Base Class: Fighter
Frostbound Warriors are cold-hearted beast that will demolish anything in its path with the power of its element. these Warriors are only heard about in myth and legend, stories and fairy-tales, only known by those that were lucky enough to survive an encounter with it. they show mastery of both strength and wisdom giving them powerful strikes and spell casting capabilities.
spells
level needed Spells Known
3rd: Armor of Agathys, Chromatic orb, Frost Fingers, Ice Knife, Dragon's Breath, Rime's Binding Ice, Snilloc's Snowball Swarm, Chaos Bolt
7th: Elemental Weapon, Glyph of Warding, Hunger of Hadar, Spirit Shroud, Summon Shadowspawn, Conjure Minor Elemental, Elemental Bane, Fire Shield, Ice Storm
10th: Cone of Cold, Summon Draconic Spirit, Freezing Sphere, Investiture of Ice, Wall of Ice
15th: Prismatic Spray, Illusory Dragon
18th: prismatic Wall
(spells that can do damage other then cold damage cannot be used to do damage other then cold ex: Prismatic Wall has seven layers each doing different types of damage, now all the layers are the colour that does cold damage ex2: in the Glyph of Warding spell you can choose fire, lightning, or cold damage you must choose the cold damage option.)
Chilling presence
starting at 3rd level You can exude a chilling presence 3 times per short/long rest. you force each creature of your choice 30ft around you in all directions to make a Wisdom saving throw. on a failed save they become frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Cold-Hearted
you Are Cold-Hearted and don't care about other people
starting at 7th level you can attack with Cold Intent once per short/long rest, you can cast spells that deal cold damage as an attack action once per turn, and you gain resistance to cold damage (if you already have resistance to cold damage or gain resistance you will become immune).
Cold Intent
you attack with cold intent and deal an additional 1d6 cold damage, 1d6 force damage and 1d6 slashing damage to any weapon attack you make this turn
Empowered With Frost
Starting at 10th level if you cast a spell as an action you can use your bonus action to make one weapon attack and all cold damage you deal adds a point of chilled to a monster per instance of cold damage dealt (these points go down by three every time the targets turn ends)
chilled points
1 movement speed is reduced by 5 ft
2 movement speed is reduced by 10 ft
3 movement speed is reduced by 15 ft
4 movement speed is reduced by 20 ft
5 movement speed is reduced by 25 ft
6 movement speed is reduced by 30 ft
7 movement speed is reduced by 40 ft
8 movement speed is reduced by 50 ft
9 movement speed is reduced by 60 ft and takes double cold damage
10 movement speed is reduced by 90 ft, takes double cold damage, and has disadvantage on damage rolls
11 movement speed reduced by 120 ft, takes double cold damage, and has disadvantage on damage rolls
12 movement speed reduced by 150 ft, takes double cold damage, and has disadvantage on damage rolls
13 movement speed reduced by 180 ft, takes double cold damage, and has disadvantage on attack and damage rolls
14 movement speed reduced by 210 ft, takes double cold damage, and has disadvantage on attack and damage rolls
15 movement speed reduced by 240 ft, takes double cold damage, and has disadvantage on attack and damage rolls
16 movement speed reduced by 300 ft, takes triple cold damage, and has disadvantage on attack and damage rolls
17 movement speed reduced by 360 ft, takes triple cold damage, and has disadvantage on attack and damage rolls
18 movement speed reduced by 420 ft, takes triple cold damage, and has disadvantage on attack and damage rolls
19 movement speed reduced by 480 ft, takes triple cold damage, and has disadvantage on all rolls
20 movement speed reduced to 0, takes triple cold damage, and has disadvantage on all rolls
30 movement speed is reduced to 0, takes triple cold damage, has disadvantage on all rolls and cant use its action or reaction
Encrusted with Frost
starting at 15th level every time an enemy attacks you they gain one point of chilled and takes 1d6 cold damage
Master of Ice and Snow
starting at level 18 if you take cold damage you heal the damage you would have took, if you deal cold damage you add an additional 1d10 cold damage, and now if a monster reaches 60 chilled points it dies instantly.
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