Base Class: Fighter
Frigged winds howl across a icy tundra, causing the fur cloak of an armored warrior as he stalks his territory. He is the winter wolf, the lone hunter, the apex predator of his land. The flapping of his cloak reveals the armor he wears underneath, made up of a breastplate and light leathers. He spurns heavier armor, preferring the ease of motion to the additional protection that something more restrictive might provide. The troll that has made the mistake of interloping on his lands is just ahead of him, he has tracked it for the last few hours and is looking forward to the climax of his hunt. He draws the sword from his hip and triggers the gift his Queen had granted him. Ice coats the blade and his armor, plates of it forming over strategic places to provide additional protection. As he closes the final few yards the large troll turns to face its predator, but it is too late, its death is upon it. He triggers another of his Queens gifts, ice filling the veins of the troll as he delivers devastating blows with his blade. The ice is razor sharp and jagged, the shards it leaves in the wounds are intensely cold. It doesn't take long for the knight to dismember the troll, the few strikes that the beast landed were deflected by the ice that coats his limbs. The task done he piles the limbs and removes a flask from his belt pouch and pouts the contents on the twitching mass. The sizzle the acid he carries for just such purposes is satisfying, another successful hunt complete. He can return to his patrol while he awaits the day his Queen calls on him.
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 sorcerer spell list.
Cantrips
You learn Frostbite and one cantrip of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Winter Knight Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice.
The Spells Known column of the Winter Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells 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.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since they are provided through your connection to the Winter Mantle. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Winter 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 |
Winter's Mantle
As a bonus action you can call on the Winter's Mantle to improve your armor and weapons. The mantle understands its host and takes the form that matches their expectations, coating them in armor that matches their will. The mantle is meant for hunters, and works best for those that wear armor that does not impair their movement. Your weapon is also coated in icy shards of frigged ice, causing additional damage when you strike.
Starting at 3rd level when you choose this class you can call on the mantle equal to 1 + your half your charisma modifier rounded up (minimum of 1) times. You regain expended uses when you complete a short rest. It lasts a 1 minute or until dismissed as a bonus action.
While active you gain a bonus to your AC depending on the armor you are wearing. If you are wearing armor that imposes disadvantage on stealth checks you gain a +2. If you are wearing armor that imposes no disadvantage you gain a +4, and if you are unarmored you gain a +5 to AC. Welding a shield does not change this effect. At the 7th level each increases by 1 and again at level 15.
Weapons you wield while the Mantle is active are coated in razor sharp shards of magical ice which pierce armor and flesh with ease. Any weapon you wield while Winter courses through you gains a +1 to hit and damage and count as magical for the purpose of overcoming resistance. The icy shards break off in wounds, causing and additional 1d4+ your CHA modifier (minimum of 1) on each hit. This increases by 1 and 1d4 at level 7 and 15. If you are not wielding a weapon your hands are instead covered with icy claws, your unarmed attack deals 1d4+1+your CHA modifier of slashing damage and the cold damage. The +1 increases to +2 at level 7 and +3 at the 15th.
Winter Casting
Beginning at 7th level, your familiarity with winter grows and you are faster at calling on it. When you cast spell that does cold damage that would normally require an action, you are able to cast it using your bonus action instead. You can also choose to ignore one of the components involved in the casting of cold based spells.
Freezing Strike
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Winters Influence
At 15th level, You now carry enough of Winter to begin to benefit from it's influence. You gain resistance to cold damage and immunity while the Winter Mantle is active. You have also learned to access the Ways on your own to travel short distances, you are able to cast Misty Step and will without expending spell slots.
Winter Soldier
Starting at 18th level, you are able to summon icy weapons and armor to you. You create mundane weapons or armor at will as a free action. These weapons benefit from same effects the Winter Mantle normally bestow. These armaments begin to melt after one hour if they are not in your possession. You can also spend an hour preforming a ritual that stores magical equipment in your personal vault within the Winter Court. Once done you can then summon magical copies of this equipment made from ice that duplicate it the magical effects of the item. This includes items with the ammunition attribute.
Previous Versions
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