Fighter
Base Class: Fighter

Ice based warrior

Advanced Frost Techniques

By the 7th level you have learned new ways to use your frost bound abilities detailed below:

  • Frost Breath: When you take the attack action on your turn, you can expend one of your attacks and 2 frost points to exhale a subzero blast of cold air in a 15ft cone. Every creature inside of it must make a CON SAVE. If a creature fails they take 5d6 cold damage and if they succeed they take half damage.

 

  • Ice Pillars: (Cost 3 Frost points and an action)The Knight creates four columns of ice, with a 5 foot radius and 30 feet in height. As you point your finger at a point on the ground within 120ft that you can see a column of ice rises from the ground lifting, any object or creature (including you) standing in the area into the air. Creatures making a Dexterity saving throw or fall prone and be lifted by the pillar. The creature can choose to fail the saving throw. Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 6d6 points of bludgeoning damage. 

Defense of the Rimeguard

At 10th level your connection to the frozen realm shields you from the frigid cold and increases your resilience to the intense heat of the world. You gain immunity to cold and resistance to fire.  Furthermore, you can expend a frost point as a reaction to you or an ally within 5ft being hit by a melee attack. When you do, roll 2d4 + con mod and reduce their attack roll by the result potentially turning the attack into a miss. If the attack misses, you can automatically make an attack of opportunity as part of the same reaction. If the attack still hits, you gain resistance to the damage.  

Piercing icicle

At the cost of 5 frost points and an action, you launch a condensed buildup of frozen energy from the frozen realm. Make a ranged attack that you are proficient with. On a hit, the target takes 4d10 piercing damage and is stunned until the end of your next turn. Regardless of hit or miss, the icicle then explodes into frigid air. All creatures within 5ft of the target, including the target, must make a dexterity saving throw or take 9d6 cold damage. You can only use this once per turn. 

Smite frost burn

As a bonus action, you imbue your weapon with the sheer cold of the frozen realm. For the next minute, you gain the following benefits whenever you land an attack: 

  • The target takes 1d12 cold and 1d12 radiant damage.
  • Once per turn you can force a creature to make a constitution saving throw after hitting them with an attack. If they fail, they have disadvantage on all dexterity saving throws and ability checks, and their movement speed is halved for 1 minute as freezing thorns form across their body piercing them each time they move. At the start of each of their turns, they must make a constitution saving throw at disadvantage, or take 2d12 cold damage and lose the ability to take reactions. At the end of each of their turns, they can attempt to make a constitution saving throw at disadvantage to end the effects.

You can only use this ability once per long rest, or at the cost of 12 frost points.

Frost Magic

You have gained the ability to use ice magic either through training under another knight of Niflheim or by being blessed by the frozen realm. You have a number of frost points equal to your level. The DC for your ice magic is 8+pb+con mod. When you spend a frost point, it is unavailable until you complete a short or long rest, at the end of which you regain all of your frost points. Furthermore, upon gaining this ability, choose between the cantrips Frostbite or Ray of Frost. You gain this cantrip. Constitution counts as your spellcasting ability for this spell. 

  • Frost Aura: For 1 frost point and a bonus action you summon an aura of frost around yourself. This aura makes the Knight of Niflheim's surroundings extremely cold, covering within a 10 feet radius circle (15ft at lvl8 and 30ft at lvl 15). It can cause continuous ice damage and slows enemies. Creatures of your choice in the area must make a constitution save, if they fail then their movement speed are reduced by half and they take 2d4 cold damage (4d4 at level 10 and 6d4 at level 15), enemies that succeed have their movement speed reduced by 10ft and take half damage. Creatures that start their turn in the area must remake the saving throw. This lasts for 1 minute or until your concentration is broken as if concentrating on a spell.
  • Freezing Winds: You imbue your weapon with the freezing winds of the frozen realm. Once per turn when you make a melee attack, you can expend 1 frost point. When you do so, you deal 4d4 frost damage and force the target to make a constitution saving throw. On failure, their movement speed is reduced to 0. On success, their movement speed is reduced to half.
  • Frost-flow Path: At the expense of 1 frost point and a bonus action you coat a 5ft by 30ft line of terrain in ice. All creatures in the area must make a dexterity saving throw or fall prone. Furthermore, the line counts as difficult terrain for everyone except you. This ability is strong enough to freeze water. For each five foot square the line touches water, that segment of water freezes in a five foot cube. This freezing lasts for one hour. You cannot freeze water that has a creature inside of it.

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