Base Class: Fighter
A Winter Warrior is a rugged fighter infused with the power of the blistery cold of winter. They might be an honorable knight sworn to defend the frigid borderlands of the kingdom, granted glacial power by an allied druid, or a tribal champion of the far reaches chosen by their clan's shaman to wield the primal might of the arctic climes to protect their village from the dangers of the surrounding wilderness. A capable warrior in their own right, a Winter Warrior has learned to augment their combat prowess with these magical abilities to become even fiercer defenders of their lands.
Survivalist
Beginning when you choose this archetype at 3rd level, you gain proficiency in either the Nature or the Survival skill.
Arctic Armor
Starting at 3rd level, you can use your bonus action to magically encase yourself in a layer of icy frost. When you do so, you gain the following benefits for 1 minute:
- You have resistance to cold damage.
- You gain a +2 bonus to Armor Class.
- When a creature hits you with a melee weapon attack, you can use your reaction to give it disadvantage on the next weapon attack roll it makes before the end of its next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
Freezing Burst
At 7th level, you can use your bonus action to generate a burst of frigid energy that slows down all creatures around you. When you do so, each creature within 20 feet of you must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, a creature suffers the following effects until the end of its next turn:
- Its speed is halved.
- It takes a -2 penalty to AC and Dexterity saving throws.
- It can't use its reactions.
- On its turn, it can use either an action or a bonus action, not both.
- Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
- If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
Once you use this feature, you must finish a short or long rest before you can use it again.
Ice Decoy
Starting at 10th level, you learn to call upon the primal energies of nature to protect you from an incoming attack. When you are hit by an attack, you can use your reaction to create a decoy made entirely of magical ice. The attack that triggered the reaction instead targets the decoy.
Once you use this feature, you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 18th level.
Frost Blade
At 15th level, you can strike at your enemies with a weapon of frigid ice that channels the biting cold of winter. As a bonus action, you can magically suffuse your weapon with primal arctic energy until the start of your next turn. When you hit a creature with this weapon, it deals an extra 2d8 cold damage.
In addition, the first time you hit a creature with this weapon on a turn, the target’s maximum hit points are reduced for 1 minute by an amount equal to the extra cold damage dealt, and the target’s speed is reduced by 15 feet until the start of your next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
Ice Decoy (Additional Use)
Starting at 18th level, you learn to call upon the primal energies of nature to protect you from an incoming attack. When you are hit by an attack, you can use your reaction to create a decoy made entirely of magical ice. The attack that triggered the reaction instead targets the decoy.
You can use this feature twice. You regain all expended uses when you finish a long rest.
Previous Versions
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9/28/2020 2:57:09 PM
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1.0
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9/29/2020 9:30:54 PM
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1.0.1
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Coming Soon
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10/7/2020 4:50:48 AM
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6
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1.1
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Coming Soon
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