frostforged Weaponry
At 3rd level, your connection to the icy elements enhances your weapons. Your weapons are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks.
Additionally, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra cold damage to the target. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each additional level of the spell slot.
Misty Maneuvers
Starting at 7th level, you gain the ability to briefly step into the elemental plane of mist. As a bonus action, you can cast the Misty Step spell without expending a spell slot. You regain the use of this feature after completing a short rest.
Frostbound Resilience
At 10th level, the power of frost strengthens your defenses. You gain resistance to cold damage, and you have advantage on saving throws against being paralyzed or restrained.
Winter's Embrace
At 15th level, you can invoke the bitter embrace of winter around you. As an action, you create a 15-foot radius of swirling frost centered on yourself. The area is heavily obscured, and any hostile creature that starts its turn in the area takes cold damage equal to your Fighter level. This effect lasts for 1 minute, and you can use it once per long rest.
Glacial Ward
At 18th level, you can summon a protective barrier of solid ice. As an action, You create an icy shield that grants you resistance to all damage for 1 minute. Additionally, while this feature is active, any creature that hits you with a melee attack takes 6d6 cold damage. Once you use this feature, you can't use it again until you finish a long rest.
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