Fighter
Base Class: Fighter

Due to various circumstances, you have become endowed with primordial power of ice and snow. Explain the origin of your newly awakened affinity; whether it is a divine blessing, the power of a bloodline, a strange coincidence, a deal with the (proverbial) devil, or some other fifth thing. Is it something you wanted? Did you have to sacrifice something to obtain this power? Has this elemental endowment brought about changes to your appearance or personality? If the source of your endowment isn't from the Elemental Planes, simply change the relevant narrative details to suit your character.

Your save DC for this subclass is 8 + your Constitution modifier + your proficiency bonus.

Elemental Physique

3rd level martial archetype feature.

Divination reveals your creature type to be both Elemental and Humanoid. You are fluent in Primordial and you have resistance to cold damage. You ignore difficult terrain created by ice or snow and can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Freezing Attacks

3rd level martial archetype feature.

Your attacks can count as cold damage in addition to their normal damage type. Cold damage caused by you ignores resistance to cold damage and you can treat any 1 on a damage die as a 2 when rolling for cold damage.

Whenever you hit a creature with a cold-imbued attack and roll the highest value on one of your damage dice for that attack, the target creature's speed is reduced by 10 feet and it cannot take reactions until the end of its next turn.

Ice Sculptor

3rd level martial archetype feature.

You can conjure ice in the form of sculpted objects or directly sculpt solid ice with your bare hands, as if it were snow. This ability can be used in any unoccupied space within a 30 foot radius of you. The effects of this ability are considered permanent unless stated otherwise, but the ice can still melt like normal. In 70 degree Fahrenheit weather under direct sunlight, a 1 foot cube of ice will be mostly melted after about 8 hours.

  • Over the corse of one action, you can conjure from thin air about one cubic foot's worth of featureless ice, freeze about 5 cubic feet of water, or solidify 10 cubic feet of snow (two 5 ft. cubes). You cannot telekinetically lift ice or snow, but you can remotely manipulate it by "pushing" or molding an area of about 5 cubic feet to move 5 feet in any direction.
  • You can manipulate ice and snow to take any shape, form, color, or consistency. How long this takes depends on how detailed the final product is. Your DM might ask for a Charisma or Dexterity ability check to aid in estimating the time needed or the sculpture's artistic value. This should include any applicable skill or tool proficiencies.
  • You can use an action to condense a layer of snow or ice several inches thick to cover all inanimate surfaces within an area of up to 20 squared feet (four 5 ft. squares). The area can be arranged in any configuration but all the squares must be contiguous. After every 15 feet of movement on the ice, a creature must succeed on a DC 7 Dexterity saving throw or fall prone.
  • As an action, you can imbue some elemental energy into a small sculpture of ice or snow to create harmless illusory effect such a glowing aurora or a shimmering surface. This can produce dim light within 5 or 10 feet and dissipates after one hour. At any time, this can be active on a number of objects equal to your Charisma ability score.
  • As a bonus action, you can conjure a weapon made of ice. The maximum number of ice weapons you can have active at one time is equal to your Constitution modifier. An ice weapon you conjure will lose its magic after 10 minutes, becoming normal ice. Ice weapons have the same stats as non-magical basic weapons, except that they count as cold damage in addition to the normal weapon's damage type.

Endowment of Ice Advancement Options

You can choose from the following options twice at 7th level, and once at 10th and 15th levels.

Elemental Attunement

Your affinity with ice and cold has expanded your perception in frigid climates. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in frigid climates. Your perception is not impaired by weather such as blizzards. Within areas that are frozen solid or blanketed in ice or snow, you have tremorsense within a range of 30 feet.

Additionally, you are able to detect the presence of magic that is strongly tied to your elemental endowment within a range of 90 feet, so long as it is not blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If it applies, you are able to vaguely estimate its direction and distance, the scale and intensity of the effect, how old it is, or if it is familiar to you. You might also be able to determine whether it is foreign to this plane of existence. This feature functions as blindsight exclusively for the detection of magic. It can manifest in one of many ways, such as a 'visible' aura, a distinct scent, tingling on the skin, a vague spatial sensation, etc.

Flash Freeze

When a creature enters within 10 feet of of you or exits from within 5 feet of you, or when a creature hits you with a melee attack, you can use a reaction to Flash Freeze everything within a 10 foot radius sphere of you. Each creature within the sphere takes 2d4 cold damage and must make a Strength saving throw. On a failed save, a creature becomes restrained until the start of your next turn. On a successful save, a creature has its movement reduced by half until the end of its turn. This ability can be used once per short rest.

The damage increases at 10th level (2d6), 15th level (2d8), and 18th level (2d10). The uses per short rest increases at 10th level (2) and 18th level (3).

Freezing Fog

Once per long rest as an action, you exude a cloud of subzero fog that obscures vision and induces frostbite. The fog is a cylinder with a radius of 20 feet and a hight of 20 feet, centered on yourself, and it does not move together with you. The fog spreads around corners and its area is heavily obscured. It lasts for 10 minutes and a wind of moderate or greater speed (at least 10 miles per hour) pushes the fog at a speed of 5 feet per additional 5 mph over 10 mph. When activating this ability, you can choose to control the size of the fog cloud to be smaller than its maximum.

Unless a creature within the fog is able to resist the effects of temperatures as low as −50 degrees Fahrenheit, its movement speed is reduced by 10 feet within the fog and it takes 1d6 cold damage when it ends its turn there. If a creature within the fog is reduced to 1 or fewer hit points, it becomes frozen. A frozen creature that is not dead has immunity to cold damage and can have its hit points restored by magic, and it can be freed from the ice by melting the ice normally. As the ice melts, a creature takes 1d4 cold damage.

