Base Class: Fighter
A Frost Spirit Knight is able to enhance physical prowess with cold energy. You awakened a source of power from deep within. Whether it was passed through generations, discover, inherited, or taught by a master, this power granted you the ability to control the cold energy within.
Frost Spirit
3rd level fighter feature
Your power manifests from within. You feel the frost moving through your body as you gain the ability to use ice in combat.
Frosty Fists Your strikes become imbued with frost energy. Unarmed attacks deal 1d4 plus your Constitution modifier Cold damage.
Create Ice Weapon When you gain this feature, you can perform a 1-hour ritual to hone your skills creating weapons. After the ritual, you memorize how to create a weapon. Once you perform this technique, you may summon the weapon at will. You are proficient in the chosen weapon. You can only have one weapon memorized at level 3. You can memorize one more at level 7.
As a Bonus Action, you may summon one of your memorized weapons into your hand. The weapon is made of ice, but deals the same damage and damage type as a non-magical weapon. The weapons use your Constitution modifier.
The weapon only lasts for 10 minutes in normal temperatures. It lasts indefinitely in cold conditions and for 1 minute in hot conditions. If you drop your weapon or throw it, it breaks at the end of the turn.
Create Ice weapon - Arrows (5)
5 arrows made of ice. The arrows break after hitting or missing their target.
Create Ice Weapon - Gauntlets
Gauntlets made of ice. Your hands are free to use while wearing the gauntlets. They have the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d6 plus your Constitution modifier Bludgeoning damage.
Properties: Light, Finesse
Mastery: Vex (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
After you attack with the gauntlets, you can attack with the other gauntlet as a bonus action on the same turn if your other hand is free. The damage die of this bonus attack is 1d4 instead of 1d6.
Create Ice Weapon - Greataxe
A Greataxe made of ice. It has the following traits:
Weapon Category: Martial Melee
Damage on a Hit: 1d12 plus your Constitution modifier Slashing damage.
Properties: Two-handed
Mastery: Cleave (you can use this property if you have the Greataxe weapon mastery)
Create Ice weapon - Katana
A katana made of ice. It has the following traits:
Weapon Category: Martial Melee
Damage on a Hit: 1d8 plus your Constitution modifier Slashing damage.
Properties: Finesse, Versatile (1d10)
Mastery: Graze (you can use this property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
Create Ice Weapon - Pike
A pike made of ice. It has the following traits:
Weapon Category: Martial Melee
Damage on a Hit: 1d10 plus your Constitution modifier Piercing damage.
Properties: Reach, Two-handed
Mastery: Push (you can use this property if you have the Pike weapon mastery)
Create Ice weapon - Trident
A trident made of ice. It has the following traits:
Weapon Category: Martial Melee
Damage on a Hit: 1d8 plus your Constitution modifier Piercing damage.
Properties: Thrown (20/60), Versatile (1d10)
Mastery: Topple (you can use this property if you have the Trident weapon mastery)
Create Ice weapon - Warhammer
A warhammer made of ice. It has the following traits:
Weapon Category: Martial Melee
Damage on a Hit: 1d8 plus your Constitution modifier Bludgeoning damage.
Properties: Versatile (1d10)
Mastery: Push (you can use this property if you have the Warhammer weapon mastery)
Channel Frost
3rd level fighter feature
You learn to focus the frost into a special attack. Choose one of the following options as a special attack. You can change your selection after a long rest.
Icy Blast You focus your energy into your hand to form a chilling sphere that you launch as a projectile.
When you take the attack action, you can replace one attack with this special attack to deal 1d8 plus your Constitution modifier Cold damage. You make a ranged attack at a target up to range of 60 feet. You may do this a number of times equal to your proficiency bonus. You regain all expended uses after a long rest. You must have a free hand to perform this move.
Flash Freeze You quickly unleash your energy as a burst of frost around you.
When you take the attack action, you can replace one attack with this special attack. All creatures within five feet must make a Constitution saving throw (DC 8 plus your proficiency bonus and Constitution modifier). On a failed save, a creature takes 1d8 Cold damage and loses its reaction until the start of its next turn. On a successful save, it takes half as much damage and doesn’t lose its reaction.
You may do this a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
Frost Breath You exhale a powerful icy breath that chills everything in its path.
When you take the attack action, you can replace one attack with this special attack. You exhale in an 15-foot cone. All creatures in the area must make a Dexterity saving throw (DC 8 plus your proficiency bonus and Constitution modifier). On a failed save, a creature takes 1d8 Cold damage. On a successful save, it takes half as much damage.
You may do this a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
The damage increases by 1d8 when you reach certain levels in this class: at 7th level (2d8), 10th level (3d8) and 15th level (4d8).
Channel Frost - Flash Freeze
You quickly unleash your energy as a burst of frost around you.
When you take the Attack action, you can replace one attack with this special attack. All creatures within five feet must make a Constitution saving throw (DC 8 plus your proficiency bonus and Constitution modifier). On a failed save, a creature takes 1d8 Cold damage and loses its reaction until the start of its next turn. On a successful save, it takes half as much damage and doesn’t lose its reaction.
You may do this a number of times equal to your proficiency bonus. You regain all expended uses after a long rest
The damage increases by 1d8 when you reach certain levels in this class: at 7th level (2d8), 10th level (3d8) and 15th level (4d8).
Channel Frost - Frost Breath
You exhale a powerful icy breath that chills everything in its path.
