Fighter
Base Class: Fighter

While clanwardens guard dwarf cities and clanholds and Wardens guard the cities of man, as a last line of defense, Frostwardens serve as a living early warning system against threats from both the environment and other creatures. Frostwardens are typically adventurers or retired militia members who wish to explore the furthest reaches of the frozen north. They travel deep into Icewind Dale and among other frozen reaches other and survive on their own, far from civilization. There they search for new resources, threats, or other interesting findings, and send reports back to their city comrades. Frostwardens are considered the first line of defense against invasions or other threats, and as such they must be both physically hardy and able to survive in the wilderness for an extended period. A warden’s first duty is to find out the nature of any threats to the community, then stay alive long enough to make sure his city is warned and can prepare. If a person can meet these criteria, whether through magic or might, he is welcomed among the Frostwardens. Unlike most  NPCs, a Frostwarden spends most of his time away from other people and far from populated communities. Many join with adventurers for a time as patrons or guides. 

Warden of the North

A Frost Warden knows how to use his strengths to compensate for his weaknesses. He adds his Constitution bonus to AC instead of his Dexterity, if the character’s Constitution bonus is higher. The Frost Warden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC.

Spell Casting

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 wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Frost Warden Spellcasting table shows how many spell slots you have to cast your wizard 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 Armor of Agathys and have a 1st-level and a 2nd-level spell slot available, you can cast Armor of Agathys using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Frost Warden Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Frost Warden 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

Spectral Frost

You can use an action to encase yourself in an armor made of spectral frost for 1 hour. You gain a bonus +2 bonus to your AC. If a creature hits you with a melee attack while you have these hit points, the creature takes 2d6 cold damage.

 

Hardened by the Elements

When you reach 10th level, you can’t be charmed or frightened by elementals or beasts, and you are immune to poison and disease.

Permafrost

At 15th level, you gain the ability to cover your weapons in ice. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 4d6 cold damage to the target. When you reach 18th level, the extra damage increases to 6d6.

Ancient Wardens

At 18th level, you learn to channel the spirits of the ancient Frost Wardens to briefly become a paragon of the forgotten heroes. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:

  • You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
  • If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
  • You can take the Dash or Disengage action as a bonus action.
  • You have advantage on Constitution checks and Constitution saving throws against effects you can see.

Once you use this feature, you can’t use it again until you finish a long rest.

Frost Warden Image

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