The radius, duration, and damage of this ability increase at higher levels. 10th level (40 feet, 1 hour, 1d8), 15th level (60 feet, 8 hours, 1d10), 18th level (80 feet, 24 hours, 1d12).

Frostbite

If you consecutively hit a creature with two or more attacks dealing cold damage in the same turn, the cold will numb their mind and dull their senses, causing them to suffer a -1 to all attack rolls, ability checks, and saving throws until the start of your next turn. This changes to become -2 at 18th level.

Frozen Field

Once per long rest, you can use an action to create a thick sheet of ice that covers all surfaces within 30 feet of you. Each creature standing within this radius must succeed on a Dexterity saving throw or take 1d8 + your Constitution modifier of cold damage and become frozen, having its lower body trapped in ice. A frozen creature can attempt to free itself from the ice by using an action to make a Strength saving throw. On a failed save, it takes 1d4 cold damage and continues to be frozen. An unfrozen creature can use its action to free a frozen creature, making the same saving throw but with advantage.

For every 10 feet a of movement across the Frozen Field, a creature takes 1 cold damage. A creature that walks more than half its movement over the Frozen Field on its turn must succeed on a Dexterity saving throw or fall prone. A creature automatically succeeds if it ignores difficult terrain caused by ice.

In 70 degree Fahrenheit weather under direct sunlight, the Frozen Field will be mostly melted after about 4–6 hours.

Most creatures with immunity to being restrained are not affected by this feature. Some such creatures can still be affected, granted that they could plausibly be frozen. For example, a swarm of rats or a water elemental.

The radius of this ability increases by 5 feet at 10th level (35 feet), 15th level (40 feet), and 18th level (45 feet).

Glacial Strike

Once per action as part of a cold imbued ranged or melee attack, you can use a bonus action to create whirling, blizzard-like attack that causes ice to spread from where your strike hits. If you can make multiple attacks in one action, Glacial Strike replaces one of them. On a hit, the target takes an additional 1d6 cold damage and has its movement speed reduced by 15 feet until the start of your next turn. It must then succeed on a Strength saving throw or become restrained in ice until the start of its turn. This ability can be used a number of times per long rest equal to your proficiency bonus.

Most creatures with immunity to being restrained are not affected by this feature. Some such creatures can still be affected, granted that they could plausibly be frozen. For example, a swarm of rats or a water elemental.

The damage of this ability increases at 10th level (1d8), 15th level (1d10), and 18th level (1d12).

Ice Crystal Armor

As part of a long rest, you can condense layers of primordial energy to cover yourself with a glistening armor of steel-like ice. The Ice Crystal Armor counts as heavy armor with an AC of 13 + your Constitution modifier. As part of the armor's creation, you can also choose to create a shield (AC +2) or a tower shield. A tower shield counts as half cover and reduces your movement speed by 5 feet, unless your Strength score is 19 or greater.

The Ice Crystal Armor grants temporary hit points equal to your Constitution modifier. This pool of temporary hit points has resistance to fire damage and immunity to cold damage. As part of the creation of this armor, you can choose to expend a number of your fighter hit dice up to your proficiency bonus. For each hit die you expend, you gain additional temporary hit points equal to your Constitution modifier. The Ice Crystal Armor does not disappear if the temporary hit points are reduced to 0.

The Ice Crystal Armor can take any form that does not impede movement. It covers the entire body, including the head. If you use your Ice Sculptor feature to add minor illusory effects to the Ice Crystal Armor, the effects remain until dismissed.

The armor's AC increases at 10th level (AC 14) and 18th level (AC 15).

Icy Persona

You gain proficiency in Charisma (Intimidation), if you do not already have it, and other creatures have disadvantage when making Wisdom (Insight) ability checks against you.

Creatures that make their home in frigid climates tend to view you with familiarity or fear, your choice. You can always add your proficiency bonus to Wisdom, Intelligence, or Charisma ability checks made to non-violently interact with or recall knowledge related to creatures that are at home in frigid climates. If you are already proficient in the relevant skill, you can add twice your proficiency bonus to that ability check.

Unstable Ice Weapon

Using a bonus action, you can conjure an unstable magical ice weapon that lasts until the start of your next turn. You must have at least one free hand to do so. An unstable ice weapon is a magic weapon with a +1 bonus to attack and damage rolls and has a base damage of 2d8 cold damage. This unstable ice weapon can resemble any mundane weapon, including a ranged weapon and its' projectiles. It is destroyed if you take fire damage while holding it.

This changes at 10th level (+2) and 18th level (+3).

Elemental Progression

10th level martial archetype feature. Choose one option from the Endowment of Ice Advancement Options.

You gain immunity to cold damage.

Elemental Surge

15th level martial archetype feature. Choose one option from the Endowment of Ice Advancement Options.

You can enhance your action surge. During action surge, each time a creature receives cold damage caused by you they must succeed on a Constitution saving throw or become restrained in ice until the start of their next turn.

Primordial Ice

18th level martial archetype feature.

Your flesh and bones have condensed into primordial ice. Divination reveals your creature type to be only Elemental. Creatures that end their turn within 5 feet of you take cold damage equal to your Charisma modifier and any fire damage you take is reduced by an amount equal to your fighter level.

You regain 1d8 hit points at the start of each of your turns; this cannot exceed your maximum hit points. If you have been hit with fire damage within the last round, you cannot regain hit points in this way. This applies even if the fire damage was reduced to 0.

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