When you take the attack action, you can replace one attack with this special attack. You exhale in an 15-foot cone. All creatures in the area must make a Dexterity saving throw (DC 8 plus your proficiency bonus and Constitution modifier). On a failed save, a creature takes 1d8 Cold damage. On a successful save, it takes half as much damage.
You may do this a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
The damage increases by 1d8 when you reach certain levels in this class: at 7th level (2d8), 10th level (3d8) and 15th level (4d8).
Channel Frost - Icy Blast
You focus your energy into your hand to form a sphere that you launch as a projectile.
When you take the Attack action, you can replace one attack with this special attack to deal 1d8 plus your Constitution modifier Cold damage. You make a ranged attack at a target up to range of 60 feet. You may do this a number of times equal to your proficiency bonus. You regain all expended uses after a long rest. You must have a free hand to perform this move.
The damage increases by 1d8 when you reach certain levels in this class: at 7th level (2d8), 10th level (3d8) and 15th level (4d8).
Frost Infused
7th level fighter feature
Your control of the frost powers have allowed you to imbue yourself and items with the power of frost as detailed below.
Your ice weapons can deal Cold damage and ignore resistances to Cold damage. You decide between the damage types when attacking.
You have resistance to Cold damage. You create or enhance armor with frost to bolster your defense. Choose the type of enhancement. You may change the enhancement after a long rest.
Reinforced Armor. You reinforce armor with a layer of frost to bolster your defense. You gain +2 to your AC when wearing armor.
Ice Armor. You surround yourself with Ice Armor. Your AC is equal to 14 plus your Dexterity modifier. The armor does not melt due to temperatures. You can don or doff as an Action.
Ice Armor
You surround yourself with Ice Armor. Your AC is equal to 14 plus your Dexterity modifier. The armor does not melt due to temperatures. You can don or doff as an Action.
Reinforced Armor
You reinforce armor with a layer of frost to bolster your defense. You gain +2 to your AC when wearing armor.
Ice Style
10th level fighter feature
You learn new ways to use your frost energy based on the situation. Choose a style. You can change your style after a long rest.
Speed Ice Style - Glide
You use your ice to move around quickly. You get +3 to your initiative rolls. Your walking speed increases by 10 feet. Whenever you take the Dash action, you are not affected by difficult terrain and you can move on any liquid surface. You form a trail of ice underneath your feet as you move. The ice disappears at the end of your turn.
Offense Ice Style - Frost Spikes
You channel your power into an offensive strike. As a Bonus Action, you send a wave of ice spikes across the ground in a 30-foot line that is 5 feet wide. All creatures in that area must make a Dexterity saving throw (DC 8 plus your proficiency bonus and Constitution modifier). On a failed save, the creature takes 1d10 Cold and 1d10 Piercing damage, and is Restrained until the end of their next turn. The creature takes half damage on a successful save and is not restrained.
You can use this a number of times equal to your proficiency bonus. You regain all uses after a long rest.
The damage increases to 2d10 each at level 15.
Defense Ice Style - Ice Barrier
You create a barrier of ice to protect yourself. When you are hit by an attack, you may use your Reaction to add your Constitution modifier to your AC. You gain this bonus to your AC until the start of your next turn.
You can use this a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Ice Style - Defense
Ice Style - Ice Barrier
You create a barrier of ice to protect yourself. When you are hit by an attack, you may use your Reaction to add your Constitution modifier to your AC. You gain this bonus to your AC until the start of your next turn.
You can use this a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Ice Style - Offense
Ice Style - Frost Spikes
You channel your power into an offensive strike. As a Bonus Action, you send a wave of ice spikes across the ground in a 30-foot line that is 5 feet wide. All creatures in that area must make a Dexterity saving throw (DC 8 plus your proficiency bonus and Constitution modifier). On a failed save, the creature takes 1d10 Cold and 1d10 Piercing damage, and is Restrained until the end of their next turn. The creature takes half damage on a successful save and is not restrained.
You can use this a number of times equal to your proficiency bonus. You regain all uses after a long rest.
The damage increases to 2d10 each at level 15.
Ice Style - Speed
Ice Style - Glide
You use your ice to move around quickly. You get +3 to your initiative rolls. Your walking speed increases by 10 feet. Whenever you take the dash action, you are not affected by difficult terrain and you can move on any liquid surface. You form a trail of ice underneath your feet as you move. The ice disappears at the end of your turn.
Frost Burst
15th level fighter feature
You gain the spell Otiluke’s Freezing Sphere. The spell uses your Constitution to determine Save DC. It is cast at 8th level. You may cast it once per long rest.
Frigid Propulsion You propel yourself with your frost to slide. When you use your Action Surge, you can move up to half your movement speed to an unoccupied location. Any creatures in your path must succeed a Dexterity saving throw or fall prone. You can slide before or after the additional action.
Born of Frost
18th level fighter feature
You mastered your innate frost spirit’s ability increasing your power. Your ice weapons deal an additional die for damage. You can expand the frost to cover the land as described below.
Frost Aura Your presence temporarily freezes the area around you. As a Bonus Action, you manifest a 10-foot Emanation around you for 1 minute. When a creature enters the area for the first time, or starts its turn there, it must make a Constitution saving throw (DC 8 plus your proficiency bonus and Constitution modifier). On a failed save, the creature takes 3d12 Cold damage and has disadvantage on all attack rolls until the end of its next turn. On a successful save, the creature takes the half damage only.
You can use this ability twice per long rest. You can end the effect at any time (no action required).






